diff options
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/pen/01-drawing-lines/drawing-lines.c')
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/pen/01-drawing-lines/drawing-lines.c | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/pen/01-drawing-lines/drawing-lines.c b/src/contrib/SDL-3.2.20/examples/pen/01-drawing-lines/drawing-lines.c new file mode 100644 index 0000000..d0d78ea --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/pen/01-drawing-lines/drawing-lines.c | |||
@@ -0,0 +1,121 @@ | |||
1 | /* | ||
2 | * This example code reads pen/stylus input and draws lines. Darker lines | ||
3 | * for harder pressure. | ||
4 | * | ||
5 | * SDL can track multiple pens, but for simplicity here, this assumes any | ||
6 | * pen input we see was from one device. | ||
7 | * | ||
8 | * This code is public domain. Feel free to use it for any purpose! | ||
9 | */ | ||
10 | |||
11 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
12 | #include <SDL3/SDL.h> | ||
13 | #include <SDL3/SDL_main.h> | ||
14 | |||
15 | /* We will use this renderer to draw into this window every frame. */ | ||
16 | static SDL_Window *window = NULL; | ||
17 | static SDL_Renderer *renderer = NULL; | ||
18 | static SDL_Texture *render_target = NULL; | ||
19 | static float pressure = 0.0f; | ||
20 | static float previous_touch_x = -1.0f; | ||
21 | static float previous_touch_y = -1.0f; | ||
22 | static float tilt_x = 0.0f; | ||
23 | static float tilt_y = 0.0f; | ||
24 | |||
25 | /* This function runs once at startup. */ | ||
26 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
27 | { | ||
28 | int w, h; | ||
29 | |||
30 | SDL_SetAppMetadata("Example Pen Drawing Lines", "1.0", "com.example.pen-drawing-lines"); | ||
31 | |||
32 | if (!SDL_Init(SDL_INIT_VIDEO)) { | ||
33 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
34 | return SDL_APP_FAILURE; | ||
35 | } | ||
36 | |||
37 | if (!SDL_CreateWindowAndRenderer("examples/pen/drawing-lines", 640, 480, 0, &window, &renderer)) { | ||
38 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
39 | return SDL_APP_FAILURE; | ||
40 | } | ||
41 | |||
42 | /* we make a render target so we can draw lines to it and not have to record and redraw every pen stroke each frame. | ||
43 | Instead rendering a frame for us is a single texture draw. */ | ||
44 | |||
45 | /* make sure the render target matches output size (for hidpi displays, etc) so drawing matches the pen's position on a tablet display. */ | ||
46 | SDL_GetRenderOutputSize(renderer, &w, &h); | ||
47 | render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); | ||
48 | if (!render_target) { | ||
49 | SDL_Log("Couldn't create render target: %s", SDL_GetError()); | ||
50 | return SDL_APP_FAILURE; | ||
51 | } | ||
52 | |||
53 | /* just blank the render target to gray to start. */ | ||
54 | SDL_SetRenderTarget(renderer, render_target); | ||
55 | SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); | ||
56 | SDL_RenderClear(renderer); | ||
57 | SDL_SetRenderTarget(renderer, NULL); | ||
58 | SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); | ||
59 | |||
60 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
61 | } | ||
62 | |||
63 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
64 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
65 | { | ||
66 | if (event->type == SDL_EVENT_QUIT) { | ||
67 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
68 | } | ||
69 | |||
70 | /* There are several events that track the specific stages of pen activity, | ||
71 | but we're only going to look for motion and pressure, for simplicity. */ | ||
72 | if (event->type == SDL_EVENT_PEN_MOTION) { | ||
73 | /* you can check for when the pen is touching, but if pressure > 0.0f, it's definitely touching! */ | ||
74 | if (pressure > 0.0f) { | ||
75 | if (previous_touch_x >= 0.0f) { /* only draw if we're moving while touching */ | ||
76 | /* draw with the alpha set to the pressure, so you effectively get a fainter line for lighter presses. */ | ||
77 | SDL_SetRenderTarget(renderer, render_target); | ||
78 | SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, pressure); | ||
79 | SDL_RenderLine(renderer, previous_touch_x, previous_touch_y, event->pmotion.x, event->pmotion.y); | ||
80 | } | ||
81 | previous_touch_x = event->pmotion.x; | ||
82 | previous_touch_y = event->pmotion.y; | ||
83 | } else { | ||
84 | previous_touch_x = previous_touch_y = -1.0f; | ||
85 | } | ||
86 | } else if (event->type == SDL_EVENT_PEN_AXIS) { | ||
87 | if (event->paxis.axis == SDL_PEN_AXIS_PRESSURE) { | ||
88 | pressure = event->paxis.value; /* remember new pressure for later draws. */ | ||
89 | } else if(event->paxis.axis == SDL_PEN_AXIS_XTILT) { | ||
90 | tilt_x = event->paxis.value; | ||
91 | } else if(event->paxis.axis == SDL_PEN_AXIS_YTILT) { | ||
92 | tilt_y = event->paxis.value; | ||
93 | } | ||
94 | } | ||
95 | |||
96 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
97 | } | ||
98 | |||
99 | /* This function runs once per frame, and is the heart of the program. */ | ||
100 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
101 | { | ||
102 | char debug_text[1024]; | ||
103 | |||
104 | /* make sure we're drawing to the window and not the render target */ | ||
105 | SDL_SetRenderTarget(renderer, NULL); | ||
106 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); | ||
107 | SDL_RenderClear(renderer); /* just in case. */ | ||
108 | SDL_RenderTexture(renderer, render_target, NULL, NULL); | ||
109 | SDL_snprintf(debug_text, sizeof(debug_text), "Tilt: %f %f", tilt_x, tilt_y); | ||
110 | SDL_RenderDebugText(renderer, 0, 8, debug_text); | ||
111 | SDL_RenderPresent(renderer); | ||
112 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
113 | } | ||
114 | |||
115 | /* This function runs once at shutdown. */ | ||
116 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
117 | { | ||
118 | SDL_DestroyTexture(render_target); | ||
119 | /* SDL will clean up the window/renderer for us. */ | ||
120 | } | ||
121 | |||