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+/*******************************************************************************************
+*
+* raylib [textures] example - Mouse painting
+*
+* Example originally created with raylib 3.0, last time updated with raylib 3.0
+*
+* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2019-2024 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_COLORS_COUNT 23 // Number of colors available
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");
+
+ // Colors to choose from
+ Color colors[MAX_COLORS_COUNT] = {
+ RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
+ SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
+ LIGHTGRAY, GRAY, DARKGRAY, BLACK };
+
+ // Define colorsRecs data (for every rectangle)
+ Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
+
+ for (int i = 0; i < MAX_COLORS_COUNT; i++)
+ {
+ colorsRecs[i].x = 10 + 30.0f*i + 2*i;
+ colorsRecs[i].y = 10;
+ colorsRecs[i].width = 30;
+ colorsRecs[i].height = 30;
+ }
+
+ int colorSelected = 0;
+ int colorSelectedPrev = colorSelected;
+ int colorMouseHover = 0;
+ float brushSize = 20.0f;
+ bool mouseWasPressed = false;
+
+ Rectangle btnSaveRec = { 750, 10, 40, 30 };
+ bool btnSaveMouseHover = false;
+ bool showSaveMessage = false;
+ int saveMessageCounter = 0;
+
+ // Create a RenderTexture2D to use as a canvas
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
+
+ // Clear render texture before entering the game loop
+ BeginTextureMode(target);
+ ClearBackground(colors[0]);
+ EndTextureMode();
+
+ SetTargetFPS(120); // Set our game to run at 120 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ Vector2 mousePos = GetMousePosition();
+
+ // Move between colors with keys
+ if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
+ else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
+
+ if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
+ else if (colorSelected < 0) colorSelected = 0;
+
+ // Choose color with mouse
+ for (int i = 0; i < MAX_COLORS_COUNT; i++)
+ {
+ if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
+ {
+ colorMouseHover = i;
+ break;
+ }
+ else colorMouseHover = -1;
+ }
+
+ if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
+ {
+ colorSelected = colorMouseHover;
+ colorSelectedPrev = colorSelected;
+ }
+
+ // Change brush size
+ brushSize += GetMouseWheelMove()*5;
+ if (brushSize < 2) brushSize = 2;
+ if (brushSize > 50) brushSize = 50;
+
+ if (IsKeyPressed(KEY_C))
+ {
+ // Clear render texture to clear color
+ BeginTextureMode(target);
+ ClearBackground(colors[0]);
+ EndTextureMode();
+ }
+
+ if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || (GetGestureDetected() == GESTURE_DRAG))
+ {
+ // Paint circle into render texture
+ // NOTE: To avoid discontinuous circles, we could store
+ // previous-next mouse points and just draw a line using brush size
+ BeginTextureMode(target);
+ if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[colorSelected]);
+ EndTextureMode();
+ }
+
+ if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
+ {
+ if (!mouseWasPressed)
+ {
+ colorSelectedPrev = colorSelected;
+ colorSelected = 0;
+ }
+
+ mouseWasPressed = true;
+
+ // Erase circle from render texture
+ BeginTextureMode(target);
+ if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
+ EndTextureMode();
+ }
+ else if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT) && mouseWasPressed)
+ {
+ colorSelected = colorSelectedPrev;
+ mouseWasPressed = false;
+ }
+
+ // Check mouse hover save button
+ if (CheckCollisionPointRec(mousePos, btnSaveRec)) btnSaveMouseHover = true;
+ else btnSaveMouseHover = false;
+
+ // Image saving logic
+ // NOTE: Saving painted texture to a default named image
+ if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
+ {
+ Image image = LoadImageFromTexture(target.texture);
+ ImageFlipVertical(&image);
+ ExportImage(image, "my_amazing_texture_painting.png");
+ UnloadImage(image);
+ showSaveMessage = true;
+ }
+
+ if (showSaveMessage)
+ {
+ // On saving, show a full screen message for 2 seconds
+ saveMessageCounter++;
+ if (saveMessageCounter > 240)
+ {
+ showSaveMessage = false;
+ saveMessageCounter = 0;
+ }
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
+
+ // Draw drawing circle for reference
+ if (mousePos.y > 50)
+ {
+ if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
+ else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
+ }
+
+ // Draw top panel
+ DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
+ DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);
+
+ // Draw color selection rectangles
+ for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
+ DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);
+
+ if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
+
+ DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
+ colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);
+
+ // Draw save image button
+ DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? RED : BLACK);
+ DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover ? RED : BLACK);
+
+ // Draw save image message
+ if (showSaveMessage)
+ {
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
+ DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
+ DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadRenderTexture(target); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}