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_custom_logging \
core/core_drop_files \ core/core_drop_files \
core/core_high_dpi \ core/core_high_dpi \
core/core_input_actions \
core/core_input_gamepad \ core/core_input_gamepad \
core/core_input_gestures \ core/core_input_gestures \
core/core_input_gestures_testbed \ core/core_input_gestures_testbed \
@@ -524,7 +525,6 @@ CORE = \
core/core_input_mouse_wheel \ core/core_input_mouse_wheel \
core/core_input_multitouch \ core/core_input_multitouch \
core/core_input_virtual_controls \ core/core_input_virtual_controls \
core/core_input_actions \
core/core_random_sequence \ core/core_random_sequence \
core/core_random_values \ core/core_random_values \
core/core_render_texture \ core/core_render_texture \

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@@ -516,6 +516,7 @@ CORE = \
core/core_custom_logging \ core/core_custom_logging \
core/core_drop_files \ core/core_drop_files \
core/core_high_dpi \ core/core_high_dpi \
core/core_input_actions \
core/core_input_gamepad \ core/core_input_gamepad \
core/core_input_gestures \ core/core_input_gestures \
core/core_input_gestures_testbed \ 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 core/core_high_dpi: core/core_high_dpi.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(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 core/core_input_gamepad: core/core_input_gamepad.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file core/resources/ps3.png@resources/ps3.png \ --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 [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`) - `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. 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_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_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_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] ### 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 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, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * 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
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)`
for example instead of // 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
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
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "raylib.h" #include "raylib.h"
// add your own action types here //----------------------------------------------------------------------------------
// Types and Structures Definition
typedef enum ActionType //----------------------------------------------------------------------------------
{ typedef enum ActionType {
NO_ACTION, NO_ACTION = 0,
ACTION_UP, ACTION_UP,
ACTION_DOWN, ACTION_DOWN,
ACTION_LEFT, ACTION_LEFT,
@@ -44,42 +34,137 @@ typedef enum ActionType
MAX_ACTION MAX_ACTION
} ActionType; } ActionType;
// struct for key and button inputs // Key and button inputs
typedef struct ActionInput typedef struct ActionInput {
{
int key; int key;
int button; int button;
} ActionInput; } ActionInput;
// gamepad index, change this if you have multiple gamepads. //----------------------------------------------------------------------------------
int gamepadIndex = 0; // Global Variables Definition
static ActionInput actionInputs[MAX_ACTION] = {0}; //----------------------------------------------------------------------------------
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) // Initialization
return (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button)); //--------------------------------------------------------------------------------------
return (false); 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) bool result = false;
return (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return (false); if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return result;
} }
// combines IsKeyDown and IsGameButtonDown to one action // Check action key/button released
bool isActionDown(int action) // NOTE: Combines key released and gamepad button released in one action
static bool IsActionReleased(int action)
{ {
if (action<MAX_ACTION) bool result = false;
return (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return (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_UP].key = KEY_W;
actionInputs[ACTION_DOWN].key = KEY_S; actionInputs[ACTION_DOWN].key = KEY_S;
@@ -94,8 +179,9 @@ void DefaultActions()
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; 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 // Set the "alternate" keyset
void CursorActions() // 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_UP].key = KEY_UP;
actionInputs[ACTION_DOWN].key = KEY_DOWN; actionInputs[ACTION_DOWN].key = KEY_DOWN;
@@ -109,66 +195,3 @@ void CursorActions()
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; 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
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core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5 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_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_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_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5 shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5

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@@ -0,0 +1,569 @@
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@@ -345,6 +345,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "exam
EndProject EndProject
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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 EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@@ -4421,6 +4447,7 @@ Global
{49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} {D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
EndGlobalSection EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29} SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}