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authorUneven Prankster <unevenprankster@protonmail.com>2023-10-15 21:28:29 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-10-15 21:28:29 -0300
commit1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (patch)
treef5d692d046868261275c7430a624c3ea9ed75d3d /raylib/examples/textures/textures_sprite_button.c
parenta89f892640cf12f75c7ce18e6e88c70a8d3965ed (diff)
A lot has certainly happened!
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+/*******************************************************************************************
+*
+* raylib [textures] example - sprite button
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2019-2023 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
+
+ InitAudioDevice(); // Initialize audio device
+
+ Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
+ Texture2D button = LoadTexture("resources/button.png"); // Load button texture
+
+ // Define frame rectangle for drawing
+ float frameHeight = (float)button.height/NUM_FRAMES;
+ Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
+
+ // Define button bounds on screen
+ Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
+
+ int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
+ bool btnAction = false; // Button action should be activated
+
+ Vector2 mousePoint = { 0.0f, 0.0f };
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ mousePoint = GetMousePosition();
+ btnAction = false;
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, btnBounds))
+ {
+ if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
+ else btnState = 1;
+
+ if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
+ }
+ else btnState = 0;
+
+ if (btnAction)
+ {
+ PlaySound(fxButton);
+
+ // TODO: Any desired action
+ }
+
+ // Calculate button frame rectangle to draw depending on button state
+ sourceRec.y = btnState*frameHeight;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(button); // Unload button texture
+ UnloadSound(fxButton); // Unload sound
+
+ CloseAudioDevice(); // Close audio device
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file