view Xcode-iPhoneOS/Demos/src/touch.c @ 3495:1b22878e04d0

Adam Strzelecki to SDL D3D renderer shall try mapping YV12 and I420 (IYUV) to D3D texture formats via FOURCC. This will enable HW acceleration for those formats when driver is capable (most of them are). Note that SDL's IYUV maps I420 FOURCC on Woe.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 27 Nov 2009 03:11:26 +0000
parents 20326ba2bda2
children 64ce267332c6
line wrap: on
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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_TextureID brushID = 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(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(brushID, NULL, &dstRect);
    }
}

/*
	loads the brush texture
*/
void
initializeTexture()
{
    SDL_Surface *bmp_surface;
    bmp_surface = SDL_LoadBMP("stroke.bmp");
    if (bmp_surface == NULL) {
        fatalError("could not load stroke.bmp");
    }
    brushID =
        SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, bmp_surface);
    SDL_FreeSurface(bmp_surface);
    if (brushID == 0) {
        fatalError("could not create brush texture");
    }
    /* additive blending -- laying strokes on top of eachother makes them brighter */
    SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD);
    /* set brush color (red) */
    SDL_SetTextureColorMod(brushID, 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_WindowID windowID;      /* main window */
    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 */
    windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
                                SDL_WINDOW_BORDERLESS);
    SDL_CreateRenderer(windowID, 0, 0);

    /*load brush texture */
    initializeTexture();

    /* fill canvass initially with all black */
    SDL_SetRenderDrawColor(0, 0, 0, 255);
    SDL_RenderFill(NULL);
    SDL_RenderPresent();

    done = 0;
    while (!done && SDL_WaitEvent(&event)) {
        switch (event.type) {
        case SDL_QUIT:
            done = 1;
            break;
        case SDL_MOUSEMOTION:
            SDL_SelectMouse(event.motion.which);        /* select 'mouse' (touch) that moved */
            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(x - dx, y - dy, dx, dy);       /* draw line segment */
                SDL_RenderPresent();
            }
            break;
        }
    }

    /* cleanup */
    SDL_DestroyTexture(brushID);
    SDL_Quit();

    return 0;
}