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
14#include "raylib.h"
15
16#define MAX_COLORS_COUNT 23 // Number of colors available
17
18int main(void)
19{
20 // Initialization
21 //--------------------------------------------------------------------------------------
22 const int screenWidth = 800;
23 const int screenHeight = 450;
24
25 InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");
26
27 // Colours to choose from
28 Color colors[MAX_COLORS_COUNT] = {
29 RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
30 SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
31 LIGHTGRAY, GRAY, DARKGRAY, BLACK };
32
33 // Define colorsRecs data (for every rectangle)
34 Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };
35
36 for (int i = 0; i < MAX_COLORS_COUNT; i++)
37 {
38 colorsRecs[i].x = 10 + 30*i + 2*i;
39 colorsRecs[i].y = 10;
40 colorsRecs[i].width = 30;
41 colorsRecs[i].height = 30;
42 }
43
44 int colorSelected = 0;
45 int colorSelectedPrev = colorSelected;
46 int colorMouseHover = 0;
47 int brushSize = 20;
48
49 Rectangle btnSaveRec = { 750, 10, 40, 30 };
50 bool btnSaveMouseHover = false;
51 bool showSaveMessage = false;
52 int saveMessageCounter = 0;
53
54 // Create a RenderTexture2D to use as a canvas
55 RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
56
57 // Clear render texture before entering the game loop
58 BeginTextureMode(target);
59 ClearBackground(colors[0]);
60 EndTextureMode();
61
62 SetTargetFPS(120); // Set our game to run at 120 frames-per-second
63 //--------------------------------------------------------------------------------------
64
65 // Main game loop
66 while (!WindowShouldClose()) // Detect window close button or ESC key
67 {
68 // Update
69 //----------------------------------------------------------------------------------
70 Vector2 mousePos = GetMousePosition();
71
72 // Move between colors with keys
73 if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
74 else if (IsKeyPressed(KEY_LEFT)) colorSelected--;
75
76 if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
77 else if (colorSelected < 0) colorSelected = 0;
78
79 // Choose color with mouse
80 for (int i = 0; i < MAX_COLORS_COUNT; i++)
81 {
82 if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
83 {
84 colorMouseHover = i;
85 break;
86 }
87 else colorMouseHover = -1;
88 }
89
90 if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
91 {
92 colorSelected = colorMouseHover;
93 colorSelectedPrev = colorSelected;
94 }
95
96 // Change brush size
97 brushSize += GetMouseWheelMove()*5;
98 if (brushSize < 2) brushSize = 2;
99 if (brushSize > 50) brushSize = 50;
100
101 if (IsKeyPressed(KEY_C))
102 {
103 // Clear render texture to clear color
104 BeginTextureMode(target);
105 ClearBackground(colors[0]);
106 EndTextureMode();
107 }
108
109 if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || (GetGestureDetected() == GESTURE_DRAG))
110 {
111 // Paint circle into render texture
112 // NOTE: To avoid discontinuous circles, we could store
113 // previous-next mouse points and just draw a line using brush size
114 BeginTextureMode(target);
115 if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[colorSelected]);
116 EndTextureMode();
117 }
118
119 if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
120 {
121 colorSelected = 0;
122
123 // Erase circle from render texture
124 BeginTextureMode(target);
125 if (mousePos.y > 50) DrawCircle(mousePos.x, mousePos.y, brushSize, colors[0]);
126 EndTextureMode();
127 }
128 else colorSelected = colorSelectedPrev;
129
130 // Check mouse hover save button
131 if (CheckCollisionPointRec(mousePos, btnSaveRec)) btnSaveMouseHover = true;
132 else btnSaveMouseHover = false;
133
134 // Image saving logic
135 // NOTE: Saving painted texture to a default named image
136 if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) || IsKeyPressed(KEY_S))
137 {
138 Image image = GetTextureData(target.texture);
139 ImageFlipVertical(&image);
140 ExportImage(image, "my_amazing_texture_painting.png");
141 UnloadImage(image);
142 showSaveMessage = true;
143 }
144
145 if (showSaveMessage)
146 {
147 // On saving, show a full screen message for 2 seconds
148 saveMessageCounter++;
149 if (saveMessageCounter > 240)
150 {
151 showSaveMessage = false;
152 saveMessageCounter = 0;
153 }
154 }
155 //----------------------------------------------------------------------------------
156
157 // Draw
158 //----------------------------------------------------------------------------------
159 BeginDrawing();
160
161 ClearBackground(RAYWHITE);
162
163 // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
164 DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
165
166 // Draw drawing circle for reference
167 if (mousePos.y > 50)
168 {
169 if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, GRAY);
170 else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
171 }
172
173 // Draw top panel
174 DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
175 DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);
176
177 // Draw color selection rectangles
178 for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
179 DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);
180
181 if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));
182
183 DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
184 colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);
185
186 // Draw save image button
187 DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover? RED : BLACK);
188 DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover? RED : BLACK);
189
190 // Draw save image message
191 if (showSaveMessage)
192 {
193 DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
194 DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
195 DrawText("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE);
196 }
197
198 EndDrawing();
199 //----------------------------------------------------------------------------------
200 }
201
202 // De-Initialization
203 //--------------------------------------------------------------------------------------
204 UnloadRenderTexture(target); // Unload render texture
205
206 CloseWindow(); // Close window and OpenGL context
207 //--------------------------------------------------------------------------------------
208
209 return 0;
210}
211