My little programming side project.
a year ago
As some of you may know, I'm using my self made software to paint. It's made for my personal use only, without any labels in the interface. But after another friend asked me recently, if my software was available to use for others, I decided that it could be a fun project to make another painting software, which is designed for general use and document my process of making it. It'll probably take quite a while for me to get this paint tool into a somewhat finished state. In the meanwhile I thought it would be fun to share what I got and maybe get some feedback from others who are interested in that kind of stuff.
https://github.com/Zyonji/PaintTool
It's not much so far, but if there's interest, I'll share more updates. Currently I'm going through the documentation of common image formats to add a decoder for those to the project next. So far I only used PNG, but maybe it's time I add some WebP compatibility. (:
https://github.com/Zyonji/PaintTool
It's not much so far, but if there's interest, I'll share more updates. Currently I'm going through the documentation of common image formats to add a decoder for those to the project next. So far I only used PNG, but maybe it's time I add some WebP compatibility. (:
I'll give the software I currently use to make my paintings as an example. The entire code is written in a way that all the platform independent code could be written as a library with a small number of function calls to link to that go across. There's a first initialization call which takes allocated memory and memory related function pointers from the platform layer. And then there are two other function calls to hand off cursor and keyboard inputs to the application code and one to paint window contents. That way, when I want to port to a different platform, I just need to make the platform code handle interfaces. The core application code should stay exactly the same.
May I ask a question in return? Why would DirectX be better suited?