raylib/examples/textures/textures_sprite_button.c

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/*******************************************************************************************
*
* raylib [textures] example - sprite button
*
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
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* Copyright (c) 2019-2023 Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
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//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
InitAudioDevice(); // Initialize audio device
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Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
Texture2D button = LoadTexture("resources/button.png"); // Load button texture
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// Define frame rectangle for drawing
float frameHeight = (float)button.height/NUM_FRAMES;
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
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// 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 };
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int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated
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Vector2 mousePoint = { 0.0f, 0.0f };
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SetTargetFPS(60);
//--------------------------------------------------------------------------------------
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// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
btnAction = false;
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// Check button state
if (CheckCollisionPointRec(mousePoint, btnBounds))
{
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
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else btnState = 1;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
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}
else btnState = 0;
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if (btnAction)
{
PlaySound(fxButton);
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// TODO: Any desired action
}
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// Calculate button frame rectangle to draw depending on button state
sourceRec.y = btnState*frameHeight;
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(button); // Unload button texture
UnloadSound(fxButton); // Unload sound
CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
}