core_input_gestures.c 5.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121
  1. /*******************************************************************************************
  2. *
  3. * raylib [core] example - Input Gestures Detection
  4. *
  5. * Example complexity rating: [★★☆☆] 2/4
  6. *
  7. * Example originally created with raylib 1.4, last time updated with raylib 4.2
  8. *
  9. * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  10. * BSD-like license that allows static linking with closed source software
  11. *
  12. * Copyright (c) 2016-2024 Ramon Santamaria (@raysan5)
  13. *
  14. ********************************************************************************************/
  15. #include "raylib.h"
  16. #define MAX_GESTURE_STRINGS 20
  17. //------------------------------------------------------------------------------------
  18. // Program main entry point
  19. //------------------------------------------------------------------------------------
  20. int main(void)
  21. {
  22. // Initialization
  23. //--------------------------------------------------------------------------------------
  24. const int screenWidth = 800;
  25. const int screenHeight = 450;
  26. InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
  27. Vector2 touchPosition = { 0, 0 };
  28. Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
  29. int gesturesCount = 0;
  30. char gestureStrings[MAX_GESTURE_STRINGS][32];
  31. int currentGesture = GESTURE_NONE;
  32. int lastGesture = GESTURE_NONE;
  33. //SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
  34. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  35. //--------------------------------------------------------------------------------------
  36. // Main game loop
  37. while (!WindowShouldClose()) // Detect window close button or ESC key
  38. {
  39. // Update
  40. //----------------------------------------------------------------------------------
  41. lastGesture = currentGesture;
  42. currentGesture = GetGestureDetected();
  43. touchPosition = GetTouchPosition(0);
  44. if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
  45. {
  46. if (currentGesture != lastGesture)
  47. {
  48. // Store gesture string
  49. switch (currentGesture)
  50. {
  51. case GESTURE_TAP: TextCopy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
  52. case GESTURE_DOUBLETAP: TextCopy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
  53. case GESTURE_HOLD: TextCopy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
  54. case GESTURE_DRAG: TextCopy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
  55. case GESTURE_SWIPE_RIGHT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
  56. case GESTURE_SWIPE_LEFT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
  57. case GESTURE_SWIPE_UP: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
  58. case GESTURE_SWIPE_DOWN: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
  59. case GESTURE_PINCH_IN: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
  60. case GESTURE_PINCH_OUT: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
  61. default: break;
  62. }
  63. gesturesCount++;
  64. // Reset gestures strings
  65. if (gesturesCount >= MAX_GESTURE_STRINGS)
  66. {
  67. for (int i = 0; i < MAX_GESTURE_STRINGS; i++) TextCopy(gestureStrings[i], "\0");
  68. gesturesCount = 0;
  69. }
  70. }
  71. }
  72. //----------------------------------------------------------------------------------
  73. // Draw
  74. //----------------------------------------------------------------------------------
  75. BeginDrawing();
  76. ClearBackground(RAYWHITE);
  77. DrawRectangleRec(touchArea, GRAY);
  78. DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
  79. DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
  80. for (int i = 0; i < gesturesCount; i++)
  81. {
  82. if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
  83. else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
  84. if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
  85. else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
  86. }
  87. DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
  88. DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
  89. if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
  90. EndDrawing();
  91. //----------------------------------------------------------------------------------
  92. }
  93. // De-Initialization
  94. //--------------------------------------------------------------------------------------
  95. CloseWindow(); // Close window and OpenGL context
  96. //--------------------------------------------------------------------------------------
  97. }