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-rw-r--r--Xcode-iOS/Demos/src/touch.c125
1 files changed, 125 insertions, 0 deletions
diff --git a/Xcode-iOS/Demos/src/touch.c b/Xcode-iOS/Demos/src/touch.c
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+++ b/Xcode-iOS/Demos/src/touch.c
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+/*
+ * touch.c
+ * written by Holmes Futrell
+ * use however you want
+ */
+
+#include "SDL.h"
+#include "math.h"
+#include "common.h"
+
+#define BRUSH_SIZE 32 /* width and height of the brush */
+#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */
+
+static SDL_Texture *brush = 0; /* texture for the brush */
+
+/*
+ draws a line from (startx, starty) to (startx + dx, starty + dy)
+ this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
+*/
+void
+drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
+{
+
+ float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */
+ int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */
+ float dx_prime = dx / iterations; /* x-shift per iteration */
+ float dy_prime = dy / iterations; /* y-shift per iteration */
+ SDL_Rect dstRect; /* rect to draw brush sprite into */
+
+ dstRect.w = BRUSH_SIZE;
+ dstRect.h = BRUSH_SIZE;
+
+ /* setup x and y for the location of the first sprite */
+ float x = startx - BRUSH_SIZE / 2.0f;
+ float y = starty - BRUSH_SIZE / 2.0f;
+
+ int i;
+ /* draw a series of blots to form the line */
+ for (i = 0; i < iterations; i++) {
+ dstRect.x = x;
+ dstRect.y = y;
+ /* shift x and y for next sprite location */
+ x += dx_prime;
+ y += dy_prime;
+ /* draw brush blot */
+ SDL_RenderCopy(renderer, brush, NULL, &dstRect);
+ }
+}
+
+/*
+ loads the brush texture
+*/
+void
+initializeTexture(SDL_Renderer *renderer)
+{
+ SDL_Surface *bmp_surface;
+ bmp_surface = SDL_LoadBMP("stroke.bmp");
+ if (bmp_surface == NULL) {
+ fatalError("could not load stroke.bmp");
+ }
+ brush =
+ SDL_CreateTextureFromSurface(renderer, bmp_surface);
+ SDL_FreeSurface(bmp_surface);
+ if (brush == 0) {
+ fatalError("could not create brush texture");
+ }
+ /* additive blending -- laying strokes on top of eachother makes them brighter */
+ SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
+ /* set brush color (red) */
+ SDL_SetTextureColorMod(brush, 255, 100, 100);
+}
+
+int
+main(int argc, char *argv[])
+{
+
+ int x, y, dx, dy; /* mouse location */
+ Uint8 state; /* mouse (touch) state */
+ SDL_Event event;
+ SDL_Window *window; /* main window */
+ SDL_Renderer *renderer;
+ int done; /* does user want to quit? */
+
+ /* initialize SDL */
+ if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+ fatalError("Could not initialize SDL");
+ }
+
+ /* create main window and renderer */
+ window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
+ SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
+ SDL_WINDOW_BORDERLESS);
+ renderer = SDL_CreateRenderer(window, 0, 0);
+
+ /*load brush texture */
+ initializeTexture(renderer);
+
+ /* fill canvass initially with all black */
+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+ SDL_RenderClear(renderer);
+ SDL_RenderPresent(renderer);
+
+ done = 0;
+ while (!done && SDL_WaitEvent(&event)) {
+ switch (event.type) {
+ case SDL_QUIT:
+ done = 1;
+ break;
+ case SDL_MOUSEMOTION:
+ state = SDL_GetMouseState(&x, &y); /* get its location */
+ SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
+ if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
+ drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */
+ SDL_RenderPresent(renderer);
+ }
+ break;
+ }
+ }
+
+ /* cleanup */
+ SDL_DestroyTexture(brush);
+ SDL_Quit();
+
+ return 0;
+}