view XCodeiPhoneOS/Demos/src/touch.c @ 2844:70b63882d2ef

The YCbCr texture extension works now that bytes_per_pixel() returns the correct value for YUV textures. Yay! I'm still cheering for Ryan's pixel shader instead, since once it works different shaders can handle all the YUV formats.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 06 Dec 2008 18:37:06 +0000
parents f55c87ae336b
children 9dde605c7540
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_TEXTUREBLENDMODE_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_RenderFill(0, 0, 0, 255, 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;
}