| /* |
| * 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; |
| static float tilt_x = 0.0f; |
| static float tilt_y = 0.0f; |
| |
| /* This function runs once at startup. */ |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) |
| { |
| int w, h; |
| |
| 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. */ |
| |
| /* make sure the render target matches output size (for hidpi displays, etc) so drawing matches the pen's position on a tablet display. */ |
| SDL_GetRenderOutputSize(renderer, &w, &h); |
| render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); |
| 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. */ |
| } else if(event->paxis.axis == SDL_PEN_AXIS_XTILT) { |
| tilt_x = event->paxis.value; |
| } else if(event->paxis.axis == SDL_PEN_AXIS_YTILT) { |
| tilt_y = event->paxis.value; |
| } |
| } |
| |
| 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) |
| { |
| char debug_text[1024]; |
| |
| /* 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_snprintf(debug_text, sizeof(debug_text), "Tilt: %f %f", tilt_x, tilt_y); |
| SDL_RenderDebugText(renderer, 0, 8, debug_text); |
| 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. */ |
| } |
| |