/* drawing-lines.c ... */ /* * This example code reads pen/stylus input and draws lines. Darker lines * for harder pressure. * * SDL can track multiple pens, but for simplicity here, this assumes any * pen input we see was from one device. * * This code is public domain. Feel free to use it for any purpose! */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include <SDL3/SDL.h> #include <SDL3/SDL_main.h> /* We will use this renderer to draw into this window every frame. */ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; static SDL_Texture *render_target = NULL; static float pressure = 0.0f; static float previous_touch_x = -1.0f; static float previous_touch_y = -1.0f; /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { SDL_SetAppMetadata("Example Pen Drawing Lines", "1.0", "com.example.pen-drawing-lines"); if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/pen/drawing-lines", 640, 480, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } /* we make a render target so we can draw lines to it and not have to record and redraw every pen stroke each frame. Instead rendering a frame for us is a single texture draw. */ render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 640, 480); if (!render_target) { SDL_Log("Couldn't create render target: %s", SDL_GetError()); return SDL_APP_FAILURE; } /* just blank the render target to gray to start. */ SDL_SetRenderTarget(renderer, render_target); SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); SDL_SetRenderTarget(renderer, NULL); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } /* There are several events that track the specific stages of pen activity, but we're only going to look for motion and pressure, for simplicity. */ if (event->type == SDL_EVENT_PEN_MOTION) { /* you can check for when the pen is touching, but if pressure > 0.0f, it's definitely touching! */ if (pressure > 0.0f) { if (previous_touch_x >= 0.0f) { /* only draw if we're moving while touching */ /* draw with the alpha set to the pressure, so you effectively get a fainter line for lighter presses. */ SDL_SetRenderTarget(renderer, render_target); SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, pressure); SDL_RenderLine(renderer, previous_touch_x, previous_touch_y, event->pmotion.x, event->pmotion.y); } previous_touch_x = event->pmotion.x; previous_touch_y = event->pmotion.y; } else { previous_touch_x = previous_touch_y = -1.0f; } } else if (event->type == SDL_EVENT_PEN_AXIS) { if (event->paxis.axis == SDL_PEN_AXIS_PRESSURE) { pressure = event->paxis.value; /* remember new pressure for later draws. */ } } return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once per frame, and is the heart of the program. */ SDL_AppResult SDL_AppIterate(void *appstate) { /* make sure we're drawing to the window and not the render target */ SDL_SetRenderTarget(renderer, NULL); SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); /* just in case. */ SDL_RenderTexture(renderer, render_target, NULL, NULL); SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once at shutdown. */ void SDL_AppQuit(void *appstate, SDL_AppResult result) { SDL_DestroyTexture(render_target); /* SDL will clean up the window/renderer for us. */ }