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107 lines
4.3 KiB
C
107 lines
4.3 KiB
C
/*
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* This example code reads pen/stylus input and draws lines. Darker lines
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* for harder pressure.
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*
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* SDL can track multiple pens, but for simplicity here, this assumes any
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* pen input we see was from one device.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *render_target = NULL;
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static float pressure = 0.0f;
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static float previous_touch_x = -1.0f;
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static float previous_touch_y = -1.0f;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_SetAppMetadata("Example Pen Drawing Lines", "1.0", "com.example.pen-drawing-lines");
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/pen/drawing-lines", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* we make a render target so we can draw lines to it and not have to record and redraw every pen stroke each frame.
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Instead rendering a frame for us is a single texture draw. */
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render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 640, 480);
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if (!render_target) {
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SDL_Log("Couldn't create render target: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* just blank the render target to gray to start. */
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SDL_SetRenderTarget(renderer, render_target);
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SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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/* There are several events that track the specific stages of pen activity,
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but we're only going to look for motion and pressure, for simplicity. */
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if (event->type == SDL_EVENT_PEN_MOTION) {
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/* you can check for when the pen is touching, but if pressure > 0.0f, it's definitely touching! */
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if (pressure > 0.0f) {
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if (previous_touch_x >= 0.0f) { /* only draw if we're moving while touching */
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/* draw with the alpha set to the pressure, so you effectively get a fainter line for lighter presses. */
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SDL_SetRenderTarget(renderer, render_target);
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SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, pressure);
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SDL_RenderLine(renderer, previous_touch_x, previous_touch_y, event->pmotion.x, event->pmotion.y);
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}
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previous_touch_x = event->pmotion.x;
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previous_touch_y = event->pmotion.y;
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} else {
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previous_touch_x = previous_touch_y = -1.0f;
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}
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} else if (event->type == SDL_EVENT_PEN_AXIS) {
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if (event->paxis.axis == SDL_PEN_AXIS_PRESSURE) {
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pressure = event->paxis.value; /* remember new pressure for later draws. */
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}
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* make sure we're drawing to the window and not the render target */
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer); /* just in case. */
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SDL_RenderTexture(renderer, render_target, NULL, NULL);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyTexture(render_target);
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/* SDL will clean up the window/renderer for us. */
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}
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