/******************************************************************************************* * * 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) * * Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2019 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_COLORS_COUNT 23 // Number of colors available int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting"); // Colours 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*i + 2*i; colorsRecs[i].y = 10; colorsRecs[i].width = 30; colorsRecs[i].height = 30; } int colorSelected = 0; int colorSelectedPrev = colorSelected; int colorMouseHover = 0; int brushSize = 20; 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(); // Switch between colors if (IsKeyPressed(KEY_RIGHT)) colorSelected++; else if (IsKeyPressed(KEY_LEFT)) colorSelected--; else if (IsKeyPressed(KEY_UP)) colorSelected -= 3; else if (IsKeyPressed(KEY_DOWN)) colorSelected += 3; 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_LEFT_BUTTON)) { colorSelected = colorMouseHover; colorSelectedPrev = colorSelected; } if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1; else if (colorSelected < 0) colorSelected = 0; // 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_LEFT_BUTTON)) { // 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(mousePos.x, mousePos.y, brushSize, colors[colorSelected]); EndTextureMode(); } if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) { colorSelected = 0; // Erase circle from render texture BeginTextureMode(target); if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[0]); EndTextureMode(); } else colorSelected = colorSelectedPrev; // 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_LEFT_BUTTON)) || IsKeyPressed(KEY_S)) { Image image = GetTextureData(target.texture); ImageFlipVertical(&image); ExportImage(image, "my_amazing_texture_painting.png"); UnloadImage(image); showSaveMessage = true; } if (showSaveMessage) { 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, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); // Draw drawing circle for reference if (mousePos.y > 50) { if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, colors[colorSelected]); 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); 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; }