making textures_mouse_painting.py stand to the Python API conventions

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דור שפירא 2022-09-24 21:51:59 +03:00
parent ff6512e884
commit dd0b11ff78

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@ -3,194 +3,201 @@
raylib [texture] example - Mouse Painting
"""
# Import
# ------------------------------------------------------------------------------------
from pyray import *
from raylib.colors import *
from raylib import (
KEY_RIGHT,
KEY_LEFT,
MOUSE_BUTTON_LEFT,
KEY_C,
GESTURE_DRAG,
MOUSE_BUTTON_RIGHT,
KEY_S
)
# ------------------------------------------------------------------------------------
# Definitions
# ------------------------------------------------------------------------------------
MAX_COLORS_COUNT = 23 # Number of colors available
# ------------------------------------------------------------------------------------
# Initialization
screenWidth = 800
screenHeight = 450
init_window(screenWidth, screenHeight, "raylib [textures] example - mouse painting")
# Colours to choose from
colors = [RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
LIGHTGRAY, GRAY, DARKGRAY, BLACK]
colorsRecs = []
# Define colorsRecs data (for every rectangle)
for i in range(MAX_COLORS_COUNT):
colorsRecs.append(Rectangle(10 + 30.0 * i + 2 * i, 10, 30, 30))
colorSelected = 0
colorSelectedPrev = colorSelected
colorMouseHover = 0
brushSize = 20.0
mouseWasPressed = False
btnSaveRec = Rectangle(750, 10, 40, 30)
btnSaveMouseHover = False
showSaveMessage = False
saveMessageCounter = 0
# Create a RenderTexture2D to use as a canvas
target = load_render_texture(screenWidth, screenHeight)
# Clear render texture before entering the game loop
begin_texture_mode(target)
clear_background(colors[0])
end_texture_mode()
set_target_fps(120) # Set our game to run at 120 frames-per-second
# Main game loop
while not window_should_close(): # Detect window close button or ESC key
# Update
# ------------------------------------------------------------------------------------
# Program main entry point
# ------------------------------------------------------------------------------------
def main():
# Initialization
# ----------------------------------------------------------------------------------
mousePos = get_mouse_position()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 450
# Move between colors with keys
if is_key_pressed(KEY_RIGHT):
colorSelected += 1
elif is_key_pressed(KEY_LEFT):
colorSelected -= 1
init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [textures] example - mouse painting")
if colorSelected >= MAX_COLORS_COUNT:
colorSelected = MAX_COLORS_COUNT - 1
elif colorSelected < 0:
colorSelected = 0
# Colours to choose from
colors = [RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
LIGHTGRAY, GRAY, DARKGRAY, BLACK]
# Choose color with mouse
colors_recs = []
# Define colors_recs data (for every rectangle)
for i in range(MAX_COLORS_COUNT):
if check_collision_point_rec(mousePos, colorsRecs[i]):
colorMouseHover = i
break
colors_recs.append(Rectangle(10 + 30.0 * i + 2 * i, 10, 30, 30))
color_selected = 0
color_selected_prev = color_selected
color_mouse_hover = 0
brush_size = 20.0
mouse_was_pressed = False
btn_save_rec = Rectangle(750, 10, 40, 30)
btn_save_mouse_hover = False
show_save_message = False
save_message_counter = 0
# Create a RenderTexture2D to use as a canvas
target = load_render_texture(SCREEN_WIDTH, SCREEN_HEIGHT)
# Clear render texture before entering the game loop
begin_texture_mode(target)
clear_background(colors[0])
end_texture_mode()
set_target_fps(120) # Set our game to run at 120 frames-per-second
# ----------------------------------------------------------------------------------
# Main game loop
while not window_should_close(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
mouse_pos = get_mouse_position()
# Move between colors with keys
if is_key_pressed(KeyboardKey.KEY_RIGHT):
color_selected += 1
elif is_key_pressed(KeyboardKey.KEY_LEFT):
color_selected -= 1
if color_selected >= MAX_COLORS_COUNT:
color_selected = MAX_COLORS_COUNT - 1
elif color_selected < 0:
color_selected = 0
# Choose color with mouse
for i in range(MAX_COLORS_COUNT):
if check_collision_point_rec(mouse_pos, colors_recs[i]):
color_mouse_hover = i
break
else:
color_mouse_hover = -1
if color_mouse_hover >= 0 and is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_LEFT):
color_selected = color_mouse_hover
color_selected_prev = color_selected
# Change brush size
brush_size += get_mouse_wheel_move() * 5
if brush_size < 2: brush_size = 2
if brush_size > 50: brush_size = 50
if is_key_pressed(KeyboardKey.KEY_C):
# Clear render texture to clear color
begin_texture_mode(target)
clear_background(colors[0])
end_texture_mode()
if is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_LEFT) or get_gesture_detected() == Gesture.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
begin_texture_mode(target)
if mouse_pos.y > 50:
draw_circle(int(mouse_pos.x), int(mouse_pos.y), brush_size, colors[color_selected])
end_texture_mode()
if is_mouse_button_down(MouseButton.MOUSE_BUTTON_RIGHT):
if not mouse_was_pressed:
color_selected_prev = color_selected
color_selected = 0
mouse_was_pressed = True
# Erase circle from render texture
begin_texture_mode(target)
if mouse_pos.y > 50: draw_circle(int(mouse_pos.x), int(mouse_pos.y), brush_size, colors[0])
end_texture_mode()
elif is_mouse_button_released(MouseButton.MOUSE_BUTTON_RIGHT) and mouse_was_pressed:
color_selected = color_selected_prev
mouse_was_pressed = False
# Check mouse hover save button
if check_collision_point_rec(mouse_pos, btn_save_rec):
btn_save_mouse_hover = True
else:
colorMouseHover = -1
btn_save_mouse_hover = False
if colorMouseHover >= 0 and is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
colorSelected = colorMouseHover
colorSelectedPrev = colorSelected
# Image saving logic
# NOTE: Saving painted texture to a default named image
if (btn_save_mouse_hover and is_mouse_button_released(MouseButton.MOUSE_BUTTON_LEFT)) or is_key_pressed(KeyboardKey.KEY_S):
image = load_image_from_texture(target.texture)
image_flip_vertical(image)
export_image(image, "my_amazing_texture_painting.png")
unload_image(image)
show_save_message = True
# Change brush size
brushSize += get_mouse_wheel_move() * 5
if brushSize < 2: brushSize = 2
if brushSize > 50: brushSize = 50
if show_save_message:
# On saving, show a full screen message for 2 seconds
save_message_counter += 1
if save_message_counter > 240:
show_save_message = False
save_message_counter = 0
if is_key_pressed(KEY_C):
# Clear render texture to clear color
begin_texture_mode(target)
clear_background(colors[0])
end_texture_mode()
# ----------------------------------------------------------------------------------
if is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or get_gesture_detected() == GESTURE_DRAG:
# Draw
# ----------------------------------------------------------------------------------
begin_drawing()
clear_background(RAYWHITE)
# 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
begin_texture_mode(target)
if mousePos.y > 50:
draw_circle(int(mousePos.x), int(mousePos.y), brushSize, colors[colorSelected])
end_texture_mode()
if is_mouse_button_down(MOUSE_BUTTON_RIGHT):
# NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
draw_texture_rec(target.texture, Rectangle(0, 0, float(target.texture.width), float(-target.texture.height)), Vector2(0, 0), WHITE)
if not mouseWasPressed:
colorSelectedPrev = colorSelected
colorSelected = 0
# Draw drawing circle for reference
if mouse_pos.y > 50:
if is_mouse_button_down(MouseButton.MOUSE_BUTTON_RIGHT):
draw_circle_lines(int(mouse_pos.x), int(mouse_pos.y), brush_size, GRAY)
else:
draw_circle(get_mouse_x(), get_mouse_y(), brush_size, colors[color_selected])
# Draw top panel
draw_rectangle(0, 0, get_screen_width(), 50, RAYWHITE)
draw_line(0, 50, get_screen_width(), 50, LIGHTGRAY)
mouseWasPressed = True
# Draw color selection rectangles
for i in range(MAX_COLORS_COUNT):
draw_rectangle_rec(colors_recs[i], colors[i])
draw_rectangle_lines(10, 10, 30, 30, LIGHTGRAY)
# Erase circle from render texture
begin_texture_mode(target)
if mousePos.y > 50: draw_circle(int(mousePos.x), int(mousePos.y), brushSize, colors[0])
end_texture_mode()
if color_mouse_hover >= 0: draw_rectangle_rec(colors_recs[color_mouse_hover], fade(WHITE, 0.6))
elif is_mouse_button_released(MOUSE_BUTTON_RIGHT) and mouseWasPressed:
draw_rectangle_lines_ex(
Rectangle(colors_recs[color_selected].x - 2, colors_recs[color_selected].y - 2, colors_recs[color_selected].width + 4,
colors_recs[color_selected].height + 4), 2, BLACK)
colorSelected = colorSelectedPrev
mouseWasPressed = False
# Draw save image button
draw_rectangle_lines_ex(btn_save_rec, 2, RED if btn_save_mouse_hover else BLACK)
draw_text("SAVE!", 755, 20, 10, RED if btn_save_mouse_hover else BLACK)
# Check mouse hover save button
if check_collision_point_rec(mousePos, btnSaveRec):
btnSaveMouseHover = True
else:
btnSaveMouseHover = False
if show_save_message:
draw_rectangle(0, 0, get_screen_width(), get_screen_height(), fade(RAYWHITE, 0.8))
draw_rectangle(0, 150, get_screen_width(), 80, BLACK)
draw_text("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE)
# Image saving logic
# NOTE: Saving painted texture to a default named image
if (btnSaveMouseHover and is_mouse_button_released(MOUSE_BUTTON_LEFT)) or is_key_pressed(KEY_S):
image = load_image_from_texture(target.texture)
image_flip_vertical(image)
export_image(image, "my_amazing_texture_painting.png")
unload_image(image)
showSaveMessage = True
end_drawing()
# ----------------------------------------------------------------------------------
if showSaveMessage:
# On saving, show a full screen message for 2 seconds
saveMessageCounter += 1
if saveMessageCounter > 240:
showSaveMessage = False
saveMessageCounter = 0
# De-Initialization
# ----------------------------------------------------------------------------------
unload_render_texture(target) # Unload render texture
close_window() # Close window and OpenGL context
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
begin_drawing()
clear_background(RAYWHITE)
# NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
draw_texture_rec(target.texture, Rectangle(0, 0, float(target.texture.width), float(-target.texture.height)),
Vector2(0, 0), WHITE)
# Execute the main function
if __name__ == '__main__':
main()
# Draw drawing circle for reference
if mousePos.y > 50:
if is_mouse_button_down(MOUSE_BUTTON_RIGHT):
draw_circle_lines(int(mousePos.x), int(mousePos.y), brushSize, GRAY)
else:
draw_circle(get_mouse_x(), get_mouse_y(), brushSize, colors[colorSelected])
# Draw top panel
draw_rectangle(0, 0, get_screen_width(), 50, RAYWHITE)
draw_line(0, 50, get_screen_width(), 50, LIGHTGRAY)
# Draw color selection rectangles
for i in range(MAX_COLORS_COUNT):
draw_rectangle_rec(colorsRecs[i], colors[i])
draw_rectangle_lines(10, 10, 30, 30, LIGHTGRAY)
if colorMouseHover >= 0: draw_rectangle_rec(colorsRecs[colorMouseHover], fade(WHITE, 0.6))
draw_rectangle_lines_ex(
Rectangle(colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2, colorsRecs[colorSelected].width + 4,
colorsRecs[colorSelected].height + 4), 2, BLACK)
# Draw save image button
draw_rectangle_lines_ex(btnSaveRec, 2, RED if btnSaveMouseHover else BLACK)
draw_text("SAVE!", 755, 20, 10, RED if btnSaveMouseHover else BLACK)
if showSaveMessage:
draw_rectangle(0, 0, get_screen_width(), get_screen_height(), fade(RAYWHITE, 0.8))
draw_rectangle(0, 150, get_screen_width(), 80, BLACK)
draw_text("IMAGE SAVED: my_amazing_texture_painting.png", 150, 180, 20, RAYWHITE)
end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# ----------------------------------------------------------------------------------
unload_render_texture(target) # Unload render texture
close_window() # Close window and OpenGL context