• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 
14 static 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 */
20 void
drawLine(SDL_Renderer * renderer,float startx,float starty,float dx,float dy)21 drawLine(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 */
55 void
initializeTexture(SDL_Renderer * renderer)56 initializeTexture(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 
75 int
main(int argc,char * argv[])76 main(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