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raylib-cs/Examples/Textures/MousePainting.cs

343 lines
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C#

/*******************************************************************************************
*
* raylib [textures] example - mouse painting
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 3.0, last time updated with raylib 3.0
*
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public partial class MousePainting : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Mouse Painting";
public string Title => "raylib [textures] example - mouse painting";
public int TargetFps => 120;
private Color[] colors;
private Rectangle[] colorsRecs;
private int colorSelected;
private int colorSelectedPrev;
private int colorMouseHover;
private float brushSize;
private bool mouseWasPressed;
private Rectangle btnSaveRec;
private bool btnSaveMouseHover;
private bool showSaveMessage;
private int saveMessageCounter;
private RenderTexture2D target;
public void Init()
{
// Colors to choose from
colors = new Color[] {
Color.RayWhite,
Color.Yellow,
Color.Gold,
Color.Orange,
Color.Pink,
Color.Red,
Color.Maroon,
Color.Green,
Color.Lime,
Color.DarkGreen,
Color.SkyBlue,
Color.Blue,
Color.DarkBlue,
Color.Purple,
Color.Violet,
Color.DarkPurple,
Color.Beige,
Color.Brown,
Color.DarkBrown,
Color.LightGray,
Color.Gray,
Color.DarkGray,
Color.Black
};
// Define colorsRecs data (for every rectangle)
colorsRecs = new Rectangle[colors.Length];
for (var i = 0; i < colorsRecs.Length; i++)
{
colorsRecs[i].X = 10 + 30 * i + 2 * i;
colorsRecs[i].Y = 10;
colorsRecs[i].Width = 30;
colorsRecs[i].Height = 30;
}
colorSelected = 0;
colorSelectedPrev = colorSelected;
colorMouseHover = 0;
brushSize = 20.0f;
mouseWasPressed = false;
btnSaveRec = new(750, 10, 40, 30);
btnSaveMouseHover = false;
showSaveMessage = false;
saveMessageCounter = 0;
// Create a RenderTexture2D to use as a canvas
target = LoadRenderTexture(screenWidth, screenHeight);
// Clear render texture before entering the game loop
BeginTextureMode(target);
ClearBackground(colors[0]);
EndTextureMode();
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
var mousePos = GetMousePosition();
// Move between colors with keys
if (IsKeyPressed(KeyboardKey.Right))
{
colorSelected++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
colorSelected--;
}
if (colorSelected >= colors.Length)
{
colorSelected = colors.Length - 1;
}
else if (colorSelected < 0)
{
colorSelected = 0;
}
// Choose color with mouse
for (var i = 0; i < colors.Length; i++)
{
if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
{
colorMouseHover = i;
break;
}
else
{
colorMouseHover = -1;
}
}
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MouseButton.Left))
{
colorSelected = colorMouseHover;
colorSelectedPrev = colorSelected;
}
// Change brush size
brushSize += GetMouseWheelMove() * 5;
if (brushSize < 2)
{
brushSize = 2;
}
if (brushSize > 50)
{
brushSize = 50;
}
if (IsKeyPressed(KeyboardKey.C))
{
// Clear render texture to clear color
BeginTextureMode(target);
ClearBackground(colors[0]);
EndTextureMode();
}
if (IsMouseButtonDown(MouseButton.Left) || (GetGestureDetected() == Gesture.Drag))
{
// Paint circle into render texture
// NOTE: To avoid discontinuous circles, we could store
// previous-next mouse points and just draw a line using brush size
BeginTextureMode(target);
if (mousePos.Y > 50)
{
DrawCircle((int)mousePos.X, (int)mousePos.Y, brushSize, colors[colorSelected]);
}
EndTextureMode();
}
if (IsMouseButtonDown(MouseButton.Right))
{
if (!mouseWasPressed)
{
colorSelectedPrev = colorSelected;
colorSelected = 0;
}
mouseWasPressed = true;
// Erase circle from render texture
BeginTextureMode(target);
if (mousePos.Y > 50)
{
DrawCircle((int)mousePos.X, (int)mousePos.Y, brushSize, colors[0]);
}
EndTextureMode();
}
else if (IsMouseButtonReleased(MouseButton.Right) && mouseWasPressed)
{
colorSelected = colorSelectedPrev;
mouseWasPressed = false;
}
// Check mouse hover save button
if (CheckCollisionPointRec(mousePos, btnSaveRec))
{
btnSaveMouseHover = true;
}
else
{
btnSaveMouseHover = false;
}
// Image saving logic
// NOTE: Saving painted texture to a default named image
if ((btnSaveMouseHover && IsMouseButtonReleased(MouseButton.Left)) ||
IsKeyPressed(KeyboardKey.S))
{
var image = LoadImageFromTexture(target.Texture);
ImageFlipVertical(ref image);
ExportImage(image, "my_amazing_texture_painting.png");
UnloadImage(image);
showSaveMessage = true;
}
if (showSaveMessage)
{
// On saving, show a full screen message for 2 seconds
saveMessageCounter++;
if (saveMessageCounter > 240)
{
showSaveMessage = false;
saveMessageCounter = 0;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
Rectangle source = new(0, 0, target.Texture.Width, -target.Texture.Height);
DrawTextureRec(target.Texture, source, new Vector2(0, 0), Color.White);
// Draw drawing circle for reference
if (mousePos.Y > 50)
{
if (IsMouseButtonDown(MouseButton.Right))
{
DrawCircleLines((int)mousePos.X, (int)mousePos.Y, brushSize, Color.Gray);
}
else
{
DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
}
}
// Draw top panel
DrawRectangle(0, 0, GetScreenWidth(), 50, Color.RayWhite);
DrawLine(0, 50, GetScreenWidth(), 50, Color.LightGray);
// Draw color selection rectangles
for (var i = 0; i < colors.Length; i++)
{
DrawRectangleRec(colorsRecs[i], colors[i]);
}
DrawRectangleLines(10, 10, 30, 30, Color.LightGray);
if (colorMouseHover >= 0)
{
DrawRectangleRec(colorsRecs[colorMouseHover], Fade(Color.White, 0.6f));
}
Rectangle rec = new(
colorsRecs[colorSelected].X - 2,
colorsRecs[colorSelected].Y - 2,
colorsRecs[colorSelected].Width + 4,
colorsRecs[colorSelected].Height + 4
);
DrawRectangleLinesEx(rec, 2, Color.Black);
// Draw save image button
DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? Color.Red : Color.Black);
DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover ? Color.Red : Color.Black);
// Draw save image message
if (showSaveMessage)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(Color.RayWhite, 0.8f));
DrawRectangle(0, 150, GetScreenWidth(), 80, Color.Black);
DrawText("IMAGE SAVED!", 150, 180, 20, Color.RayWhite);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadRenderTexture(target); // Unload render texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");
SetTargetFPS(120); // Set our game to run at 120 frames-per-second
//--------------------------------------------------------------------------------------
var game = new MousePainting();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}