REVIEWED: New example format and requirements: core_input_actions #5211

This commit is contained in:
Ray
2025-09-28 23:31:07 +02:00
parent a2a22e5e48
commit 7d780d18b5
8 changed files with 738 additions and 113 deletions

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@@ -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 \

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@@ -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 \

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@@ -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) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
### category: shapes [20]

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@@ -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 <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#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<MAX_ACTION)
return (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return (false);
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
// Set default actions
char actionSet = 0;
SetActionsDefault();
Vector2 position = (Vector2){ 400.0f, 200.0f };
Vector2 size = (Vector2){ 40.0f, 40.0f };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
gamepadIndex = 0; // set this to gamepad being checked
if (IsActionDown(ACTION_UP)) position.y -= 2;
if (IsActionDown(ACTION_DOWN)) position.y += 2;
if (IsActionDown(ACTION_LEFT)) position.x -= 2;
if (IsActionDown(ACTION_RIGHT)) position.x += 2;
if (IsActionPressed(ACTION_FIRE))
{
position.x = (screenWidth-size.x)/2;
position.y = (screenHeight-size.y)/2;
}
// Switch control scheme by pressing TAB
if (IsKeyPressed(KEY_TAB))
{
actionSet = !actionSet;
if (actionSet == 0) SetActionsDefault();
else SetActionsCursor();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(GRAY);
DrawRectangleV(position, size, RED);
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// combines IsKeyReleased and IsGameButtonReleased to one action
bool isActionReleased(int action)
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check action key/button pressed
// NOTE: Combines key pressed and gamepad button pressed in one action
static bool IsActionPressed(int action)
{
if (action<MAX_ACTION)
return (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return (false);
bool result = false;
if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return result;
}
// combines IsKeyDown and IsGameButtonDown to one action
bool isActionDown(int action)
// Check action key/button released
// NOTE: Combines key released and gamepad button released in one action
static bool IsActionReleased(int action)
{
if (action<MAX_ACTION)
return (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return (false);
bool result = false;
if (action < MAX_ACTION) result = (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return result;
}
// define the "default" keyset. here WASD and gamepad buttons on the left side for movement
void DefaultActions()
// Check action key/button down
// NOTE: Combines key down and gamepad button down in one action
static bool IsActionDown(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return result;
}
// Set the "default" keyset
// NOTE: Here WASD and gamepad buttons on the left side for movement
static void SetActionsDefault(void)
{
actionInputs[ACTION_UP].key = KEY_W;
actionInputs[ACTION_DOWN].key = KEY_S;
@@ -94,8 +179,9 @@ void DefaultActions()
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
}
// define the "alternate" keyset. here Cursor Keys and gamepad buttons on the right side for movement
void CursorActions()
// Set the "alternate" keyset
// NOTE: Here cursor keys and gamepad buttons on the right side for movement
static void SetActionsCursor(void)
{
actionInputs[ACTION_UP].key = KEY_UP;
actionInputs[ACTION_DOWN].key = KEY_DOWN;
@@ -109,66 +195,3 @@ void CursorActions()
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(int argc, char **argv)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input via actions");
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetTargetFPS(60);
// set default actions
char actionSet = 0;
DefaultActions();
Vector2 position = (Vector2){100, 100};
Vector2 size = (Vector2){32, 32};
while (!WindowShouldClose()) // Detect window close button or ESC key
{
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKGRAY);
DrawText(actionSet == 0 ? "WASD Default Set" : "Cursor Set", 0, 0, 18, WHITE);
DrawText("Tab key toggles keyset", 0, 18, 18, WHITE);
DrawRectangleV(position, size, RED);
EndDrawing();
gamepadIndex = 0; // set this to gamepad being checked
if (isActionDown(ACTION_UP))
position.y -= 2;
if (isActionDown(ACTION_DOWN))
position.y += 2;
if (isActionDown(ACTION_LEFT))
position.x -= 2;
if (isActionDown(ACTION_RIGHT))
position.x += 2;
if (isActionPressed(ACTION_FIRE))
{
position.x = (screenWidth-size.x)/2;
position.y = (screenHeight-size.y)/2;
}
// switch control scheme by pressing TAB
if (IsKeyPressed(KEY_TAB))
{
actionSet = !actionSet;
if (actionSet == 0)
DefaultActions();
else
CursorActions();
}
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
return 0;
}

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@@ -44,6 +44,7 @@ core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@r
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5