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@ -5,13 +5,15 @@ |
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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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* Copyright (c) 2019 Chris Dill (@MysteriousSpace) |
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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 21 // Number of colors available |
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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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@ -20,116 +22,167 @@ int main(void) |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, |
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"raylib [textures] example - texture painting"); |
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting"); |
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// Different colours to choose from |
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// Colours to choose from |
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Color colors[MAX_COLORS_COUNT] = { |
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DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN, |
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GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, |
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LIGHTGRAY, PINK, YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE}; |
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const char *colorNames[MAX_COLORS_COUNT] = { |
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"DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE", |
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"DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", |
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"VIOLET", "BROWN", "LIGHTGRAY", "PINK", "YELLOW", "GREEN", |
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"SKYBLUE", "PURPLE", "BEIGE"}; |
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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 colorState = 0; |
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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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// Create a RenderTexture2D to use as a canvas |
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); |
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Color clearColor = RAYWHITE; |
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// Clear render texture before entering the game loop |
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BeginTextureMode(target); |
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ClearBackground(clearColor); |
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ClearBackground(colors[0]); |
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EndTextureMode(); |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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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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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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// Switch between colors |
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if (IsKeyPressed(KEY_RIGHT)) |
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colorState++; |
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else if (IsKeyPressed(KEY_LEFT)) |
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colorState--; |
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if (colorState >= MAX_COLORS_COUNT) |
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colorState = 0; |
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else if (colorState < 0) |
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colorState = MAX_COLORS_COUNT - 1; |
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brushSize += GetMouseWheelMove() * 5; |
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if (brushSize < 0) |
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brushSize = 0; |
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if (brushSize > 50) |
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brushSize = 50; |
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Vector2 position = GetMousePosition(); |
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if (IsKeyPressed(KEY_C)) { |
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if (IsKeyPressed(KEY_RIGHT)) colorSelected++; |
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else if (IsKeyPressed(KEY_LEFT)) colorSelected--; |
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else if (IsKeyPressed(KEY_UP)) colorSelected -= 3; |
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else if (IsKeyPressed(KEY_DOWN)) colorSelected += 3; |
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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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if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1; |
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else if (colorSelected < 0) colorSelected = 0; |
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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(RAYWHITE); |
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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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TraceLog(LOG_INFO, "Painting x: %f y: %f", position.x, position.y); |
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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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DrawCircle(position.x, position.y, brushSize, colors[colorState]); |
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k">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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TraceLog(LOG_INFO, "Erasing x: %f y: %f", position.x, position.y); |
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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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DrawCircle(position.x, position.y, brushSize, clearColor); |
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k">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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if (IsKeyPressed(KEY_S)) { |
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TakeScreenshot("textures_mouse_painting.png"); |
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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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} |
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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 |
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// (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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ClearBackground(RAYWHITE); |
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// ">Draw 2d shapes and text over drawn texture |
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DrawRectangle(0, 9, 380, 60, Fade(LIGHTGRAY, 0.7f)); |
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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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DrawText("COLOR:", 10, 15, 20, BLACK); |
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DrawText(colorNames[colorState], 130, 15, 20, RED); |
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DrawText("< >", 340, 10, 30, DARKBLUE); |
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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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DrawText("Size:", 10, 40, 20, BLACK); |
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DrawText(FormatText("%i", brushSize), 130, 40, 20, RED); |
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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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DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorState]); |
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if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f)); |
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DrawFPS(700, 15); |
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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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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); |
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CloseWindow(); // Close window and OpenGL context |
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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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