sprite button
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//! raylib [textures] example - sprite button
//!
//! Zig-API translation of examples/textures/textures_sprite_button.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
/// Button state; its value is the frame (rectangle) of the button sprite texture
const ButtonState = enum(u2) { normal, mouse_hover, pressed };
const num_frames = 3; // Number of frames (rectangles) for the button sprite texture
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [textures] example - sprite button");
defer rl.closeWindow(); // Close window and OpenGL context
rl.initAudioDevice(); // Initialize audio device
defer rl.closeAudioDevice(); // Close audio device
const fx_button = try rl.loadSound("resources/buttonfx.wav"); // Load button sound
defer rl.unloadSound(fx_button); // Unload sound
const button = try rl.loadTexture("resources/button.png"); // Load button texture
defer rl.unloadTexture(button); // Unload button texture
const button_width: f32 = @floatFromInt(button.width);
const button_height: f32 = @floatFromInt(button.height);
// Define frame rectangle for drawing
const frame_height = button_height / num_frames;
var source_rec: rl.Rectangle = .{ .x = 0, .y = 0, .width = button_width, .height = frame_height };
// Define button bounds on screen
const btn_bounds: rl.Rectangle = .{
.x = screen_width / 2.0 - button_width / 2.0,
.y = screen_height / 2.0 - button_height / num_frames / 2.0,
.width = button_width,
.height = frame_height,
};
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
const mouse_point = rl.getMousePosition();
var btn_action = false; // Button action should be activated
// Check button state
var btn_state: ButtonState = .normal;
if (rl.checkCollisionPointRec(mouse_point, btn_bounds)) {
btn_state = if (rl.isMouseButtonDown(.left)) .pressed else .mouse_hover;
if (rl.isMouseButtonReleased(.left)) btn_action = true;
}
if (btn_action) {
rl.playSound(fx_button);
// TODO: Any desired action
}
// Calculate button frame rectangle to draw depending on button state
source_rec.y = @as(f32, @floatFromInt(@backingInt(btn_state))) * frame_height;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawTextureRec(button, source_rec, .{ .x = btn_bounds.x, .y = btn_bounds.y }, .white); // Draw button frame
}
}/*******************************************************************************************
*
* raylib [textures] example - sprite button
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* 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) 2019-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
InitAudioDevice(); // Initialize audio device
Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
Texture2D button = LoadTexture("resources/button.png"); // Load button texture
// Define frame rectangle for drawing
float frameHeight = (float)button.height/NUM_FRAMES;
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
// Define button bounds on screen
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
bool btnAction = false; // Button action should be activated
Vector2 mousePoint = { 0.0f, 0.0f };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
btnAction = false;
// Check button state
if (CheckCollisionPointRec(mousePoint, btnBounds))
{
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
else btnState = 1;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
}
else btnState = 0;
if (btnAction)
{
PlaySound(fxButton);
// TODO: Any desired action
}
// Calculate button frame rectangle to draw depending on button state
sourceRec.y = btnState*frameHeight;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(button); // Unload button texture
UnloadSound(fxButton); // Unload sound
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.