touch.c (3854B)
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 30 dstRect.w = BRUSH_SIZE; 31 dstRect.h = BRUSH_SIZE; 32 33 /* setup x and y for the location of the first sprite */ 34 float x = startx - BRUSH_SIZE / 2.0f; 35 float y = starty - BRUSH_SIZE / 2.0f; 36 37 int i; 38 /* draw a series of blots to form the line */ 39 for (i = 0; i < iterations; i++) { 40 dstRect.x = x; 41 dstRect.y = y; 42 /* shift x and y for next sprite location */ 43 x += dx_prime; 44 y += dy_prime; 45 /* draw brush blot */ 46 SDL_RenderCopy(renderer, brush, NULL, &dstRect); 47 } 48} 49 50/* 51 loads the brush texture 52*/ 53void 54initializeTexture(SDL_Renderer *renderer) 55{ 56 SDL_Surface *bmp_surface; 57 bmp_surface = SDL_LoadBMP("stroke.bmp"); 58 if (bmp_surface == NULL) { 59 fatalError("could not load stroke.bmp"); 60 } 61 brush = 62 SDL_CreateTextureFromSurface(renderer, bmp_surface); 63 SDL_FreeSurface(bmp_surface); 64 if (brush == 0) { 65 fatalError("could not create brush texture"); 66 } 67 /* additive blending -- laying strokes on top of eachother makes them brighter */ 68 SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD); 69 /* set brush color (red) */ 70 SDL_SetTextureColorMod(brush, 255, 100, 100); 71} 72 73int 74main(int argc, char *argv[]) 75{ 76 77 int x, y, dx, dy; /* mouse location */ 78 Uint8 state; /* mouse (touch) state */ 79 SDL_Event event; 80 SDL_Window *window; /* main window */ 81 SDL_Renderer *renderer; 82 int done; /* does user want to quit? */ 83 84 /* initialize SDL */ 85 if (SDL_Init(SDL_INIT_VIDEO) < 0) { 86 fatalError("Could not initialize SDL"); 87 } 88 89 /* create main window and renderer */ 90 window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 91 SDL_WINDOW_OPENGL | 92 SDL_WINDOW_BORDERLESS); 93 renderer = SDL_CreateRenderer(window, 0, 0); 94 95 /* load brush texture */ 96 initializeTexture(renderer); 97 98 /* fill canvass initially with all black */ 99 SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); 100 SDL_RenderClear(renderer); 101 SDL_RenderPresent(renderer); 102 103 done = 0; 104 while (!done && SDL_WaitEvent(&event)) { 105 switch (event.type) { 106 case SDL_QUIT: 107 done = 1; 108 break; 109 case SDL_MOUSEMOTION: 110 state = SDL_GetMouseState(&x, &y); /* get its location */ 111 SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ 112 if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ 113 drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */ 114 SDL_RenderPresent(renderer); 115 } 116 break; 117 } 118 } 119 120 /* cleanup */ 121 SDL_DestroyTexture(brush); 122 SDL_Quit(); 123 124 return 0; 125}