Reviewed multitouch example #1988

This commit is contained in:
raysan5 2021-10-22 11:53:47 +02:00
parent cbeb29d9d1
commit dd6e006d78
2 changed files with 15 additions and 31 deletions

View File

@ -24,11 +24,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition = { 0 };
Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
@ -38,19 +34,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
// Get multiple touchpoints
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
//----------------------------------------------------------------------------------
// Draw
@ -58,25 +43,19 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
touchPosition = GetTouchPosition(i); // Get the touch point
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
// 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(touchPosition, 34, ORANGE);
DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
DrawCircleV(touchPositions[i], 34, ORANGE);
DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
}
}
// Draw the normal mouse location
DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

View File

@ -3876,7 +3876,7 @@ static bool InitGraphicsDevice(int width, int height)
#if defined(PLATFORM_DESKTOP)
// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
// Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
// Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
// REF: https://github.com/raysan5/raylib/issues/1554
if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
@ -4765,6 +4765,11 @@ void PollInputEvents(void)
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Reset touch positions
// TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
#if defined(PLATFORM_DESKTOP)
// Check if gamepads are ready