Mercurial > sdl-ios-xcode
comparison Xcode-iPhoneOS/Demos/src/touch.c @ 5211:78db79f5a4e2
Updated the iPhone demos for the new API
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 06 Feb 2011 09:02:10 -0800 |
parents | 06c7423f8c60 |
children |
comparison
equal
deleted
inserted
replaced
5210:443a850284a1 | 5211:78db79f5a4e2 |
---|---|
16 /* | 16 /* |
17 draws a line from (startx, starty) to (startx + dx, starty + dy) | 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 | 18 this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart |
19 */ | 19 */ |
20 void | 20 void |
21 drawLine(float startx, float starty, float dx, float dy) | 21 drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy) |
22 { | 22 { |
23 | 23 |
24 float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */ | 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 */ | 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 */ | 26 float dx_prime = dx / iterations; /* x-shift per iteration */ |
41 dstRect.y = y; | 41 dstRect.y = y; |
42 /* shift x and y for next sprite location */ | 42 /* shift x and y for next sprite location */ |
43 x += dx_prime; | 43 x += dx_prime; |
44 y += dy_prime; | 44 y += dy_prime; |
45 /* draw brush blot */ | 45 /* draw brush blot */ |
46 SDL_RenderCopy(brush, NULL, &dstRect); | 46 SDL_RenderCopy(renderer, brush, NULL, &dstRect); |
47 } | 47 } |
48 } | 48 } |
49 | 49 |
50 /* | 50 /* |
51 loads the brush texture | 51 loads the brush texture |
52 */ | 52 */ |
53 void | 53 void |
54 initializeTexture() | 54 initializeTexture(SDL_Renderer *renderer) |
55 { | 55 { |
56 SDL_Surface *bmp_surface; | 56 SDL_Surface *bmp_surface; |
57 bmp_surface = SDL_LoadBMP("stroke.bmp"); | 57 bmp_surface = SDL_LoadBMP("stroke.bmp"); |
58 if (bmp_surface == NULL) { | 58 if (bmp_surface == NULL) { |
59 fatalError("could not load stroke.bmp"); | 59 fatalError("could not load stroke.bmp"); |
60 } | 60 } |
61 brush = | 61 brush = |
62 SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, bmp_surface); | 62 SDL_CreateTextureFromSurface(renderer, bmp_surface); |
63 SDL_FreeSurface(bmp_surface); | 63 SDL_FreeSurface(bmp_surface); |
64 if (brush == 0) { | 64 if (brush == 0) { |
65 fatalError("could not create brush texture"); | 65 fatalError("could not create brush texture"); |
66 } | 66 } |
67 /* additive blending -- laying strokes on top of eachother makes them brighter */ | 67 /* additive blending -- laying strokes on top of eachother makes them brighter */ |
76 | 76 |
77 int x, y, dx, dy; /* mouse location */ | 77 int x, y, dx, dy; /* mouse location */ |
78 Uint8 state; /* mouse (touch) state */ | 78 Uint8 state; /* mouse (touch) state */ |
79 SDL_Event event; | 79 SDL_Event event; |
80 SDL_Window *window; /* main window */ | 80 SDL_Window *window; /* main window */ |
81 SDL_Renderer *renderer; | |
81 int done; /* does user want to quit? */ | 82 int done; /* does user want to quit? */ |
82 | 83 |
83 /* initialize SDL */ | 84 /* initialize SDL */ |
84 if (SDL_Init(SDL_INIT_VIDEO) < 0) { | 85 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
85 fatalError("Could not initialize SDL"); | 86 fatalError("Could not initialize SDL"); |
87 | 88 |
88 /* create main window and renderer */ | 89 /* create main window and renderer */ |
89 window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, | 90 window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
90 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | | 91 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
91 SDL_WINDOW_BORDERLESS); | 92 SDL_WINDOW_BORDERLESS); |
92 SDL_CreateRenderer(window, 0, 0); | 93 renderer = SDL_CreateRenderer(window, 0, 0); |
93 | 94 |
94 /*load brush texture */ | 95 /*load brush texture */ |
95 initializeTexture(); | 96 initializeTexture(renderer); |
96 | 97 |
97 /* fill canvass initially with all black */ | 98 /* fill canvass initially with all black */ |
98 SDL_SetRenderDrawColor(0, 0, 0, 255); | 99 SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); |
99 SDL_RenderFill(NULL); | 100 SDL_RenderClear(); |
100 SDL_RenderPresent(); | 101 SDL_RenderPresent(renderer); |
101 | 102 |
102 done = 0; | 103 done = 0; |
103 while (!done && SDL_WaitEvent(&event)) { | 104 while (!done && SDL_WaitEvent(&event)) { |
104 switch (event.type) { | 105 switch (event.type) { |
105 case SDL_QUIT: | 106 case SDL_QUIT: |
107 break; | 108 break; |
108 case SDL_MOUSEMOTION: | 109 case SDL_MOUSEMOTION: |
109 state = SDL_GetMouseState(&x, &y); /* get its location */ | 110 state = SDL_GetMouseState(&x, &y); /* get its location */ |
110 SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ | 111 SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ |
111 if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ | 112 if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ |
112 drawLine(x - dx, y - dy, dx, dy); /* draw line segment */ | 113 drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */ |
113 SDL_RenderPresent(); | 114 SDL_RenderPresent(renderer); |
114 } | 115 } |
115 break; | 116 break; |
116 } | 117 } |
117 } | 118 } |
118 | 119 |