Added scissor test and mouse painting examples proposed in #890 (#919)

- Updated Makefile with new examples
This commit is contained in:
ChrisDill 2019-07-28 10:12:13 +01:00 committed by Ray
parent 153f078bd1
commit 879c874330
3 changed files with 215 additions and 0 deletions

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@ -365,6 +365,7 @@ EXAMPLES = \
core/core_window_letterbox \
core/core_drop_files \
core/core_random_values \
core/core_scissor_test \
core/core_storage_values \
core/core_vr_simulator \
core/core_loading_thread \
@ -394,6 +395,7 @@ EXAMPLES = \
text/text_rectangle_bounds \
text/text_unicode \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_image_drawing \

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@ -0,0 +1,77 @@
/*******************************************************************************************
*
* raylib [core] example - Scissor test
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
Rectangle scissorArea = { 0, 0, 300, 300};
bool scissorMode = true;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_S))
{
scissorMode = !scissorMode;
}
// Centre the scissor area around the mouse position
scissorArea.x = GetMouseX() - scissorArea.width / 2;
scissorArea.y = GetMouseY() - scissorArea.height / 2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (scissorMode)
{
BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
}
DrawRectangle(80, 45, 640, 360, RED);
DrawRectangleLines(80, 45, 640, 360, BLACK);
DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY);
if (scissorMode)
{
EndScissorMode();
}
DrawRectangleLinesEx(scissorArea, 2, BLACK);
DrawText("Press s to toggle scissor test", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,136 @@
/*******************************************************************************************
*
* raylib [textures] example - Mouse painting
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLORS_COUNT 21 // Number of colors available
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight,
"raylib [textures] example - texture painting");
// Different colours to choose from
Color colors[MAX_COLORS_COUNT] = {
DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN,
LIGHTGRAY, PINK, YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE};
const char *colorNames[MAX_COLORS_COUNT] = {
"DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE",
"DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE",
"VIOLET", "BROWN", "LIGHTGRAY", "PINK", "YELLOW", "GREEN",
"SKYBLUE", "PURPLE", "BEIGE"};
int colorState = 0;
int brushSize = 20;
// Create a RenderTexture2D to use as a canvas
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
Color clearColor = RAYWHITE;
BeginTextureMode(target);
ClearBackground(clearColor);
EndTextureMode();
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Switch between colors
if (IsKeyPressed(KEY_RIGHT))
colorState++;
else if (IsKeyPressed(KEY_LEFT))
colorState--;
if (colorState >= MAX_COLORS_COUNT)
colorState = 0;
else if (colorState < 0)
colorState = MAX_COLORS_COUNT - 1;
brushSize += GetMouseWheelMove() * 5;
if (brushSize < 0)
brushSize = 0;
if (brushSize > 50)
brushSize = 50;
Vector2 position = GetMousePosition();
if (IsKeyPressed(KEY_C)) {
BeginTextureMode(target);
ClearBackground(RAYWHITE);
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
TraceLog(LOG_INFO, "Painting x: %f y: %f", position.x, position.y);
BeginTextureMode(target);
DrawCircle(position.x, position.y, brushSize, colors[colorState]);
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) {
TraceLog(LOG_INFO, "Erasing x: %f y: %f", position.x, position.y);
BeginTextureMode(target);
DrawCircle(position.x, position.y, brushSize, clearColor);
EndTextureMode();
}
if (IsKeyPressed(KEY_S)) {
TakeScreenshot("textures_mouse_painting.png");
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates
// (left-bottom)
DrawTextureRec(target.texture, (Rectangle){0, 0, target.texture.width, -target.texture.height}, (Vector2){0, 0}, WHITE);
// Draw 2d shapes and text over drawn texture
DrawRectangle(0, 9, 380, 60, Fade(LIGHTGRAY, 0.7f));
DrawText("COLOR:", 10, 15, 20, BLACK);
DrawText(colorNames[colorState], 130, 15, 20, RED);
DrawText("< >", 340, 10, 30, DARKBLUE);
DrawText("Size:", 10, 40, 20, BLACK);
DrawText(FormatText("%i", brushSize), 130, 40, 20, RED);
DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorState]);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}