Mercurial > sdl-ios-xcode
view XCodeiPhoneOS/Demos/src/touch.c @ 2947:fec0db6c44b7
Date: Thu, 01 Jan 2009 21:32:12 +0100
From: Couriersud
Subject: Fusionsound audio driver
attached is a diff containing a audio driver for the FusionSound
library. This sound library is closely related to DirectFB and uses the
same transport (fusion) as DirectFB when running applications "remote",
i.e. over the network. As such, it natively redirects sound where
DirectFB redirects video. This may be handy for everyone using SDL over
DirectFB.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 01 Jan 2009 21:34:22 +0000 |
parents | 9dde605c7540 |
children | 375ee92745e8 |
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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_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; }