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kc3-lang/SDL/Xcode-iOS/Demos/src/touch.c

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  • Author : Sam Lantinga
    Date : 2021-11-09 13:36:44
    Hash : a7e2e3a3
    Message : Fixed rendering in the iOS touch demo

  • Xcode-iOS/Demos/src/touch.c
  • /*
     *  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_Texture *brush = 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(SDL_Renderer *renderer, 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 */
        float x;
        float y;
        int i;
    
        dstRect.w = BRUSH_SIZE;
        dstRect.h = BRUSH_SIZE;
    
        /* setup x and y for the location of the first sprite */
        x = startx - BRUSH_SIZE / 2.0f;
        y = starty - BRUSH_SIZE / 2.0f;
    
        /* 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(renderer, brush, NULL, &dstRect);
        }
    }
    
    /*
        loads the brush texture
    */
    void
    initializeTexture(SDL_Renderer *renderer)
    {
        SDL_Surface *bmp_surface;
        bmp_surface = SDL_LoadBMP("stroke.bmp");
        if (bmp_surface == NULL) {
            fatalError("could not load stroke.bmp");
        }
        brush =
            SDL_CreateTextureFromSurface(renderer, bmp_surface);
        SDL_FreeSurface(bmp_surface);
        if (brush == 0) {
            fatalError("could not create brush texture");
        }
        /* additive blending -- laying strokes on top of eachother makes them brighter */
        SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
        /* set brush color (red) */
        SDL_SetTextureColorMod(brush, 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_Window *window;         /* main window */
        SDL_Renderer *renderer;
        SDL_Texture *target;
        int done;                   /* does user want to quit? */
        int w, h;
    
        /* initialize SDL */
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            fatalError("Could not initialize SDL");
        }
    
        /* create main window and renderer */
        window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
        renderer = SDL_CreateRenderer(window, 0, 0);
    
        SDL_GetWindowSize(window, &w, &h);
        SDL_RenderSetLogicalSize(renderer, w, h);
    
        /* load brush texture */
        initializeTexture(renderer);
    
        /* fill canvass initially with all black */
        target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, w, h);
        SDL_SetRenderTarget(renderer, target);
        SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
        SDL_RenderClear(renderer);
        SDL_SetRenderTarget(renderer, NULL);
    
        done = 0;
        while (!done) {
            while (SDL_PollEvent(&event) == 1) {
                switch (event.type) {
                case SDL_QUIT:
                    done = 1;
                    break;
                case SDL_MOUSEMOTION:
                    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? */
                        SDL_SetRenderTarget(renderer, target);
                        drawLine(renderer, x - dx, y - dy, dx, dy);       /* draw line segment */
                        SDL_SetRenderTarget(renderer, NULL);
                    }
                    break;
                }
            }
    
            SDL_RenderCopy(renderer, target, NULL, NULL);
            SDL_RenderPresent(renderer);
        }
    
        /* cleanup */
        SDL_DestroyTexture(brush);
        SDL_DestroyTexture(target);
        SDL_Quit();
    
        return 0;
    }