This repository has been archived on 2025-06-21. You can view files and clone it, but you cannot make any changes to it's state, such as pushing and creating new issues, pull requests or comments.
raylib-python-cffi/examples/textures/textures_mouse_painting.py
2024-11-17 01:17:05 +00:00

186 lines
6.4 KiB
Python

"""
raylib [texture] example - Mouse Painting
"""
from pyray import *
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
# ----------------------------------------------------------------------------------
mousePos = get_mouse_position()
# Move between colors with keys
if is_key_pressed(KeyboardKey.KEY_RIGHT):
colorSelected += 1
elif is_key_pressed(KeyboardKey.KEY_LEFT):
colorSelected -= 1
if colorSelected >= MAX_COLORS_COUNT:
colorSelected = MAX_COLORS_COUNT - 1
elif colorSelected < 0:
colorSelected = 0
# Choose color with mouse
for i in range(MAX_COLORS_COUNT):
if check_collision_point_rec(mousePos, colorsRecs[i]):
colorMouseHover = i
break
else:
colorMouseHover = -1
if colorMouseHover >= 0 and is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_LEFT):
colorSelected = colorMouseHover
colorSelectedPrev = colorSelected
# Change brush size
brushSize += get_mouse_wheel_move() * 5
if brushSize < 2: brushSize = 2
if brushSize > 50: brushSize = 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 mousePos.y > 50:
draw_circle(int(mousePos.x), int(mousePos.y), brushSize, colors[colorSelected])
end_texture_mode()
if is_mouse_button_down(MouseButton.MOUSE_BUTTON_RIGHT):
if not mouseWasPressed:
colorSelectedPrev = colorSelected
colorSelected = 0
mouseWasPressed = True
# 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()
elif is_mouse_button_released(MouseButton.MOUSE_BUTTON_RIGHT) and mouseWasPressed:
colorSelected = colorSelectedPrev
mouseWasPressed = False
# Check mouse hover save button
if check_collision_point_rec(mousePos, btnSaveRec):
btnSaveMouseHover = True
else:
btnSaveMouseHover = False
# Image saving logic
# NOTE: Saving painted texture to a default named image
if (btnSaveMouseHover 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)
showSaveMessage = True
if showSaveMessage:
# On saving, show a full screen message for 2 seconds
saveMessageCounter += 1
if saveMessageCounter > 240:
showSaveMessage = False
saveMessageCounter = 0
# ----------------------------------------------------------------------------------
# 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)
# Draw drawing circle for reference
if mousePos.y > 50:
if is_mouse_button_down(MouseButton.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