123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475 |
- /*******************************************************************************************
- *
- * raylib [core] example - Input multitouch
- *
- * Example originally created with raylib 2.1, last time updated with raylib 2.5
- *
- * Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
- *
- * 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) 2019-2022 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #define MAX_TOUCH_POINTS 10
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
- Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //---------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Get multiple touchpoints
- for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
-
- for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
- {
- // Make sure point is not (0, 0) as this means there is no touch for it
- if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
- {
- // Draw circle and touch index number
- DrawCircleV(touchPositions[i], 34, ORANGE);
- DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
- }
- }
- DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
|