Merged the two Blur tools
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1 changed files with 128 additions and 111 deletions
239
magic/src/blur.c
239
magic/src/blur.c
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@ -1,15 +1,15 @@
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/*
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blur.c
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Blur Magic Tool Plugin
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blur, Blur tool
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Tux Paint - A simple drawing program for children.
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Credits: Bill Kendrick<bill@newbreedsoftware.com> & Andrew Corcoran <akanewbie@gmail.com>
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Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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http://www.tuxpaint.org/
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Major improvements by Albert Cahalan <albert@users.sf.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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@ -31,154 +31,165 @@
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#include <stdio.h>
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#include <string.h>
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#include <libintl.h>
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#include <math.h>
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#include <limits.h>
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enum {
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TOOL_blur,
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blur_NUM_TOOLS
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};
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/* Our globals: */
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const int blur_RADIUS = 16;
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static Mix_Chunk * blur_snd;
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static Mix_Chunk * blur_snd_effect[blur_NUM_TOOLS];
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int blur_init(magic_api * api)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/sounds/magic/blur.wav",
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api->data_directory);
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blur_snd = Mix_LoadWAV(fname);
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return(1);
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}
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const char *blur_snd_filenames[blur_NUM_TOOLS] = {
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"blur.wav",
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};
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const char * blur_icon_filenames[blur_NUM_TOOLS] = {
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"blur.png",
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};
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const char * blur_names[blur_NUM_TOOLS] = {
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gettext_noop("Blur"),
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};
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const char * blur_descs[blur_NUM_TOOLS][2] = {
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{gettext_noop("Click and move the mouse around to blur the image."), gettext_noop("Click to blur the whole image.")},
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};
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Uint32 blur_api_version(void) { return(TP_MAGIC_API_VERSION); }
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int blur_get_tool_count(magic_api * api)
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{
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//Load sounds
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int blur_init(magic_api * api){
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int i;
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char fname[1024];
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for (i = 0; i < blur_NUM_TOOLS; i++){
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snprintf(fname, sizeof(fname), "%s/sounds/magic/%s", api->data_directory, blur_snd_filenames[i]);
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blur_snd_effect[i] = Mix_LoadWAV(fname);
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}
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return(1);
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}
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int blur_get_tool_count(magic_api * api){
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return(blur_NUM_TOOLS);
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}
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// Load our icons:
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SDL_Surface * blur_get_icon(magic_api * api, int which)
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{
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SDL_Surface * blur_get_icon(magic_api * api, int which){
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/blur.png",
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api->data_directory);
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snprintf(fname, sizeof(fname), "%simages/magic/%s", api->data_directory, blur_icon_filenames[which]);
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return(IMG_Load(fname));
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}
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// Return our names, localized:
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char * blur_get_name(magic_api * api, int which)
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{
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return(strdup(gettext_noop("Blur")));
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char * blur_get_name(magic_api * api, int which){
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return(strdup(gettext(blur_names[which])));
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}
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// Return our descriptions, localized:
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char * blur_get_description(magic_api * api, int which, int mode)
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{
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return(strdup(gettext_noop(
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"Click and move the mouse around to blur the picture.")));
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char * blur_get_description(magic_api * api, int which, int mode){
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return(strdup(gettext(blur_descs[which][mode-1])));
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}
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// Do the effect:
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static void do_blur(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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//Do the effect for one pixel
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static void do_blur_pixel(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y){
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magic_api * api = (magic_api *) ptr;
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double state[32][32][3];
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unsigned i;
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Uint8 r, g, b;
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int i,j,k;
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Uint8 temp[3];
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double blurValue[3];
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i = 32 * 32;
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while (i--)
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{
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int iy = i >> 5;
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int ix = i & 0x1f;
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// is it not on the circle of radius sqrt(220) at location 16,16?
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if ((ix - 16) * (ix - 16) + (iy - 16) * (iy - 16) > 220)
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continue;
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// it is on the circle, so grab it
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SDL_GetRGB(api->getpixel(canvas, x + ix - 16, y + iy - 16),
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last->format, &r, &g, &b);
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state[ix][iy][0] = api->sRGB_to_linear(r);
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state[ix][iy][1] = api->sRGB_to_linear(g);
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state[ix][iy][2] = api->sRGB_to_linear(b);
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//5x5 gaussiann weighting window
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const int weight[5][5] = { {1,4,7,4,1},
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{4,16,26,16,4},
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{7,26,41,26,7},
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{4,16,26,16,4},
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{1,4,7,4,1}};
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for (i=-2;i<3;i++){
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for (j=-2;j<3;j++){
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//Add the pixels around the current one wieghted
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SDL_GetRGB(api->getpixel(last, x + i, y + j), last->format, &temp[0], &temp[1], &temp[2]);
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for (k =0;k<3;k++){
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blurValue[k] += temp[k]* weight[i+2][j+2];
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}
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}
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}
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for (k =0;k<3;k++){
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blurValue[k] /=273;
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}
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api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, blurValue[0], blurValue[1], blurValue[2]));
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}
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i = 32 * 32;
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while (i--)
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// Do the effect for the full image
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static void do_blur_full(void * ptr,SDL_Surface * canvas, SDL_Surface * last, int which){
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magic_api * api = (magic_api *) ptr;
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int x,y;
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for (y = 0; y < last->h; y++){
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for (x=0; x < last->w; x++){
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do_blur_pixel(ptr, which, canvas, last, x, y);
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}
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}
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}
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//do the effect for the brush
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static void do_blur_brush(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y){
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int xx, yy;
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magic_api * api = (magic_api *) ptr;
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for (yy = y - blur_RADIUS; yy < y + blur_RADIUS; yy++)
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{
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double lr, lg, lb; // linear red,green,blue
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double weight;
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int iy = i >> 5;
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int ix = i & 0x1f;
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int r2 = (ix - 16) * (ix - 16) + (iy - 16) * (iy - 16); // radius squared
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// is it not on the circle of radius sqrt(140) at location 16,16?
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if (r2 > 140)
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continue;
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// It is on the circle, but how strongly will it be affected?
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// This is lame; we should use something like a gaussian or cosine
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// via a lookup table. (inverted, because this is the center weight)
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weight = r2 / 16.0 + 3.0;
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// Sampling more points would be good too, though it'd be slower.
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lr = state[ix][iy - 1][0]
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+ state[ix - 1][iy][0] + state[ix][iy][0] * weight + state[ix +
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1][iy][0]
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+ state[ix][iy + 1][0];
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lg = state[ix][iy - 1][1]
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+ state[ix - 1][iy][1] + state[ix][iy][1] * weight + state[ix +
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1][iy][1]
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+ state[ix][iy + 1][1];
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lb = state[ix][iy - 1][2]
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+ state[ix - 1][iy][2] + state[ix][iy][2] * weight + state[ix +
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1][iy][2]
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+ state[ix][iy + 1][2];
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lr /= weight + 4.0;
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lg /= weight + 4.0;
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lb /= weight + 4.0;
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api->putpixel(canvas, x + ix - 16, y + iy - 16,
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SDL_MapRGB(canvas->format, api->linear_to_sRGB(lr),
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api->linear_to_sRGB(lg), api->linear_to_sRGB(lb)));
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for (xx = x - blur_RADIUS; xx < x + blur_RADIUS; xx++)
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{
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if (api->in_circle(xx - x, yy - y, blur_RADIUS) &&
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!api->touched(xx, yy))
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{
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do_blur_pixel(api, which, canvas, last, xx, yy);
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}
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}
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}
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}
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// Affect the canvas on drag:
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void blur_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y,
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SDL_Rect * update_rect)
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{
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api->line((void *) api, which, canvas, last, ox, oy, x, y, 1, do_blur);
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SDL_Rect * update_rect){
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api->line((void *) api, which, canvas, last, ox, oy, x, y, 1, do_blur_brush);
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api->playsound(blur_snd_effect[which], (x * 255) / canvas->w, 255);
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if (ox > x) { int tmp = ox; ox = x; x = tmp; }
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if (oy > y) { int tmp = oy; oy = y; y = tmp; }
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update_rect->x = ox - 16;
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update_rect->y = oy - 16;
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update_rect->w = (x + 16) - update_rect->x;
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update_rect->h = (y + 16) - update_rect->y;
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api->playsound(blur_snd, (x * 255) / canvas->w, 255);
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update_rect->x = ox - blur_RADIUS;
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update_rect->y = oy - blur_RADIUS;
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update_rect->w = (x + blur_RADIUS) - update_rect->x;
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update_rect->h = (y + blur_RADIUS) - update_rect->y;
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}
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// Affect the canvas on click:
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void blur_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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blur_drag(api, which, canvas, last, x, y, x, y, update_rect);
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect){
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if (mode == MODE_PAINT)
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blur_drag(api, which, canvas, last, x, y, x, y, update_rect);
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else{
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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do_blur_full(api, canvas, last, which);
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api->playsound(blur_snd_effect[which], 128, 255);
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}
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}
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// Affect the canvas on release:
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@ -188,10 +199,16 @@ void blur_release(magic_api * api, int which,
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{
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}
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// No setup happened:
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void blur_shutdown(magic_api * api)
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{
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if (blur_snd != NULL)
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Mix_FreeChunk(blur_snd);
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//Clean up sounds
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int i;
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for(i=0; i<blur_NUM_TOOLS; i++){
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if(blur_snd_effect[i] != NULL){
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Mix_FreeChunk(blur_snd_effect[i]);
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}
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}
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}
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// Record the color from Tux Paint:
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@ -215,5 +232,5 @@ void blur_switchout(magic_api * api, int which, SDL_Surface * canvas)
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int blur_modes(magic_api * api, int which)
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{
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return(MODE_PAINT); /* FIXME - Can also be turned into a full-image effect */ /* FIXME: Merge with blurAll */
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return(MODE_FULLSCREEN|MODE_PAINT);
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}
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