// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package main import ( "fmt" "image" "image/color" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/colorm" "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) const ( screenWidth = 640 screenHeight = 480 ) var ( brushImage *ebiten.Image ) func init() { const ( a0 = 0x40 a1 = 0xc0 a2 = 0xff ) pixels := []uint8{ a0, a1, a1, a0, a1, a2, a2, a1, a1, a2, a2, a1, a0, a1, a1, a0, } brushImage = ebiten.NewImageFromImage(&image.Alpha{ Pix: pixels, Stride: 4, Rect: image.Rect(0, 0, 4, 4), }) } type touch struct { id ebiten.TouchID pos pos } type pos struct { x int y int } type Game struct { cursor pos touches []touch count int canvasImage *ebiten.Image } func NewGame() *Game { g := &Game{ canvasImage: ebiten.NewImage(screenWidth, screenHeight), } g.canvasImage.Fill(color.White) return g } func (g *Game) Update() error { drawn := false // Paint the brush by mouse dragging mx, my := ebiten.CursorPosition() if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) { g.paint(g.canvasImage, mx, my) drawn = true } g.cursor = pos{ x: mx, y: my, } // Paint the brush by touches g.touches = g.touches[:0] for _, id := range ebiten.AppendTouchIDs(nil) { x, y := ebiten.TouchPosition(id) g.paint(g.canvasImage, x, y) g.touches = append(g.touches, touch{ id: id, pos: pos{ x: x, y: y, }, }) drawn = true } if drawn { g.count++ } return nil } // paint draws the brush on the given canvas image at the position (x, y). func (g *Game) paint(canvas *ebiten.Image, x, y int) { op := &colorm.DrawImageOptions{} op.GeoM.Translate(float64(x), float64(y)) var cm colorm.ColorM // Scale the color and rotate the hue so that colors vary on each frame. cm.Scale(1.0, 0.50, 0.125, 1.0) tps := ebiten.TPS() theta := 2.0 * math.Pi * float64(g.count%tps) / float64(tps) cm.RotateHue(theta) colorm.DrawImage(canvas, brushImage, cm, op) } func (g *Game) Draw(screen *ebiten.Image) { screen.DrawImage(g.canvasImage, nil) msg := fmt.Sprintf("(%d, %d)", g.cursor.x, g.cursor.y) for _, t := range g.touches { msg += fmt.Sprintf("\n(%d, %d) touch %d", t.pos.x, t.pos.y, t.id) } ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Paint (Ebitengine Demo)") if err := ebiten.RunGame(NewGame()); err != nil { log.Fatal(err) } }