📄 paintingview.m
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/*File: PaintingView.mAbstract: The class responsible for the finger painting.Version: 1.6Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.("Apple") in consideration of your agreement to the following terms, and youruse, installation, modification or redistribution of this Apple softwareconstitutes acceptance of these terms. If you do not agree with these terms,please do not use, install, modify or redistribute this Apple software.In consideration of your agreement to abide by the following terms, and subjectto these terms, Apple grants you a personal, non-exclusive license, underApple's copyrights in this original Apple software (the "Apple Software"), touse, reproduce, modify and redistribute the Apple Software, with or withoutmodifications, in source and/or binary forms; provided that if you redistributethe Apple Software in its entirety and without modifications, you must retainthis notice and the following text and disclaimers in all such redistributionsof the Apple Software.Neither the name, trademarks, service marks or logos of Apple Inc. may be usedto endorse or promote products derived from the Apple Software without specificprior written permission from Apple. Except as expressly stated in this notice,no other rights or licenses, express or implied, are granted by Apple herein,including but not limited to any patent rights that may be infringed by yourderivative works or by other works in which the Apple Software may beincorporated.The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NOWARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIEDWARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULARPURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR INCOMBINATION WITH YOUR PRODUCTS.IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL ORCONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTEGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/ORDISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OFCONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IFAPPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.Copyright (C) 2008 Apple Inc. All Rights Reserved.*/#import "PaintingView.h"//CLASS IMPLEMENTATIONS:@implementation PaintingView@synthesize location;@synthesize previousLocation;- (id) initWithFrame:(CGRect)frame{ NSMutableArray* recordedPaths; CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if((self = [super initWithFrame:frame pixelFormat:GL_RGB565_OES depthFormat:0 preserveBackbuffer:YES])) { [self setCurrentContext]; // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"Particle.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { // Allocate memory needed for the bitmap context brushData = (GLubyte *) malloc(width * height * 4); // Use the bitmatp creation function provided by the Core Graphics framework. brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); // After you create the context, you can draw the image to the context. CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); // You don't need the context at this point, so you need to release it to avoid memory leaks. CGContextRelease(brushContext); // Use OpenGL ES to generate a name for the texture. glGenTextures(1, &brushTexture); // Bind the texture name. glBindTexture(GL_TEXTURE_2D, brushTexture); // Specify a 2D texture image, providing the a pointer to the image data in memory glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); // Release the image data; it's no longer needed free(brushData); // Set the texture parameters to use a minifying filter and a linear filer (weighted average) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Enable use of the texture glEnable(GL_TEXTURE_2D); // Set a blending function to use glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Enable blending glEnable(GL_BLEND); } //Set up OpenGL states glDisable(GL_DITHER); glMatrixMode(GL_PROJECTION); glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glMatrixMode(GL_MODELVIEW); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); //Make sure to start with a cleared buffer [self erase]; //Playback recorded path, which is "Shake Me" recordedPaths = [NSMutableArray arrayWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Recording" ofType:@"data"]]; if([recordedPaths count]) [self performSelector:@selector(playback:) withObject:recordedPaths afterDelay:0.2]; } return self;}// Releases resources when they are not longer needed.- (void) dealloc{ glDeleteFramebuffersOES(1, &drawingFramebuffer); glDeleteTextures(1, &drawingTexture); [super dealloc];}// Erases the screen- (void) erase{ //Clear the buffer glClear(GL_COLOR_BUFFER_BIT); //Display the buffer [self swapBuffers];}// Drawings a line onscreen based on where the user touches- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end{ static GLfloat* vertexBuffer = NULL; static NSUInteger vertexMax = 64; NSUInteger vertexCount = 0, count, i; //Allocate vertex array buffer if(vertexBuffer == NULL) vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat)); // Add points to the buffer so there are drawing points every X pixels count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1); for(i = 0; i < count; ++i) { if(vertexCount == vertexMax) { vertexMax = 2 * vertexMax; vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat)); } vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count); vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count); vertexCount += 1; } //Render the vertex array glVertexPointer(2, GL_FLOAT, 0, vertexBuffer); glDrawArrays(GL_POINTS, 0, vertexCount); // Display the buffer [self swapBuffers];}// Reads previously recorded points and draws them onscreen. This is the Shake Me message that appears when the application launches.- (void) playback:(NSMutableArray*)recordedPaths{ NSData* data = [recordedPaths objectAtIndex:0]; CGPoint* point = (CGPoint*)[data bytes]; NSUInteger count = [data length] / sizeof(CGPoint), i; //Render the current path for(i = 0; i < count - 1; ++i, ++point) [self renderLineFromPoint:*point toPoint:*(point + 1)]; //Render the next path after a short delay [recordedPaths removeObjectAtIndex:0]; if([recordedPaths count]) [self performSelector:@selector(playback:) withObject:recordedPaths afterDelay:0.01];}// Handles the start of a touch- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ CGRect bounds = [self bounds]; UITouch* touch = [[event touchesForView:self] anyObject]; firstTouch = YES; //Convert touch point from UIView referential to OpenGL one (upside-down flip) location = [touch locationInView:self]; location.y = bounds.size.height - location.y;}// Handles the continuation of a touch.- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{ CGRect bounds = [self bounds]; UITouch* touch = [[event touchesForView:self] anyObject]; //Convert touch point from UIView referential to OpenGL one (upside-down flip) if (firstTouch) { firstTouch = NO; previousLocation = [touch previousLocationInView:self]; previousLocation.y = bounds.size.height - previousLocation.y; } else { location = [touch locationInView:self]; location.y = bounds.size.height - location.y; previousLocation = [touch previousLocationInView:self]; previousLocation.y = bounds.size.height - previousLocation.y; } // Render the stroke [self renderLineFromPoint:previousLocation toPoint:location]; }// Handles the end of a touch event when the touch is a tap.- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{ CGRect bounds = [self bounds]; UITouch* touch = [[event touchesForView:self] anyObject]; if (firstTouch) { firstTouch = NO; previousLocation = [touch previousLocationInView:self]; previousLocation.y = bounds.size.height - previousLocation.y; [self renderLineFromPoint:previousLocation toPoint:location]; }}// Handles the end of a touch event.- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{ // If appropriate, add code necessary to save the state of the application. // This application is not saving state.}@end
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