Skip to content

Commit 356a3d0

Browse files
updates for struct name
and fixed a typo
1 parent 85b9fe1 commit 356a3d0

1 file changed

Lines changed: 37 additions & 28 deletions

File tree

examples/core/core_input_actions.c

Lines changed: 37 additions & 28 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11

22
/*******************************************************************************************
33
*
4-
* raylib [core_input_actions] example - presents a simple API for remapping input to actions
4+
* raylib [core_inputactionInputs] example - presents a simple API for remapping input to actions
55
*
66
* Example complexity rating: [★☆☆☆] 1/4
77
*
@@ -30,7 +30,9 @@
3030
#include <stdlib.h>
3131
#include <stdbool.h>
3232
#include "raylib.h"
33+
3334
// add your own action types here
35+
3436
typedef enum ActionType
3537
{
3638
NO_ACTION,
@@ -51,63 +53,67 @@ typedef struct ActionInput
5153

5254
// gamepad index, change this if you have multiple gamepads.
5355
int gamepadIndex = 0;
54-
static ActionInput _actions[MAX_ACTION] = {0};
56+
static ActionInput actionInputs[MAX_ACTION] = {0};
5557

5658
// combines IsKeyPressed and IsGameButtonPressed to one action
5759
bool isActionPressed(int action)
5860
{
5961
if (action<MAX_ACTION)
60-
return (IsKeyPressed(_actions[action].key) || IsGamepadButtonPressed(gamepadIndex, _actions[action].button));
62+
return (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
6163
return (false);
6264
}
6365

6466
// combines IsKeyReleased and IsGameButtonReleased to one action
6567
bool isActionReleased(int action)
6668
{
6769
if (action<MAX_ACTION)
68-
return (IsKeyReleased(_actions[action].key) || IsGamepadButtonReleased(gamepadIndex, _actions[action].button));
70+
return (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
6971
return (false);
7072
}
7173

7274
// combines IsKeyDown and IsGameButtonDown to one action
7375
bool isActionDown(int action)
7476
{
7577
if (action<MAX_ACTION)
76-
return (IsKeyDown(_actions[action].key) || IsGamepadButtonDown(gamepadIndex, _actions[action].button));
78+
return (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
7779
return (false);
7880
}
7981
// define the "default" keyset. here WASD and gamepad buttons on the left side for movement
8082
void DefaultActions()
8183
{
82-
_actions[ACTION_UP].key = KEY_W;
83-
_actions[ACTION_DOWN].key = KEY_S;
84-
_actions[ACTION_LEFT].key = KEY_A;
85-
_actions[ACTION_RIGHT].key = KEY_D;
86-
_actions[ACTION_FIRE].key = KEY_SPACE;
87-
88-
_actions[ACTION_UP].button = GAMEPAD_BUTTON_LEFT_FACE_UP;
89-
_actions[ACTION_DOWN].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
90-
_actions[ACTION_LEFT].button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
91-
_actions[ACTION_RIGHT].button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
92-
_actions[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
84+
actionInputs[ACTION_UP].key = KEY_W;
85+
actionInputs[ACTION_DOWN].key = KEY_S;
86+
actionInputs[ACTION_LEFT].key = KEY_A;
87+
actionInputs[ACTION_RIGHT].key = KEY_D;
88+
actionInputs[ACTION_FIRE].key = KEY_SPACE;
89+
90+
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_LEFT_FACE_UP;
91+
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
92+
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
93+
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
94+
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
9395
}
9496

9597
// define the "alternate" keyset. here Cursor Keys and gamepad buttons on the right side for movement
9698
void CursorActions()
9799
{
98-
_actions[ACTION_UP].key = KEY_UP;
99-
_actions[ACTION_DOWN].key = KEY_DOWN;
100-
_actions[ACTION_LEFT].key = KEY_LEFT;
101-
_actions[ACTION_RIGHT].key = KEY_RIGHT;
102-
_actions[ACTION_FIRE].key = KEY_SPACE;
103-
104-
_actions[ACTION_UP].button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
105-
_actions[ACTION_DOWN].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
106-
_actions[ACTION_LEFT].button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
107-
_actions[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
108-
_actions[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
100+
actionInputs[ACTION_UP].key = KEY_UP;
101+
actionInputs[ACTION_DOWN].key = KEY_DOWN;
102+
actionInputs[ACTION_LEFT].key = KEY_LEFT;
103+
actionInputs[ACTION_RIGHT].key = KEY_RIGHT;
104+
actionInputs[ACTION_FIRE].key = KEY_SPACE;
105+
106+
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
107+
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
108+
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
109+
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
110+
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
109111
}
110112

113+
//------------------------------------------------------------------------------------
114+
// Program main entry point
115+
//------------------------------------------------------------------------------------
116+
111117
int main(int argc, char **argv)
112118
{
113119
const int screenWidth = 800;
@@ -117,7 +123,7 @@ int main(int argc, char **argv)
117123
SetWindowState(FLAG_WINDOW_RESIZABLE);
118124
SetTargetFPS(60);
119125

120-
// set defaul actions
126+
// set default actions
121127
char actionSet = 0;
122128
DefaultActions();
123129

@@ -160,6 +166,9 @@ int main(int argc, char **argv)
160166
}
161167
//----------------------------------------------------------------------------------
162168
}
169+
170+
// De-Initialization
171+
//--------------------------------------------------------------------------------------
163172
CloseWindow(); // Close window and OpenGL context
164173
return 0;
165174
}

0 commit comments

Comments
 (0)