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- /*
- * This example code reads pen/stylus input and draws lines. Darker lines
- * for harder pressure.
- *
- * SDL can track multiple pens, but for simplicity here, this assumes any
- * pen input we see was from one device.
- *
- * This code is public domain. Feel free to use it for any purpose!
- */
- #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
- #include <SDL3/SDL.h>
- #include <SDL3/SDL_main.h>
- /* We will use this renderer to draw into this window every frame. */
- static SDL_Window *window = NULL;
- static SDL_Renderer *renderer = NULL;
- static SDL_Texture *render_target = NULL;
- static float pressure = 0.0f;
- static float previous_touch_x = -1.0f;
- static float previous_touch_y = -1.0f;
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- if (SDL_Init(SDL_INIT_VIDEO) == -1) {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
- return SDL_APP_FAILURE;
- }
- if (SDL_CreateWindowAndRenderer("examples/pen/drawing-lines", 640, 480, 0, &window, &renderer) == -1) {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
- return SDL_APP_FAILURE;
- }
- /* we make a render target so we can draw lines to it and not have to record and redraw every pen stroke each frame.
- Instead rendering a frame for us is a single texture draw. */
- render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 640, 480);
- if (!render_target) {
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create render target!", SDL_GetError(), NULL);
- return SDL_APP_FAILURE;
- }
- /* just blank the render target to gray to start. */
- SDL_SetRenderTarget(renderer, render_target);
- SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255);
- SDL_RenderClear(renderer);
- SDL_SetRenderTarget(renderer, NULL);
- SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
- SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
- {
- if (event->type == SDL_EVENT_QUIT) {
- return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
- }
- /* There are several events that track the specific stages of pen activity,
- but we're only going to look for motion and pressure, for simplicity. */
- if (event->type == SDL_EVENT_PEN_MOTION) {
- /* you can check for when the pen is touching, but if pressure > 0.0f, it's definitely touching! */
- if (pressure > 0.0f) {
- if (previous_touch_x >= 0.0f) { /* only draw if we're moving while touching */
- /* draw with the alpha set to the pressure, so you effectively get a fainter line for lighter presses. */
- SDL_SetRenderTarget(renderer, render_target);
- SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, pressure);
- SDL_RenderLine(renderer, previous_touch_x, previous_touch_y, event->pmotion.x, event->pmotion.y);
- }
- previous_touch_x = event->pmotion.x;
- previous_touch_y = event->pmotion.y;
- } else {
- previous_touch_x = previous_touch_y = -1.0f;
- }
- } else if (event->type == SDL_EVENT_PEN_AXIS) {
- if (event->paxis.axis == SDL_PEN_AXIS_PRESSURE) {
- pressure = event->paxis.value; /* remember new pressure for later draws. */
- }
- }
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once per frame, and is the heart of the program. */
- SDL_AppResult SDL_AppIterate(void *appstate)
- {
- /* make sure we're drawing to the window and not the render target */
- SDL_SetRenderTarget(renderer, NULL);
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer); /* just in case. */
- SDL_RenderTexture(renderer, render_target, NULL, NULL);
- SDL_RenderPresent(renderer);
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once at shutdown. */
- void SDL_AppQuit(void *appstate)
- {
- SDL_DestroyTexture(render_target);
- /* SDL will clean up the window/renderer for us. */
- }
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