Adding paint mode to mosaic

This commit is contained in:
Pere Pujal i Carabantes 2009-07-02 22:36:00 +00:00
parent 30ca131cbd
commit 10353db7ff

View file

@ -48,17 +48,22 @@
static void mosaic_noise_pixel(void * ptr, SDL_Surface * canvas, int noise_AMOUNT, int x, int y);
static void mosaic_blur_pixel(void * ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
static void mosaic_sharpen_pixel(void * ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
static void reset_mosaic_blured(SDL_Surface * canvas);
static const int mosaic_AMOUNT= 300;
static const int mosaic_RADIUS = 16;
static const double mosaic_SHARPEN = 1.0;
static int randnoise;
Uint8 * mosaic_blured;
enum {
TOOL_MOSAIC,
mosaic_NUM_TOOLS
};
static Mix_Chunk * mosaic_snd_effect[mosaic_NUM_TOOLS];
static SDL_Surface * canvas_noise;
static SDL_Surface * canvas_blur;
static SDL_Surface * canvas_sharp;
const char * mosaic_snd_filenames[mosaic_NUM_TOOLS] = {
"mosaic.ogg", /* FIXME */
@ -121,7 +126,9 @@ static void do_mosaic_full(void * ptr, SDL_Surface * canvas, SDL_Surface * last,
magic_api * api = (magic_api *) ptr;
Uint32 amask = ~(canvas->format->Rmask |
int x,y;
Uint32 amask = ~(canvas->format->Rmask |
canvas->format->Gmask |
canvas->format->Bmask);
SDL_Surface * mosaic_temp =
@ -133,23 +140,17 @@ static void do_mosaic_full(void * ptr, SDL_Surface * canvas, SDL_Surface * last,
canvas->format->Gmask,
canvas->format->Bmask, amask);
int x,y;
api->update_progress_bar();
for (y = 0; y < canvas->h; y++){
for (x=0; x < canvas->w; x++){
mosaic_noise_pixel(api, canvas, mosaic_AMOUNT, x, y);
}
}
api->update_progress_bar();
for (y = 0; y < canvas->h; y++){
for (x=0; x < canvas->w; x++){
mosaic_blur_pixel(api, mosaic_temp, canvas, x, y);
mosaic_blur_pixel(api, mosaic_temp, canvas_noise, x, y);
}
}
api->update_progress_bar();
for (y = 0; y < canvas->h; y++){
@ -160,11 +161,49 @@ static void do_mosaic_full(void * ptr, SDL_Surface * canvas, SDL_Surface * last,
SDL_FreeSurface(mosaic_temp);
}
/* Paint the brush, noise is yet done at switchin,
blurs 2 pixels around the brush in order to get sharpen well done.*/
void mosaic_paint(void * ptr_to_api, int which, SDL_Surface * canvas,
SDL_Surface * last, int x, int y)
{
int i, j, pix_row_pos;
magic_api * api = (magic_api *) ptr_to_api;
for (j = max(0, y - mosaic_RADIUS - 2); j < min(canvas->h, y + mosaic_RADIUS + 2); j++)
{
pix_row_pos = j * canvas->w;
for (i = max(0, x - mosaic_RADIUS - 2); i < min(canvas->w, x + mosaic_RADIUS + 2); i++)
if( !mosaic_blured[pix_row_pos + i] &&
api->in_circle(i - x,j - y, mosaic_RADIUS + 2))
{
mosaic_blur_pixel(api, canvas_blur, canvas_noise, i, j);
mosaic_blured[pix_row_pos + i] = 1; /* Track what are yet blured */
}
}
for (i = x - mosaic_RADIUS; i < x + mosaic_RADIUS; i++)
for (j=y - mosaic_RADIUS; j < y + mosaic_RADIUS; j++)
if (api->in_circle(i - x, j - y, mosaic_RADIUS))
if( !api->touched(i, j))
{
mosaic_sharpen_pixel(api, canvas_sharp, canvas_blur, i, j);
api->putpixel(canvas, i, j, api->getpixel(canvas_sharp, i, j));
}
}
// Affect the canvas on drag:
void mosaic_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * last, int ox, int oy, int x, int y,
SDL_Rect * update_rect){
//no-op
api->line(api, which, canvas, last, ox, oy, x, y, 1, mosaic_paint);
update_rect->x = min(ox, x) - mosaic_RADIUS;
update_rect->y = min(oy, y) - mosaic_RADIUS;
update_rect->w = max(ox, x) + mosaic_RADIUS - update_rect->x;
update_rect->h = max(oy, y) + mosaic_RADIUS - update_rect->y;
api->playsound(mosaic_snd_effect[which], (x * 255) / canvas->w, 255);
}
// Affect the canvas on click:
@ -172,12 +211,19 @@ void mosaic_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y, SDL_Rect * update_rect){
update_rect->x = 0;
update_rect->y = 0;
update_rect->w = canvas->w;
update_rect->h = canvas->h;
do_mosaic_full(api, canvas, last, which);
api->playsound(mosaic_snd_effect[which], 128, 255);
if (mode == MODE_FULLSCREEN)
{
update_rect->x = 0;
update_rect->y = 0;
update_rect->w = canvas->w;
update_rect->h = canvas->h;
do_mosaic_full(api, canvas_noise, last, which);
SDL_BlitSurface(canvas_noise, NULL, canvas, NULL);
api->playsound(mosaic_snd_effect[which], 128, 255);
}
else
mosaic_drag(api, which, canvas, last, x, y, x, y, update_rect);
}
@ -303,16 +349,72 @@ static void mosaic_sharpen_pixel(void * ptr,
void mosaic_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
{
int y, x;
mosaic_blured = (Uint8 *) malloc(sizeof(Uint8) * (canvas->w * canvas->h));
if (mosaic_blured == NULL)
{
fprintf(stderr, "\nError: Can't build drawing touch mask!\n");
exit(1);
}
Uint32 amask = ~(canvas->format->Rmask |
canvas->format->Gmask |
canvas->format->Bmask);
canvas_noise = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask,
canvas->format->Gmask,
canvas->format->Bmask, amask);
SDL_BlitSurface(canvas, NULL, canvas_noise, NULL);
for (y = 0; y < canvas->h; y++){
for (x=0; x < canvas->w; x++){
mosaic_noise_pixel(api, canvas_noise, mosaic_AMOUNT, x, y);
}
}
canvas_blur = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask,
canvas->format->Gmask,
canvas->format->Bmask, amask);
canvas_sharp = SDL_CreateRGBSurface(SDL_SWSURFACE,
canvas->w,
canvas->h,
canvas->format->BitsPerPixel,
canvas->format->Rmask,
canvas->format->Gmask,
canvas->format->Bmask, amask);
reset_mosaic_blured(canvas);
}
void mosaic_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
{
SDL_FreeSurface(canvas_noise);
SDL_FreeSurface(canvas_blur);
SDL_FreeSurface(canvas_sharp);
free (mosaic_blured);
}
int mosaic_modes(magic_api * api, int which)
{
return(MODE_FULLSCREEN);
return(MODE_PAINT|MODE_FULLSCREEN);
}
void reset_mosaic_blured(SDL_Surface * canvas)
{
int i, j;
for (j = 0; j < canvas->h; j++)
for (i = 0; i < canvas->w; i++)
mosaic_blured[j * canvas->w + i] = 0;
}