diff --git a/examples/Makefile b/examples/Makefile
index 6d409b511..8fb92ac2b 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -516,6 +516,7 @@ CORE = \
core/core_custom_logging \
core/core_drop_files \
core/core_high_dpi \
+ core/core_input_actions \
core/core_input_gamepad \
core/core_input_gestures \
core/core_input_gestures_testbed \
@@ -524,7 +525,6 @@ CORE = \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_input_virtual_controls \
- core/core_input_actions \
core/core_random_sequence \
core/core_random_values \
core/core_render_texture \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index a16d57853..87c2866c6 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -516,6 +516,7 @@ CORE = \
core/core_custom_logging \
core/core_drop_files \
core/core_high_dpi \
+ core/core_input_actions \
core/core_input_gamepad \
core/core_input_gestures \
core/core_input_gestures_testbed \
@@ -732,6 +733,9 @@ core/core_drop_files: core/core_drop_files.c
core/core_high_dpi: core/core_high_dpi.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+core/core_input_actions: core/core_input_actions.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
core/core_input_gamepad: core/core_input_gamepad.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file core/resources/ps3.png@resources/ps3.png \
diff --git a/examples/README.md b/examples/README.md
index 1753a31bc..d7f56d8d4 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
-## EXAMPLES COLLECTION [TOTAL: 163]
+## EXAMPLES COLLECTION [TOTAL: 164]
-### category: core [37]
+### category: core [38]
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
@@ -62,6 +62,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
| [core_high_dpi](core/core_high_dpi.c) |
| ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_render_texture](core/core_render_texture.c) |
| ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) |
| ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
+| [core_input_actions](core/core_input_actions.c) |
| ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
### category: shapes [20]
diff --git a/examples/core/core_input_actions.c b/examples/core/core_input_actions.c
index b8266a8f4..aff356087 100644
--- a/examples/core/core_input_actions.c
+++ b/examples/core/core_input_actions.c
@@ -1,41 +1,31 @@
-
/*******************************************************************************************
*
-* raylib [core_inputactionInputs] example - presents a simple API for remapping input to actions
+* raylib [core] example - input actions
*
-* Example complexity rating: [★☆☆☆] 1/4
+* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
-* Example contributed by MonstersGoBoom and reviewed by Ramon Santamaria (@raysan5)
+* Example contributed by Jett (@JettMonstersGoBoom) 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) 2025 MonstersGoBoom
+* Copyright (c) 2025 Jett (@JettMonstersGoBoom)
*
********************************************************************************************/
-/*
- Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons.
- for example instead of
- IsKeyDown(KEY_LEFT)
- you'd use
- IsActionDown(ACTION_LEFT)
- which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
- */
+// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
+// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
+// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
-
-#include
-#include
-#include
#include "raylib.h"
-// add your own action types here
-
-typedef enum ActionType
-{
- NO_ACTION,
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum ActionType {
+ NO_ACTION = 0,
ACTION_UP,
ACTION_DOWN,
ACTION_LEFT,
@@ -44,42 +34,137 @@ typedef enum ActionType
MAX_ACTION
} ActionType;
-// struct for key and button inputs
-typedef struct ActionInput
-{
+// Key and button inputs
+typedef struct ActionInput {
int key;
int button;
} ActionInput;
-// gamepad index, change this if you have multiple gamepads.
-int gamepadIndex = 0;
-static ActionInput actionInputs[MAX_ACTION] = {0};
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static int gamepadIndex = 0; // Gamepad default index
+static ActionInput actionInputs[MAX_ACTION] = { 0 };
-// combines IsKeyPressed and IsGameButtonPressed to one action
-bool isActionPressed(int action)
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+static bool IsActionPressed(int action); // Check action key/button pressed
+static bool IsActionReleased(int action); // Check action key/button released
+static bool IsActionDown(int action); // Check action key/button down
+
+static void SetActionsDefault(void); // Set the "default" keyset
+static void SetActionsCursor(void); // Set the "alternate" keyset
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
{
- if (action
+
+
+
+ Debug.DLL
+ ARM64
+
+
+ Debug.DLL
+ Win32
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+
+ Debug.DLL
+ x64
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+
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+
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+ $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\
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+ $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\
+
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+ true
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+ $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\
+
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+ true
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+ $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\
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+ $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\
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\ No newline at end of file
diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln
index fe2241434..faca55fa0 100644
--- a/projects/VS2022/raylib.sln
+++ b/projects/VS2022/raylib.sln
@@ -345,6 +345,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "exam
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_actions", "examples\core_input_actions.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|ARM64 = Debug.DLL|ARM64
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{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32
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+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release.DLL|x64.Build.0 = Release.DLL|x64
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release.DLL|x86.Build.0 = Release.DLL|Win32
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release|ARM64.ActiveCfg = Release|ARM64
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release|ARM64.Build.0 = Release|ARM64
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release|x64.ActiveCfg = Release|x64
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release|x64.Build.0 = Release|x64
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release|x86.ActiveCfg = Release|Win32
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -4421,6 +4447,7 @@ Global
{49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
+ {6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}