211 lines
7.9 KiB
C
211 lines
7.9 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Mouse painting
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_COLORS_COUNT 23 // Number of colors available
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");
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// Colours to choose from
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Color colors[MAX_COLORS_COUNT] = {
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RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
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SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
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LIGHTGRAY, GRAY, DARKGRAY, BLACK };
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// Define colorsRecs data (for every rectangle)
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Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
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for (int i = 0; i < MAX_COLORS_COUNT; i++)
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{
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colorsRecs[i].x = 10 + 30*i + 2*i;
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colorsRecs[i].y = 10;
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colorsRecs[i].width = 30;
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colorsRecs[i].height = 30;
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}
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int colorSelected = 0;
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int colorSelectedPrev = colorSelected;
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int colorMouseHover = 0;
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int brushSize = 20;
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Rectangle btnSaveRec = { 750, 10, 40, 30 };
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bool btnSaveMouseHover = false;
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bool showSaveMessage = false;
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int saveMessageCounter = 0;
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// Create a RenderTexture2D to use as a canvas
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Clear render texture before entering the game loop
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BeginTextureMode(target);
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ClearBackground(colors[0]);
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EndTextureMode();
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SetTargetFPS(120); // Set our game to run at 120 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mousePos = GetMousePosition();
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// Move between colors with keys
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if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
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else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
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if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
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else if (colorSelected < 0) colorSelected = 0;
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// Choose color with mouse
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for (int i = 0; i < MAX_COLORS_COUNT; i++)
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{
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if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
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{
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colorMouseHover = i;
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break;
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}
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else colorMouseHover = -1;
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}
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if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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colorSelected = colorMouseHover;
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colorSelectedPrev = colorSelected;
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}
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// Change brush size
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brushSize += GetMouseWheelMove()*5;
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if (brushSize < 2) brushSize = 2;
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if (brushSize > 50) brushSize = 50;
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if (IsKeyPressed(KEY_C))
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{
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// Clear render texture to clear color
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BeginTextureMode(target);
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ClearBackground(colors[0]);
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EndTextureMode();
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}
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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// Paint circle into render texture
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// NOTE: To avoid discontinuous circles, we could store
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// previous-next mouse points and just draw a line using brush size
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BeginTextureMode(target);
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if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[colorSelected]);
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EndTextureMode();
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}
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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colorSelected = 0;
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// Erase circle from render texture
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BeginTextureMode(target);
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if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[0]);
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EndTextureMode();
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}
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else colorSelected = colorSelectedPrev;
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// Check mouse hover save button
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if (CheckCollisionPointRec(mousePos, btnSaveRec)) btnSaveMouseHover = true;
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else btnSaveMouseHover = false;
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// Image saving logic
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// NOTE: Saving painted texture to a default named image
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if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) || IsKeyPressed(KEY_S))
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{
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Image image = GetTextureData(target.texture);
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ImageFlipVertical(&image);
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ExportImage(image, "my_amazing_texture_painting.png");
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UnloadImage(image);
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showSaveMessage = true;
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}
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if (showSaveMessage)
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{
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// On saving, show a full screen message for 2 seconds
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saveMessageCounter++;
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if (saveMessageCounter > 240)
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{
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showSaveMessage = false;
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saveMessageCounter = 0;
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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// Draw drawing circle for reference
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if (mousePos.y > 50)
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{
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, colors[colorSelected]);
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else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
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}
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// Draw top panel
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DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
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DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);
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// Draw color selection rectangles
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for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
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DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);
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if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
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DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
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colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);
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// Draw save image button
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DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover? RED : BLACK);
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DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover? RED : BLACK);
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// Draw save image message
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if (showSaveMessage)
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{
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
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DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
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DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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