Initial stab at Halftone.
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1 changed files with 112 additions and 27 deletions
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@ -1,6 +1,6 @@
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/* halftone.c
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/* halftone.c
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Last modified: 2011.07.15
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Last modified: 2011.07.17
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*/
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*/
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@ -10,6 +10,7 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <string.h>
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#include <string.h>
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#include <libintl.h>
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#include <libintl.h>
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#include <math.h>
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#include "tp_magic_api.h"
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_image.h"
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@ -39,7 +40,7 @@ const char * descs[NUM_TOOLS] = {
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Mix_Chunk * snd_effect[NUM_TOOLS];
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Mix_Chunk * snd_effect[NUM_TOOLS];
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static SDL_Surface * canvas_backup;
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static SDL_Surface * canvas_backup, * square;
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void halftone_drag(magic_api * api, int which, SDL_Surface * canvas,
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void halftone_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y,
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SDL_Surface * snapshot, int ox, int oy, int x, int y,
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@ -59,15 +60,25 @@ int halftone_init(magic_api * api)
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int i;
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int i;
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char fname[1024];
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char fname[1024];
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canvas_backup = NULL;
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square = NULL;
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for (i = 0; i < NUM_TOOLS; i++)
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for (i = 0; i < NUM_TOOLS; i++)
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{
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{
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snprintf(fname, sizeof(fname),
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snprintf(fname, sizeof(fname),
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"%s/sounds/magic/%s",
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"%s/sounds/magic/%s",
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api->data_directory, snd_filenames[i]);
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api->data_directory, snd_filenames[i]);
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/* FIXME snd_effect[i] = Mix_LoadWAV(fname); */
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/* FIXME snd_effect[i] = Mix_LoadWAV(fname);
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if (snd_effect[i] == NULL) {
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SDL_FreeSurface(canvas_backup);
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SDL_FreeSurface(square);
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return(0);
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}
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*/
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}
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}
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return(1);
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return(1);
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}
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}
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@ -126,6 +137,7 @@ void halftone_shutdown(magic_api * api)
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Mix_FreeChunk(snd_effect[i]);
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Mix_FreeChunk(snd_effect[i]);
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SDL_FreeSurface(canvas_backup);
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SDL_FreeSurface(canvas_backup);
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SDL_FreeSurface(square);
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}
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}
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void halftone_click(magic_api * api, int which, int mode,
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void halftone_click(magic_api * api, int which, int mode,
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@ -140,7 +152,7 @@ void halftone_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Rect * update_rect)
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SDL_Rect * update_rect)
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{
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{
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api->line((void *) api, which, canvas, snapshot,
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api->line((void *) api, which, canvas, snapshot,
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ox, oy, x, y, 1, halftone_line_callback);
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ox, oy, x, y, 4, halftone_line_callback);
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if (ox > x) { int tmp = ox; ox = x; x = tmp; }
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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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if (oy > y) { int tmp = oy; oy = y; y = tmp; }
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@ -193,26 +205,30 @@ void halftone_line_callback(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y)
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int x, int y)
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{
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{
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Uint8 r, g, b;
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Uint8 r, g, b, or, og, ob;
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Uint32 total_r, total_g, total_b;
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Uint32 total_r, total_g, total_b;
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Uint32 pixel;
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Uint32 pixel;
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int xx, yy, xxx, yyy, channel;
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int xx, yy, xxx, yyy, channel, ox, oy, sqx, sqy;
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SDL_Rect dest;
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SDL_Rect dest;
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magic_api * api = (magic_api *) ptr;
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magic_api * api = (magic_api *) ptr;
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float cmyk[4];
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pixel = SDL_MapRGB(canvas->format, 255, 255, 255);
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pixel = SDL_MapRGB(square->format, 255, 255, 255);
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dest.x = x - 8;
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SDL_FillRect(square, NULL, pixel);
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dest.y = y - 8;
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dest.w = 16;
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dest.h = 16;
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SDL_FillRect(canvas, &dest, pixel);
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for (xx = x - 8; xx < x + 8; xx = xx + 4) {
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/* Lock to grid, centered around mouse */
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for (yy = y - 8; yy < y + 8; yy = yy + 4) {
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x = ((x / 8) - 1) * 8;
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y = ((y / 8) - 1) * 8;
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if (api->touched(x, y)) { return; }
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for (xx = 0; xx < 16; xx = xx + 4) {
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for (yy = 0; yy < 16; yy = yy + 4) {
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/* Get avg color around the mouse */
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total_r = total_g = total_b = 0;
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total_r = total_g = total_b = 0;
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for (xxx = xx; xxx < xx + 4; xxx++) {
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for (xxx = 0; xxx < 4; xxx++) {
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for (yyy = xx; yyy < xx + 4; yyy++) {
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for (yyy = 0; yyy < 4; yyy++) {
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SDL_GetRGB(api->getpixel(canvas_backup, x, y), canvas_backup->format, &r, &g, &b);
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SDL_GetRGB(api->getpixel(canvas_backup, x + xx + xxx, y + yy + yyy), canvas_backup->format, &r, &g, &b);
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total_r += r;
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total_r += r;
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total_g += g;
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total_g += g;
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total_b += b;
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total_b += b;
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@ -222,26 +238,60 @@ void halftone_line_callback(void * ptr, int which,
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total_g /= 16;
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total_g /= 16;
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total_b /= 16;
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total_b /= 16;
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/* FIXME: Do some magic here! */
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/* Convert to CMYK values */
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for (channel = 0; channel < NUM_CHANS; channel++) {
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halftone_rgb2cmyk(total_r, total_g, total_b, cmyk);
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r = total_r & chan_colors[channel][0];
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g = total_g & chan_colors[channel][2];
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b = total_b & chan_colors[channel][1];
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pixel = SDL_MapRGB(canvas->format, r, g, b);
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/* Draw C, M, Y and K blobs into our 'square' surface */
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for (xxx = xx; xxx < xx + 4; xxx++) {
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for (channel = 0; channel < NUM_CHANS; channel++) {
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for (yyy = yy; yyy < yy + 4; yyy++) {
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r = chan_colors[channel][0];
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api->putpixel(canvas, xxx, yyy, pixel);
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g = chan_colors[channel][1];
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b = chan_colors[channel][2];
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for (xxx = 0; xxx < 8; xxx++) {
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for (yyy = 0; yyy < 8; yyy++) {
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/* A circle blob, radius based upon channel (C, M, Y or K) strength for this color */
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/* FIXME: Base it upon this channel's angle! -bjk 2011.07.17 */
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ox = xxx;
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oy = yyy;
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sqx = (xx + ox) % 16;
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sqy = (yy + oy) % 16;
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if (api->in_circle(xxx - 4, yyy - 4, cmyk[channel] * 6.0)) {
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SDL_GetRGB(api->getpixel(square, sqx, sqy), square->format, &or, &og, &ob);
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if (or == 255 && og == 255 && ob == 255) {
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/* If it's just white, put full color down */
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pixel = SDL_MapRGB(square->format, r, g, b);
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} else {
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/* Otherwise, blend a little */
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pixel = SDL_MapRGB(square->format, (r + or) / 2, (g + og) / 2, (b + ob) / 2);
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}
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api->putpixel(square, sqx, sqy, pixel);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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dest.x = x;
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dest.y = y;
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SDL_BlitSurface(square, NULL, canvas, &dest);
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}
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}
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void halftone_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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void halftone_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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{
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canvas_backup=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->w, canvas->h, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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if (canvas_backup == NULL)
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canvas_backup = SDL_CreateRGBSurface(SDL_ANYFORMAT, api->canvas_w, api->canvas_h, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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if (square == NULL)
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square = SDL_CreateRGBSurface(SDL_ANYFORMAT, 16, 16, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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/* FIXME: What to do if they come back NULL!? :( */
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SDL_BlitSurface(canvas, NULL, canvas_backup, NULL);
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SDL_BlitSurface(canvas, NULL, canvas_backup, NULL);
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}
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}
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@ -249,3 +299,38 @@ void halftone_switchin(magic_api * api, int which, int mode, SDL_Surface * canva
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void halftone_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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void halftone_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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{
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}
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}
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void halftone_rgb2cmyk(Uint8 r, Uint8 g, Uint8 b, float cmyk[])
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{
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float mincmy, c, m, y, k;
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/* Simple RGB to CMYK math (not worrying about color profiles, etc.),
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based on math found at http://www.javascripter.net/faq/rgb2cmyk.htm
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by Alexei Kourbatov <alexei@kourbatov.com> */
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if (r == 0 && g == 0 && b == 0)
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{
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/* Black */
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c = 0.0;
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m = 0.0;
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y = 0.0;
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k = 1.0;
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}
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else
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{
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c = 1.0 - (((float) r) / 255.0);
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m = 1.0 - (((float) g) / 255.0);
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y = 1.0 - (((float) b) / 255.0);
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mincmy = min(c, min(m, y));
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c = (c - mincmy) / (1.0 - mincmy);
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m = (m - mincmy) / (1.0 - mincmy);
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y = (y - mincmy) / (1.0 - mincmy);
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k = mincmy;
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}
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cmyk[0] = c;
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cmyk[1] = m;
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cmyk[2] = y;
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cmyk[3] = k;
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}
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