Atlas - touch.c

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1/* 2 * touch.c 3 * written by Holmes Futrell 4 * use however you want 5 */ 6 7#include "SDL.h" 8#include <math.h> 9#include "common.h" 10 11#define BRUSH_SIZE 32 /* width and height of the brush */ 12#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */ 13 14static SDL_Texture *brush = 0; /* texture for the brush */ 15 16/* 17 draws a line from (startx, starty) to (startx + dx, starty + dy) 18 this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart 19*/ 20void 21drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy) 22{ 23 24 float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */ 25 int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */ 26 float dx_prime = dx / iterations; /* x-shift per iteration */ 27 float dy_prime = dy / iterations; /* y-shift per iteration */ 28 SDL_Rect dstRect; /* rect to draw brush sprite into */ 29 float x; 30 float y; 31 int i; 32 33 dstRect.w = BRUSH_SIZE; 34 dstRect.h = BRUSH_SIZE; 35 36 /* setup x and y for the location of the first sprite */ 37 x = startx - BRUSH_SIZE / 2.0f; 38 y = starty - BRUSH_SIZE / 2.0f; 39 40 /* draw a series of blots to form the line */ 41 for (i = 0; i < iterations; i++) { 42 dstRect.x = x; 43 dstRect.y = y; 44 /* shift x and y for next sprite location */ 45 x += dx_prime; 46 y += dy_prime; 47 /* draw brush blot */ 48 SDL_RenderCopy(renderer, brush, NULL, &dstRect); 49 } 50} 51 52/* 53 loads the brush texture 54*/ 55void 56initializeTexture(SDL_Renderer *renderer) 57{ 58 SDL_Surface *bmp_surface; 59 bmp_surface = SDL_LoadBMP("stroke.bmp"); 60 if (bmp_surface == NULL) { 61 fatalError("could not load stroke.bmp"); 62 } 63 brush = 64 SDL_CreateTextureFromSurface(renderer, bmp_surface); 65 SDL_FreeSurface(bmp_surface); 66 if (brush == 0) { 67 fatalError("could not create brush texture"); 68 } 69 /* additive blending -- laying strokes on top of eachother makes them brighter */ 70 SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD); 71 /* set brush color (red) */ 72 SDL_SetTextureColorMod(brush, 255, 100, 100); 73} 74 75int 76main(int argc, char *argv[]) 77{ 78 79 int x, y, dx, dy; /* mouse location */ 80 Uint8 state; /* mouse (touch) state */ 81 SDL_Event event; 82 SDL_Window *window; /* main window */ 83 SDL_Renderer *renderer; 84 int done; /* does user want to quit? */ 85 int w, h; 86 87 /* initialize SDL */ 88 if (SDL_Init(SDL_INIT_VIDEO) < 0) { 89 fatalError("Could not initialize SDL"); 90 } 91 92 /* create main window and renderer */ 93 window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI); 94 renderer = SDL_CreateRenderer(window, 0, 0); 95 96 SDL_GetWindowSize(window, &w, &h); 97 SDL_RenderSetLogicalSize(renderer, w, h); 98 99 /* load brush texture */ 100 initializeTexture(renderer); 101 102 /* fill canvass initially with all black */ 103 SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); 104 SDL_RenderClear(renderer); 105 SDL_RenderPresent(renderer); 106 107 done = 0; 108 while (!done && SDL_WaitEvent(&event)) { 109 switch (event.type) { 110 case SDL_QUIT: 111 done = 1; 112 break; 113 case SDL_MOUSEMOTION: 114 state = SDL_GetMouseState(&x, &y); /* get its location */ 115 SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ 116 if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ 117 drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */ 118 SDL_RenderPresent(renderer); 119 } 120 break; 121 } 122 } 123 124 /* cleanup */ 125 SDL_DestroyTexture(brush); 126 SDL_Quit(); 127 128 return 0; 129} 130
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