ADDED: example: core_input_actions (#5211)

* adding core_input_actions

action based input API vs direct input, allows remapping of buttons or keys to an action.

* adjusted formatting.

* updates for struct name

and fixed a typo
This commit is contained in:
Jett
2025-09-28 17:02:53 -04:00
committed by GitHub
parent 4767841b71
commit a2a22e5e48
2 changed files with 175 additions and 0 deletions

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@@ -524,6 +524,7 @@ 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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@@ -0,0 +1,174 @@
/*******************************************************************************************
*
* raylib [core_inputactionInputs] example - presents a simple API for remapping input to actions
*
* Example complexity rating: [★☆☆☆] 1/4
*
* 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 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
*
********************************************************************************************/
/*
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
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "raylib.h"
// add your own action types here
typedef enum ActionType
{
NO_ACTION,
ACTION_UP,
ACTION_DOWN,
ACTION_LEFT,
ACTION_RIGHT,
ACTION_FIRE,
MAX_ACTION
} ActionType;
// struct for 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};
// combines IsKeyPressed and IsGameButtonPressed to one action
bool isActionPressed(int action)
{
if (action<MAX_ACTION)
return (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return (false);
}
// combines IsKeyReleased and IsGameButtonReleased to one action
bool isActionReleased(int action)
{
if (action<MAX_ACTION)
return (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return (false);
}
// combines IsKeyDown and IsGameButtonDown to one action
bool isActionDown(int action)
{
if (action<MAX_ACTION)
return (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return (false);
}
// define the "default" keyset. here WASD and gamepad buttons on the left side for movement
void DefaultActions()
{
actionInputs[ACTION_UP].key = KEY_W;
actionInputs[ACTION_DOWN].key = KEY_S;
actionInputs[ACTION_LEFT].key = KEY_A;
actionInputs[ACTION_RIGHT].key = KEY_D;
actionInputs[ACTION_FIRE].key = KEY_SPACE;
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_LEFT_FACE_UP;
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
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()
{
actionInputs[ACTION_UP].key = KEY_UP;
actionInputs[ACTION_DOWN].key = KEY_DOWN;
actionInputs[ACTION_LEFT].key = KEY_LEFT;
actionInputs[ACTION_RIGHT].key = KEY_RIGHT;
actionInputs[ACTION_FIRE].key = KEY_SPACE;
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
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;
}