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Diffstat (limited to 'Xcode-iOS/Demos/src/touch.c')
-rw-r--r-- | Xcode-iOS/Demos/src/touch.c | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/Xcode-iOS/Demos/src/touch.c b/Xcode-iOS/Demos/src/touch.c new file mode 100644 index 00000000..8ce8006a --- /dev/null +++ b/Xcode-iOS/Demos/src/touch.c @@ -0,0 +1,125 @@ +/* + * 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; +} |