Fisheye tool - first release.

This commit is contained in:
Adam Rakowski 2008-08-19 14:40:04 +00:00
parent dda736f396
commit 04dd3cf9a2

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magic/src/fisheye.c Normal file
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/*
fisheye.c
fisheye, Fisheye tool
Tux Paint - A simple drawing program for children.
Credits: Adam 'foo-script' Rakowski ; foo-script@o2.pl
Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
bill@newbreedsoftware.com
http://www.tuxpaint.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
(See COPYING.txt)
*/
#include <math.h>
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
Mix_Chunk * fisheye_snd;
// Housekeeping functions
void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y,
SDL_Rect * update_rect);
Uint32 fisheye_api_version(void)
{
return(TP_MAGIC_API_VERSION);
}
void fisheye_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
{
}
int fisheye_init(magic_api * api)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/sounds/magic/fisheye.wav", api->data_directory);
fisheye_snd = Mix_LoadWAV(fname);
return(1);
}
int fisheye_get_tool_count(magic_api * api)
{
return 1;
}
SDL_Surface * fisheye_get_icon(magic_api * api, int which)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/images/magic/fisheye.png",
api->data_directory);
return(IMG_Load(fname));
}
char * fisheye_get_name(magic_api * api, int which) { return strdup(gettext_noop("Fisheye")); }
char * fisheye_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Select an area of the image to create fisheye effect")); }
int fisheye_requires_colors(magic_api * api, int which) { return 0; }
void fisheye_release(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * snapshot,
int x, int y, SDL_Rect * update_rect)
{
}
void fisheye_shutdown(magic_api * api)
{ Mix_FreeChunk(fisheye_snd); }
// do-fisheye
void fisheye_draw(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
int x, int y)
{
magic_api * api = (magic_api *) ptr;
SDL_Surface * oryg, *temp_src, *temp_dest, *output;
SDL_Rect rect, temp_rect;
int xx, yy;
unsigned short int i;
SDL_BlitSurface(canvas, NULL, last, NULL);
oryg=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
output=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
rect.x=x-40;
rect.y=y-40;
rect.w=rect.h=80;
SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio)
//do vertical fisheye
for (i=0; i<40; i++)
{
temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
//let's take a smooth bar of scaled bitmap and copy it to temp
//left side first
rect.x=i;
rect.y=0;
rect.w=1;
SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80+2*i, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
temp_rect.x=0;
temp_rect.y=i;
temp_rect.w=1;
temp_rect.h=80;
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
//right side then
rect.x=79-i;
SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK
temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
}
//do horizontal fisheye
for (i=0; i<40; i++)
{
temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 1, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80+2*i, 1, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
//upper side first
rect.x=0;
rect.y=i;
rect.w=80;
rect.h=1;
temp_rect.x=i;
temp_rect.y=0;
temp_rect.w=80;
temp_rect.h=1;
SDL_BlitSurface(output, &rect, temp_src, NULL);
temp_dest=api->scale(temp_src, 80+2*i, 1, 0);
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
//lower side then
rect.y=79-i;
SDL_BlitSurface(output, &rect, temp_src, NULL);
temp_dest=api->scale(temp_src, 80+2*i, 1, 0);
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
}
rect.x=x-40;
rect.y=y-40;
rect.w=rect.h=80;
//let's blit an area surrounded by a circle
for (yy = y-40; yy < y+40; yy++)
for (xx = x-40; xx < x+40; xx++)
if (api->in_circle(xx-x, yy-y, 40))
api->putpixel(canvas, xx, yy, api->getpixel(output, xx+40-x, yy+40-y));
SDL_FreeSurface(oryg);
SDL_FreeSurface(output);
SDL_FreeSurface(temp_dest);
SDL_FreeSurface(temp_src);
api->playsound(fisheye_snd, (x * 255) / canvas->w,255);
}
void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y,
SDL_Rect * update_rect)
{
fisheye_draw(api, which, canvas, snapshot, x, y);
update_rect->x=x-40;
update_rect->y=y-40;
update_rect->w=update_rect->h=80;
}
void fisheye_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y, SDL_Rect * update_rect)
{
fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect);
}
void fisheye_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
{
}
void fisheye_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
{
}
int fisheye_modes(magic_api * api, int which)
{
return(MODE_PAINT);
}