view Xcode-iPhoneOS/Demos/src/touch.c @ 3696:47d923feedb0

Fixed bug #935 Patrice Mandin Hello, I originally added pth support for threads in SDL 1.2 because on the Atari platform we did not have any thread library. I think pth support could be removed from SDL 1.3 for two reasons: - Atari platform removed - pth does not provides real (preemptive) threads, because it is user space, and expect the application to call one of its function to give CPU to another thread. So it is not exactly useful for applications, that expect threads to run simultaneously.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 24 Jan 2010 20:47:20 +0000
parents 64ce267332c6
children 06c7423f8c60
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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(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(brush, 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");
    }
    brush =
        SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, 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 */
    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);
    SDL_CreateRenderer(window, 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(brush);
    SDL_Quit();

    return 0;
}