mirror of https://github.com/libsdl-org/SDL
291 lines
9.1 KiB
C
291 lines
9.1 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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typedef struct Pen
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{
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SDL_PenID pen;
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Uint8 r, g, b;
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float axes[SDL_PEN_AXIS_COUNT];
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float x;
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float y;
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Uint32 buttons;
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SDL_bool eraser;
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SDL_bool touching;
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struct Pen *next;
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} Pen;
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static SDL_Renderer *renderer = NULL;
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static SDLTest_CommonState *state = NULL;
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static SDL_Texture *white_pixel = NULL;
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static Pen pens;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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SDL_srand(0);
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return SDL_APP_FAILURE;
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}
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/* Enable standard application logging */
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed = SDLTest_CommonArg(state, i);
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if (consumed <= 0) {
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static const char *options[] = {
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NULL,
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};
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SDLTest_CommonLogUsage(state, argv[0], options);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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return 1;
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}
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i += consumed;
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}
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state->num_windows = 1;
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/* Load the SDL library */
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if (!SDLTest_CommonInit(state)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetLogPriorities(SDL_LOG_PRIORITY_VERBOSE);
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renderer = state->renderers[0];
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if (!renderer) {
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/* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
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return SDL_APP_FAILURE;
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}
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white_pixel = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STATIC, 16, 16);
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if (!white_pixel) {
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SDL_Log("Couldn't create white_pixel texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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} else {
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const SDL_Rect rect = { 0, 0, 16, 16 };
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Uint32 pixels[16 * 16];
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SDL_memset(pixels, 0xFF, sizeof (pixels));
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SDL_UpdateTexture(white_pixel, &rect, pixels, 16 * sizeof (Uint32));
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}
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SDL_HideCursor();
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return SDL_APP_CONTINUE;
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}
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static Pen *FindPen(SDL_PenID which)
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{
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Pen *i;
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for (i = pens.next; i != NULL; i = i->next) {
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if (i->pen == which) {
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return i;
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}
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}
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return NULL;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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Pen *pen = NULL;
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switch (event->type) {
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case SDL_EVENT_PEN_PROXIMITY_IN: {
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pen = (Pen *) SDL_calloc(1, sizeof (*pen));
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if (!pen) {
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SDL_Log("Out of memory!");
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return SDL_APP_FAILURE;
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}
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SDL_Log("Pen %" SDL_PRIu32 " enters proximity!", event->pproximity.which);
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pen->pen = event->pproximity.which;
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pen->r = (Uint8) SDL_rand(256);
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pen->g = (Uint8) SDL_rand(256);
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pen->b = (Uint8) SDL_rand(256);
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pen->x = 320.0f;
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pen->y = 240.0f;
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pen->next = pens.next;
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pens.next = pen;
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return SDL_APP_CONTINUE;
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}
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case SDL_EVENT_PEN_PROXIMITY_OUT: {
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Pen *prev = &pens;
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Pen *i;
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SDL_Log("Pen %" SDL_PRIu32 " leaves proximity!", event->pproximity.which);
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for (i = pens.next; i != NULL; i = i->next) {
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if (i->pen == event->pproximity.which) {
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prev->next = i->next;
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SDL_free(i);
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break;
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}
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prev = i;
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}
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return SDL_APP_CONTINUE;
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}
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case SDL_EVENT_PEN_DOWN:
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/*SDL_Log("Pen %" SDL_PRIu32 " down!", event->ptouch.which);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->touching = SDL_TRUE;
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pen->eraser = (event->ptouch.eraser != 0);
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_UP:
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/*SDL_Log("Pen %" SDL_PRIu32 " up!", event->ptouch.which);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->touching = SDL_FALSE;
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pen->axes[SDL_PEN_AXIS_PRESSURE] = 0.0f;
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_BUTTON_DOWN:
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/*SDL_Log("Pen %" SDL_PRIu32 " button %d down!", event->pbutton.which, (int) event->pbutton.button);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->buttons |= (1 << (event->pbutton.button-1));
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_BUTTON_UP:
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/*SDL_Log("Pen %" SDL_PRIu32 " button %d up!", event->pbutton.which, (int) event->pbutton.button);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->buttons &= ~(1 << (event->pbutton.button-1));
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_MOTION:
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/*SDL_Log("Pen %" SDL_PRIu32 " moved to (%f,%f)!", event->pmotion.which, event->pmotion.x, event->pmotion.y);*/
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pen = FindPen(event->ptouch.which);
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if (pen) {
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pen->x = event->pmotion.x;
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pen->y = event->pmotion.y;
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_PEN_AXIS:
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/*SDL_Log("Pen %" SDL_PRIu32 " axis %d is now %f!", event->paxis.which, (int) event->paxis.axis, event->paxis.value);*/
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pen = FindPen(event->ptouch.which);
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if (pen && (event->paxis.axis < SDL_arraysize(pen->axes))) {
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pen->axes[event->paxis.axis] = event->paxis.value;
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}
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return SDL_APP_CONTINUE;
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case SDL_EVENT_KEY_DOWN: {
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const SDL_Keycode sym = event->key.key;
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if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
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SDL_Log("Key : Escape!");
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return SDL_APP_SUCCESS;
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}
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break;
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}
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS;
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default:
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break;
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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static void DrawOnePen(Pen *pen, int num)
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{
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int i;
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/* draw button presses for this pen. A square for each in the pen's color, offset down the screen so they don't overlap. */
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SDL_SetRenderDrawColor(renderer, pen->r, pen->g, pen->b, 255);
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for (i = 0; i < 8; i++) { /* we assume you don't have more than 8 buttons atm... */
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if (pen->buttons & (1 << i)) {
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const SDL_FRect rect = { 30.0f * ((float) i), ((float) num) * 30.0f, 30.0f, 30.0f };
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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/* draw a square to represent pressure. Always green for eraser and blue for pen */
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/* we do this with a texture, so we can trivially rotate it, which SDL_RenderFillRect doesn't offer. */
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if (pen->axes[SDL_PEN_AXIS_PRESSURE] > 0.0f) {
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const float size = (150.0f * pen->axes[SDL_PEN_AXIS_PRESSURE]) + 20.0f;
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const float halfsize = size / 2.0f;
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const SDL_FRect rect = { pen->x - halfsize, pen->y - halfsize, size, size };
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const SDL_FPoint center = { halfsize, halfsize };
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if (pen->eraser) {
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SDL_SetTextureColorMod(white_pixel, 0, 255, 0);
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} else {
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SDL_SetTextureColorMod(white_pixel, 0, 0, 255);
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}
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SDL_RenderTextureRotated(renderer, white_pixel, NULL, &rect, pen->axes[SDL_PEN_AXIS_ROTATION], ¢er, SDL_FLIP_NONE);
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}
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/* draw a little square for position in the center of the pressure, with the pen-specific color. */
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{
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const float distance = pen->touching ? 0.0f : SDL_clamp(pen->axes[SDL_PEN_AXIS_DISTANCE], 0.0f, 1.0f);
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const float size = 10 + (30.0f * (1.0f - distance));
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const float halfsize = size / 2.0f;
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const SDL_FRect rect = { pen->x - halfsize, pen->y - halfsize, size, size };
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const SDL_FPoint center = { halfsize, halfsize };
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SDL_SetTextureColorMod(white_pixel, pen->r, pen->g, pen->b);
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SDL_RenderTextureRotated(renderer, white_pixel, NULL, &rect, pen->axes[SDL_PEN_AXIS_ROTATION], ¢er, SDL_FLIP_NONE);
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}
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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int num = 0;
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Pen *pen;
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SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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SDL_RenderClear(renderer);
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for (pen = pens.next; pen != NULL; pen = pen->next, num++) {
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DrawOnePen(pen, num);
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}
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate)
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{
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Pen *i, *next;
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for (i = pens.next; i != NULL; i = next) {
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next = i->next;
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SDL_free(i);
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}
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pens.next = NULL;
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SDL_DestroyTexture(white_pixel);
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SDLTest_CommonQuit(state);
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}
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