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mouse painting

★★★☆by Chris Dill (@MysteriousSpace)

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//! raylib [textures] example - mouse painting
//!
//! Zig-API translation of examples/textures/textures_mouse_painting.c (raylib 6.2).
//! Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

// Colors to choose from
const colors = [_]rl.Color{
    .ray_white, .yellow,     .gold,       .orange,     .pink,      .red,       .maroon, .green,
    .lime,      .dark_green, .sky_blue,   .blue,       .dark_blue, .purple,    .violet, .dark_purple,
    .beige,     .brown,      .dark_brown, .light_gray, .gray,      .dark_gray, .black,
};

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [textures] example - mouse painting");
    defer rl.closeWindow(); // Close window and OpenGL context

    // Define colors_recs data (for every rectangle)
    var colors_recs: [colors.len]rl.Rectangle = undefined;
    for (&colors_recs, 0..) |*rec, i| {
        rec.* = .{
            .x = 10 + 30.0 * @as(f32, @floatFromInt(i)) + @as(f32, @floatFromInt(2 * i)),
            .y = 10,
            .width = 30,
            .height = 30,
        };
    }

    var color_selected: usize = 0;
    var color_selected_prev = color_selected;
    var brush_size: f32 = 20.0;
    var mouse_was_pressed = false;

    const btn_save_rec: rl.Rectangle = .{ .x = 750, .y = 10, .width = 40, .height = 30 };
    var show_save_message = false;
    var save_message_counter: i32 = 0;

    // Create a RenderTexture2D to use as a canvas
    const target = try rl.loadRenderTexture(screen_width, screen_height);
    defer rl.unloadRenderTexture(target); // Unload render texture

    // Clear render texture before entering the game loop
    rl.beginTextureMode(target);
    rl.clearBackground(colors[0]);
    rl.endTextureMode();

    rl.setTargetFPS(120); // Set our game to run at 120 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        const mouse_pos = rl.getMousePosition();

        // Move between colors with keys
        if (rl.isKeyPressed(.right)) {
            color_selected = @min(color_selected + 1, colors.len - 1);
        } else if (rl.isKeyPressed(.left)) {
            color_selected -|= 1;
        }

        // Choose color with mouse
        const color_mouse_hover: ?usize = for (colors_recs, 0..) |rec, i| {
            if (rl.checkCollisionPointRec(mouse_pos, rec)) break i;
        } else null;

        if (color_mouse_hover) |hover| {
            if (rl.isMouseButtonPressed(.left)) {
                color_selected = hover;
                color_selected_prev = color_selected;
            }
        }

        // Change brush size
        brush_size += rl.getMouseWheelMove() * 5;
        if (brush_size < 2) brush_size = 2;
        if (brush_size > 50) brush_size = 50;

        if (rl.isKeyPressed(.c)) {
            // Clear render texture to clear color
            rl.beginTextureMode(target);
            rl.clearBackground(colors[0]);
            rl.endTextureMode();
        }

        if (rl.isMouseButtonDown(.left) or rl.isGestureDetected(.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
            rl.beginTextureMode(target);
            if (mouse_pos.y > 50) rl.drawCircle(@intFromFloat(mouse_pos.x), @intFromFloat(mouse_pos.y), brush_size, colors[color_selected]);
            rl.endTextureMode();
        }

        if (rl.isMouseButtonDown(.right)) {
            if (!mouse_was_pressed) {
                color_selected_prev = color_selected;
                color_selected = 0;
            }

            mouse_was_pressed = true;

            // Erase circle from render texture
            rl.beginTextureMode(target);
            if (mouse_pos.y > 50) rl.drawCircle(@intFromFloat(mouse_pos.x), @intFromFloat(mouse_pos.y), brush_size, colors[0]);
            rl.endTextureMode();
        } else if (rl.isMouseButtonReleased(.right) and mouse_was_pressed) {
            color_selected = color_selected_prev;
            mouse_was_pressed = false;
        }

        // Check mouse hover save button
        const btn_save_mouse_hover = rl.checkCollisionPointRec(mouse_pos, btn_save_rec);

        // Image saving logic
        // NOTE: Saving painted texture to a default named image
        if ((btn_save_mouse_hover and rl.isMouseButtonReleased(.left)) or rl.isKeyPressed(.s)) {
            var image = try rl.loadImageFromTexture(target.texture);
            defer rl.unloadImage(image);
            rl.imageFlipVertical(&image);
            _ = rl.exportImage(image, "my_amazing_texture_painting.png");
            show_save_message = true;
        }

        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;
            }
        }

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
        rl.drawTextureRec(target.texture, .{
            .x = 0,
            .y = 0,
            .width = @floatFromInt(target.texture.width),
            .height = @floatFromInt(-target.texture.height),
        }, .{ .x = 0, .y = 0 }, .white);

        // Draw drawing circle for reference
        if (mouse_pos.y > 50) {
            if (rl.isMouseButtonDown(.right)) {
                rl.drawCircleLines(@intFromFloat(mouse_pos.x), @intFromFloat(mouse_pos.y), brush_size, .gray);
            } else {
                rl.drawCircle(rl.getMouseX(), rl.getMouseY(), brush_size, colors[color_selected]);
            }
        }

        // Draw top panel
        rl.drawRectangle(0, 0, rl.getScreenWidth(), 50, .ray_white);
        rl.drawLine(0, 50, rl.getScreenWidth(), 50, .light_gray);

        // Draw color selection rectangles
        for (colors_recs, colors) |rec, color| rl.drawRectangleRec(rec, color);
        rl.drawRectangleLines(10, 10, 30, 30, .light_gray);

        if (color_mouse_hover) |hover| rl.drawRectangleRec(colors_recs[hover], rl.fade(.white, 0.6));

        const selected = colors_recs[color_selected];
        rl.drawRectangleLinesEx(.{
            .x = selected.x - 2,
            .y = selected.y - 2,
            .width = selected.width + 4,
            .height = selected.height + 4,
        }, 2, .black);

        // Draw save image button
        rl.drawRectangleLinesEx(btn_save_rec, 2, if (btn_save_mouse_hover) .red else .black);
        rl.drawText("SAVE!", 755, 20, 10, if (btn_save_mouse_hover) .red else .black);

        // Draw save image message
        if (show_save_message) {
            rl.drawRectangle(0, 0, rl.getScreenWidth(), rl.getScreenHeight(), rl.fade(.ray_white, 0.8));
            rl.drawRectangle(0, 150, rl.getScreenWidth(), 80, .black);
            rl.drawText("IMAGE SAVED!", 150, 180, 20, .ray_white);
        }
    }
}
/*******************************************************************************************
*
*   raylib [textures] example - mouse painting
*
*   Example complexity rating: [★★★☆] 3/4
*
*   Example originally created with raylib 3.0, last time updated with raylib 6.0
*
*   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)
*
********************************************************************************************/

#include "raylib.h"

#define MAX_COLORS_COUNT    23          // Number of colors available

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - mouse painting");

    // Colors to choose from
    Color colors[MAX_COLORS_COUNT] = {
        RAYWHITE, YELLOW, GOLD, ORANGE, PINK, RED, MAROON, GREEN, LIME, DARKGREEN,
        SKYBLUE, BLUE, DARKBLUE, PURPLE, VIOLET, DARKPURPLE, BEIGE, BROWN, DARKBROWN,
        LIGHTGRAY, GRAY, DARKGRAY, BLACK };

    // Define colorsRecs data (for every rectangle)
    Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 };

    for (int i = 0; i < MAX_COLORS_COUNT; i++)
    {
        colorsRecs[i].x = 10 + 30.0f*i + 2*i;
        colorsRecs[i].y = 10;
        colorsRecs[i].width = 30;
        colorsRecs[i].height = 30;
    }

    int colorSelected = 0;
    int colorSelectedPrev = colorSelected;
    int colorMouseHover = 0;
    float brushSize = 20.0f;
    bool mouseWasPressed = false;

    Rectangle btnSaveRec = { 750, 10, 40, 30 };
    bool btnSaveMouseHover = false;
    bool showSaveMessage = false;
    int saveMessageCounter = 0;

    // Create a RenderTexture2D to use as a canvas
    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

    // Clear render texture before entering the game loop
    BeginTextureMode(target);
    ClearBackground(colors[0]);
    EndTextureMode();

    SetTargetFPS(120);              // Set our game to run at 120 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        Vector2 mousePos = GetMousePosition();

        // Move between colors with keys
        if (IsKeyPressed(KEY_RIGHT)) colorSelected++;
        else if (IsKeyPressed(KEY_LEFT)) colorSelected--;

        if (colorSelected >= MAX_COLORS_COUNT) colorSelected = MAX_COLORS_COUNT - 1;
        else if (colorSelected < 0) colorSelected = 0;

        // Choose color with mouse
        for (int i = 0; i < MAX_COLORS_COUNT; i++)
        {
            if (CheckCollisionPointRec(mousePos, colorsRecs[i]))
            {
                colorMouseHover = i;
                break;
            }
            else colorMouseHover = -1;
        }

        if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
        {
            colorSelected = colorMouseHover;
            colorSelectedPrev = colorSelected;
        }

        // Change brush size
        brushSize += GetMouseWheelMove()*5;
        if (brushSize < 2) brushSize = 2;
        if (brushSize > 50) brushSize = 50;

        if (IsKeyPressed(KEY_C))
        {
            // Clear render texture to clear color
            BeginTextureMode(target);
            ClearBackground(colors[0]);
            EndTextureMode();
        }

        if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsGestureDetected(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(MOUSE_BUTTON_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(MOUSE_BUTTON_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(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
        {
            Image image = LoadImageFromTexture(target.texture);
            ImageFlipVertical(&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(RAYWHITE);

        // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
        DrawTextureRec(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 (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
            else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
        }

        // Draw top panel
        DrawRectangle(0, 0, GetScreenWidth(), 50, RAYWHITE);
        DrawLine(0, 50, GetScreenWidth(), 50, LIGHTGRAY);

        // Draw color selection rectangles
        for (int i = 0; i < MAX_COLORS_COUNT; i++) DrawRectangleRec(colorsRecs[i], colors[i]);
        DrawRectangleLines(10, 10, 30, 30, LIGHTGRAY);

        if (colorMouseHover >= 0) DrawRectangleRec(colorsRecs[colorMouseHover], Fade(WHITE, 0.6f));

        DrawRectangleLinesEx((Rectangle){ colorsRecs[colorSelected].x - 2, colorsRecs[colorSelected].y - 2,
                             colorsRecs[colorSelected].width + 4, colorsRecs[colorSelected].height + 4 }, 2, BLACK);

        // Draw save image button
        DrawRectangleLinesEx(btnSaveRec, 2, btnSaveMouseHover ? RED : BLACK);
        DrawText("SAVE!", 755, 20, 10, btnSaveMouseHover ? RED : BLACK);

        // Draw save image message
        if (showSaveMessage)
        {
            DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, 0.8f));
            DrawRectangle(0, 150, GetScreenWidth(), 80, BLACK);
            DrawText("IMAGE SAVED!", 150, 180, 20, RAYWHITE);
        }

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadRenderTexture(target);    // Unload render texture

    CloseWindow();                  // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.