convert submodules to normal folders for now
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102
raylib/examples/textures/textures_sprite_button.c
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102
raylib/examples/textures/textures_sprite_button.c
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/*******************************************************************************************
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*
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* raylib [textures] example - sprite button
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*
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
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InitAudioDevice(); // Initialize audio device
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Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
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Texture2D button = LoadTexture("resources/button.png"); // Load button texture
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// Define frame rectangle for drawing
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float frameHeight = (float)button.height/NUM_FRAMES;
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Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
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// Define button bounds on screen
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Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
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int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
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bool btnAction = false; // Button action should be activated
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Vector2 mousePoint = { 0.0f, 0.0f };
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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mousePoint = GetMousePosition();
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btnAction = false;
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// Check button state
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if (CheckCollisionPointRec(mousePoint, btnBounds))
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{
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
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else btnState = 1;
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
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}
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else btnState = 0;
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if (btnAction)
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{
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PlaySound(fxButton);
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// TODO: Any desired action
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}
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// Calculate button frame rectangle to draw depending on button state
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sourceRec.y = btnState*frameHeight;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(button); // Unload button texture
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UnloadSound(fxButton); // Unload sound
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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