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  1. /*******************************************************************************************
  2. *
  3. * raylib [textures] example - Mouse painting
  4. *
  5. * This example has been created using raylib 2.5 (www.raylib.com)
  6. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  7. *
  8. * Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
  9. *
  10. * Copyright (c) 2019 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5)
  11. *
  12. ********************************************************************************************/
  13. #include "raylib.h"
  14. #define MAX_COLORS_COUNT 23 // Number of colors available
  15. int main(void)
  16. {
  17. // Initialization
  18. //--------------------------------------------------------------------------------------
  19. const int screenWidth = 800;
  20. const int screenHeight = 450;
  21. InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");
  22. // Colours to choose from
  23. Color colors[MAX_COLORS_COUNT] = {
  24. RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
  25. SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
  26. LIGHTGRAY, GRAY, DARKGRAY, BLACK };
  27. // Define colorsRecs data (for every rectangle)
  28. Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
  29. for (int i = 0; i < MAX_COLORS_COUNT; i++)
  30. {
  31. colorsRecs[i].x = 10 + 30.0f*i + 2*i;
  32. colorsRecs[i].y = 10;
  33. colorsRecs[i].width = 30;
  34. colorsRecs[i].height = 30;
  35. }
  36. int colorSelected = 0;
  37. int colorSelectedPrev = colorSelected;
  38. int colorMouseHover = 0;
  39. float brushSize = 20.0f;
  40. bool mouseWasPressed = false;
  41. Rectangle btnSaveRec = { 750, 10, 40, 30 };
  42. bool btnSaveMouseHover = false;
  43. bool showSaveMessage = false;
  44. int saveMessageCounter = 0;
  45. // Create a RenderTexture2D to use as a canvas
  46. RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
  47. // Clear render texture before entering the game loop
  48. BeginTextureMode(target);
  49. ClearBackground(colors[0]);
  50. EndTextureMode();
  51. SetTargetFPS(120); // Set our game to run at 120 frames-per-second
  52. //--------------------------------------------------------------------------------------
  53. // Main game loop
  54. while (!WindowShouldClose()) // Detect window close button or ESC key
  55. {
  56. // Update
  57. //----------------------------------------------------------------------------------
  58. Vector2 mousePos = GetMousePosition();
  59. // Move between colors with keys
  60. if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
  61. else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
  62. if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
  63. else if (colorSelected < 0) colorSelected = 0;
  64. // Choose color with mouse
  65. for (int i = 0; i < MAX_COLORS_COUNT; i++)
  66. {
  67. if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
  68. {
  69. colorMouseHover = i;
  70. break;
  71. }
  72. else colorMouseHover = -1;
  73. }
  74. if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
  75. {
  76. colorSelected = colorMouseHover;
  77. colorSelectedPrev = colorSelected;
  78. }
  79. // Change brush size
  80. brushSize += GetMouseWheelMove()*5;
  81. if (brushSize < 2) brushSize = 2;
  82. if (brushSize > 50) brushSize = 50;
  83. if (IsKeyPressed(KEY_C))
  84. {
  85. // Clear render texture to clear color
  86. BeginTextureMode(target);
  87. ClearBackground(colors[0]);
  88. EndTextureMode();
  89. }
  90. if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || (GetGestureDetected() == GESTURE_DRAG))
  91. {
  92. // Paint circle into render texture
  93. // NOTE: To avoid discontinuous circles, we could store
  94. // previous-next mouse points and just draw a line using brush size
  95. BeginTextureMode(target);
  96. if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[colorSelected]);
  97. EndTextureMode();
  98. }
  99. if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
  100. {
  101. if (!mouseWasPressed)
  102. {
  103. colorSelectedPrev = colorSelected;
  104. colorSelected = 0;
  105. }
  106. mouseWasPressed = true;
  107. // Erase circle from render texture
  108. BeginTextureMode(target);
  109. if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
  110. EndTextureMode();
  111. }
  112. else if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT) && mouseWasPressed)
  113. {
  114. colorSelected = colorSelectedPrev;
  115. mouseWasPressed = false;
  116. }
  117. // Check mouse hover save button
  118. if (CheckCollisionPointRec(mousePos, btnSaveRec)) btnSaveMouseHover = true;
  119. else btnSaveMouseHover = false;
  120. // Image saving logic
  121. // NOTE: Saving painted texture to a default named image
  122. if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
  123. {
  124. Image image = GetTextureData(target.texture);
  125. ImageFlipVertical(&image);
  126. ExportImage(image, "my_amazing_texture_painting.png");
  127. UnloadImage(image);
  128. showSaveMessage = true;
  129. }
  130. if (showSaveMessage)
  131. {
  132. // On saving, show a full screen message for 2 seconds
  133. saveMessageCounter++;
  134. if (saveMessageCounter > 240)
  135. {
  136. showSaveMessage = false;
  137. saveMessageCounter = 0;
  138. }
  139. }
  140. //----------------------------------------------------------------------------------
  141. // Draw
  142. //----------------------------------------------------------------------------------
  143. BeginDrawing();
  144. ClearBackground(RAYWHITE);
  145. // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
  146. DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
  147. // Draw drawing circle for reference
  148. if (mousePos.y > 50)
  149. {
  150. if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
  151. else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
  152. }
  153. // Draw top panel
  154. DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
  155. DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);
  156. // Draw color selection rectangles
  157. for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
  158. DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);
  159. if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
  160. DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
  161. colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);
  162. // Draw save image button
  163. DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? RED : BLACK);
  164. DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover ? RED : BLACK);
  165. // Draw save image message
  166. if (showSaveMessage)
  167. {
  168. DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
  169. DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
  170. DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
  171. }
  172. EndDrawing();
  173. //----------------------------------------------------------------------------------
  174. }
  175. // De-Initialization
  176. //--------------------------------------------------------------------------------------
  177. UnloadRenderTexture(target); // Unload render texture
  178. CloseWindow(); // Close window and OpenGL context
  179. //--------------------------------------------------------------------------------------
  180. return 0;
  181. }