WIP "Rotate" magic tool
Rotates the canvas
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3 changed files with 304 additions and 4 deletions
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@ -6,7 +6,7 @@ Copyright (c) 2002-2024
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Various contributors (see below, and AUTHORS.txt)
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https://tuxpaint.org/
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2024.September.23 (0.9.34)
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2024.September.24 (0.9.34)
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* New Magic Tools:
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----------------
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* "Comic Dots", draws repeating dots (using a multiply blend)
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@ -17,6 +17,12 @@ https://tuxpaint.org/
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<https://freesound.org/people/humanoide9000/>
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+ Closes https://sourceforge.net/p/tuxpaint/feature-requests/257/
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* "Rotate", rotate's the entire image on the canvas.
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+ Bill Kendrick <bill@newbreedsoftware.com>
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+ TODO Sound effect
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+ TODO Icon
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+ TODO Documentation
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* "Fractal", a set of freehand drawing tools that
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recursively draw variations of the strokes
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+ Bill Kendrick <bill@newbreedsoftware.com>
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@ -1696,7 +1702,7 @@ https://tuxpaint.org/
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+ Note: This adds a dependency on "SDL_gfx" library
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(Homepage: https://www.ferzkopp.net/wordpress/2016/01/02/sdl_gfx-sdl2_gfx/
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SourceForge project page: https://sourceforge.net/projects/sdlgfx/)
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as this feature use it's "rotozoomSurface()" and "SDL_gfxBlitRGBA()".
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as this feature use its "rotozoomSurface()" and "SDL_gfxBlitRGBA()".
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(Closes https://sourceforge.net/p/tuxpaint/feature-requests/122/)
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* Replaced the "arrow_compass_points" brush with a single
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294
magic/src/rotate.c
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294
magic/src/rotate.c
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@ -0,0 +1,294 @@
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/*
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rotate.c
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Rotates the image on the canvas.
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Tux Paint - A simple drawing program for children.
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Copyright (c) 2024 by Bill Kendrick
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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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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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Last updated: September 24, 2024
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*/
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#include <stdio.h>
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#include <string.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 "SDL2_rotozoom.h"
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static Mix_Chunk *rotate_snd;
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SDL_Surface * rotate_snapshot = NULL;
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Uint32 rotate_color;
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float rotate_last_angle = 0.0;
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int rotate_clicked_since_switchin = 0;
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Uint32 rotate_api_version(void);
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int rotate_init(magic_api * api, Uint8 disabled_features, Uint8 complexity_level);
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int rotate_get_tool_count(magic_api * api);
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SDL_Surface *rotate_get_icon(magic_api * api, int which);
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char *rotate_get_name(magic_api * api, int which);
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int rotate_get_group(magic_api * api, int which);
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int rotate_get_order(int which);
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char *rotate_get_description(magic_api * api, int which, int mode);
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void rotate_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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void rotate_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
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void rotate_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
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void rotate_shutdown(magic_api * api);
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void rotate_set_color(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect);
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int rotate_requires_colors(magic_api * api, int which);
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void rotate_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
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void rotate_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
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int rotate_modes(magic_api * api, int which);
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Uint8 rotate_accepted_sizes(magic_api * api, int which, int mode);
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Uint8 rotate_default_size(magic_api * api, int which, int mode);
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void rotate_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size,
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SDL_Rect * update_rect);
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float do_rotate(SDL_Surface * canvas, int x, int y, int smoothing_flag);
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Uint32 rotate_api_version(void)
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{
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return (TP_MAGIC_API_VERSION);
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}
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int rotate_init(magic_api * api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uint8 complexity_level ATTRIBUTE_UNUSED)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%ssounds/magic/xor.ogg", api->data_directory); // FIXME
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rotate_snd = Mix_LoadWAV(fname);
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return (1);
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}
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int rotate_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
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{
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return (1);
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}
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SDL_Surface *rotate_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%simages/magic/xor.png", api->data_directory); // FIXME
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return (IMG_Load(fname));
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}
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char *rotate_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return (strdup(gettext_noop("Rotate")));
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}
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int rotate_get_group(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return MAGIC_TYPE_PICTURE_WARPS;
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}
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int rotate_get_order(int which ATTRIBUTE_UNUSED)
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{
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return 900;
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}
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char *rotate_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
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{
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return (strdup(gettext_noop("Click and drag to rotate your drawing.")));
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}
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float do_rotate(SDL_Surface * canvas, int x, int y, int smoothing_flag)
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{
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SDL_Surface * new_surf;
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float angle_rad;
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SDL_Rect dest;
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if (rotate_snapshot == NULL)
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return 0.0; /* abort! */
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/* Render a rotated version of the snapshot */
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/* ---------------------------------------- */
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/* Calculate angle based on X/Y click vs. center of canvas */
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angle_rad = -atan2(y - (canvas->h / 2), x - (canvas->w / 2));
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/* Add previous angle, so they stack up
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(allows you to click a spot, and while rotating it remains
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under the pointer; versus always re-rotating) */
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angle_rad += rotate_last_angle;
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new_surf = rotozoomSurface(rotate_snapshot, (angle_rad * 180.0 / M_PI), 1.0 /* no zoom */, smoothing_flag);
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/* Draw background color on canvas */
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/* ------------------------------- */
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SDL_FillRect(canvas, NULL, rotate_color);
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/* Place rotated version in the center of the live canvas */
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/* ------------------------------------------------------ */
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dest.x = (canvas->w - new_surf->w) / 2;
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dest.y = (canvas->h - new_surf->h) / 2;
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dest.w = new_surf->w;
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dest.h = new_surf->h;
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SDL_BlitSurface(new_surf, NULL, canvas, &dest);
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/* Return the angle we ended up at */
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return angle_rad;
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}
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void rotate_drag(magic_api * api, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
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SDL_Surface * last ATTRIBUTE_UNUSED, int ox ATTRIBUTE_UNUSED, int oy ATTRIBUTE_UNUSED,
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int x, int y, SDL_Rect * update_rect)
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{
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/* Rotate interactively based on the X/Y position of the mouse */
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do_rotate(canvas, x, y, SMOOTHING_OFF);
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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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api->playsound(rotate_snd, 128, 255);
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}
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void rotate_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
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SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
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{
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/* Calculate the starting angle as the OPPOSITE of
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* where you clicked (so that `rotate_drag()` ends up
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* rotating 0 radians), and stack it onto the current angle */
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rotate_last_angle += atan2(y - (canvas->h / 2), x - (canvas->w / 2));
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/* Record the fact that we've clicked at least once since
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* switching [back] to thsi tool */
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rotate_clicked_since_switchin = 1;
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/* Call the drag function to do the work
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* (it will add the click positions angle, making it a net
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* 0-radian rotation _this time_) */
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rotate_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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void rotate_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas,
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SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y, SDL_Rect * update_rect)
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{
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/* Final rotation work; and now, record the final angle
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* we landed at, so we can reuse it -- both for stacking up
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* the rotation as the user clicks/drags/releases repeatedly,
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* but also so the canvas can be re-rotated to the same angle
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* if the background color gets changed in the meantime. */
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rotate_last_angle = do_rotate(canvas, x, y, SMOOTHING_ON);
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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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}
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void rotate_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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{
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if (rotate_snd != NULL)
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Mix_FreeChunk(rotate_snd);
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if (rotate_snapshot != NULL)
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{
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SDL_FreeSurface(rotate_snapshot);
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rotate_snapshot = NULL;
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}
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}
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void rotate_set_color(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
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SDL_Surface * last ATTRIBUTE_UNUSED, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect)
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{
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/* Record the new color */
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rotate_color = SDL_MapRGB(canvas->format, r, g, b);
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/* If we've been rotating the canvas, go ahead and
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* re-rotate it at the same angle (using canvas center as
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* a way to make `do_rotate()` calculate a 0-radian rotation);
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* we'll render it with the new background color. */
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if (rotate_clicked_since_switchin)
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{
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do_rotate(canvas, canvas->w / 2, canvas->h / 2, SMOOTHING_ON);
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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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}
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}
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int rotate_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return 1;
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}
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void rotate_switchin(magic_api * api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas)
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{
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if (rotate_snapshot == NULL)
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rotate_snapshot = SDL_CreateRGBSurface(SDL_SWSURFACE, canvas->w, canvas->h,
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canvas->format->BitsPerPixel, canvas->format->Rmask,
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canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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if (rotate_snapshot != NULL)
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{
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SDL_BlitSurface(canvas, NULL, rotate_snapshot, NULL);
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}
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/* Our first time [back]. We haven't clicked yet,
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* and our current rotation is 0 radians */
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rotate_clicked_since_switchin = 0;
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rotate_last_angle = 0.0;
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}
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void rotate_switchout(magic_api * api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
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{
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/* Since `set_color()` gets called _before_ `switchin()`
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* we need to clear this flag on our way out, so we don't
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* draw the rotated canvas again, THEN take a new snapshot,
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* and hence undo anything that was done while we were away
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* from this tool! */
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rotate_clicked_since_switchin = 0;
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}
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int rotate_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return MODE_PAINT;
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}
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Uint8 rotate_accepted_sizes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
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{
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return 0;
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}
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Uint8 rotate_default_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
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{
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return 0;
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}
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void rotate_set_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED,
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Uint8 size ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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}
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@ -47,10 +47,10 @@
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</screenshot>
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</screenshots>
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<releases>
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<release version="0.9.34" date="2024-09-23">
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<release version="0.9.34" date="2024-09-24">
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<description>
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<p>New Fill mode: "Eraser" flood fill.</p>
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<p>New Magic tools: "Comic dots" and various "Fractals".</p>
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<p>New Magic tools: "Comic dots", "Rotate", and various "Fractals".</p>
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<p>New brush: Fluff (gradient).</p>
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</description>
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</release>
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