Converted Blocks, Chalk, Drip, Blur, Bricks, Cartoon, Drip, Fill, Grass,
Rainbow, Smudge and Tint Magic tools to plugins.
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147
magic/src/rainbow.c
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147
magic/src/rainbow.c
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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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/* Our globals: */
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#define NUM_RAINBOW_COLORS 23
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const int rainbow_hexes[NUM_RAINBOW_COLORS][3] = {
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{255, 0, 0},
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{255, 64, 0},
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{255, 128, 0},
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{255, 192, 0},
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{255, 255, 0},
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{192, 255, 0},
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{128, 255, 0},
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{64, 255, 0},
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{0, 255, 0},
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{0, 255, 64},
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{0, 255, 128},
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{0, 255, 192},
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{0, 255, 255},
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{0, 192, 255},
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{0, 128, 255},
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{0, 64, 255},
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{64, 0, 255},
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{128, 0, 255},
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{192, 0, 255},
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{255, 0, 255},
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{255, 0, 192},
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{255, 0, 128},
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{255, 0, 64}
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};
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int rainbow_color;
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Uint32 rainbow_rgb;
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Mix_Chunk * rainbow_snd;
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// Load our sfx:
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int rainbow_init(magic_api * api)
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{
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char fname[1024];
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rainbow_color = 0;
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snprintf(fname, sizeof(fname), "%s/sounds/magic/rainbow.wav",
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api->data_directory);
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rainbow_snd = Mix_LoadWAV(fname);
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return(1);
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}
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// We have multiple tools:
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int rainbow_get_tool_count(magic_api * api)
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{
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return(1);
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}
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// Load our icons:
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SDL_Surface * rainbow_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/rainbow.png",
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api->data_directory);
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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 * rainbow_get_name(magic_api * api, int which)
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{
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return(strdup(gettext("Rainbow")));
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}
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// Return our descriptions, localized:
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char * rainbow_get_description(magic_api * api, int which)
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{
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return(strdup(
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gettext("You can draw in rainbow colors!")));
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}
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// Do the effect:
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void do_example(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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magic_api * api = (magic_api *) ptr;
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int xx, yy;
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for (yy = y - 16; yy < y + 16; yy++)
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{
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for (xx = x - 16; xx < x + 16; xx++)
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{
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if (api->in_circle(xx - x, yy - y, 16))
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{
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api->putpixel(canvas, xx, yy, rainbow_rgb);
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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 rainbow_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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{
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rainbow_color = (rainbow_color + 1) % NUM_RAINBOW_COLORS;
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rainbow_rgb = SDL_MapRGB(canvas->format,
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rainbow_hexes[rainbow_color][0],
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rainbow_hexes[rainbow_color][1],
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rainbow_hexes[rainbow_color][2]);
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api->line(which, canvas, last, ox, oy, x, y, 1, do_example);
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api->playsound(rainbow_snd, (x * 255) / canvas->w, 255);
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}
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// Affect the canvas on click:
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void rainbow_click(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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rainbow_drag(api, which, canvas, last, x, y, x, y);
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}
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// Clean up
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void rainbow_shutdown(magic_api * api)
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{
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if (rainbow_snd != NULL)
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Mix_FreeChunk(rainbow_snd);
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}
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// Record the color from Tux Paint:
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void rainbow_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
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{
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}
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// Use colors:
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int rainbow_requires_colors(magic_api * api, int which)
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{
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return 0;
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}
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