Color selector to pick a color from the draw.

This commit is contained in:
Pere Pujal i Carabantes 2016-06-14 22:18:01 +00:00
parent 52ed7efc36
commit 54179955b6
4 changed files with 467 additions and 6 deletions

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data/images/ui/csel.png Normal file

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@ -79,6 +79,7 @@ $Id$
Perspective and Zoom Magic Tools
Blind Magic Tool
Mosaic hexagon, Mosaic irregular, Mosaic square Magic Tools
Color selector from draw (based on color picker)
by Pere Pujal i Carabantes <pere@fornol.no-ip.org>
Tornado Magic Tool

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@ -9,6 +9,9 @@ http://www.tuxpaint.org/
$Id$
201x.xxx.x (0.9.23)
* New color selector
------------------
Pere Pujal i Carabantes
* New shapes
----------

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@ -1350,7 +1350,7 @@ static SDL_Surface *img_grow, *img_shrink;
static SDL_Surface *img_magic_paint, *img_magic_fullscreen;
static SDL_Surface *img_bold, *img_italic;
static SDL_Surface *img_label, *img_label_select;
static SDL_Surface *img_color_picker, *img_color_picker_thumb, *img_paintwell;
static SDL_Surface *img_color_picker, *img_color_picker_thumb, *img_paintwell, *img_color_sel;
static int color_picker_x, color_picker_y;
static SDL_Surface *img_title_on, *img_title_off,
@ -1860,6 +1860,7 @@ static int do_quit(int tool);
static int do_open(void);
static int do_new_dialog(void);
static int do_color_picker(void);
static int do_color_sel(void);
static int do_slideshow(void);
static void play_slideshow(int * selected, int num_selected, char * dirname,
char **d_names, char **d_exts, int speed);
@ -4082,15 +4083,17 @@ static void mainloop(void)
cur_color = whichc;
draw_tux_text(TUX_KISS, color_names[cur_color], 1);
if (cur_color == (unsigned) (NUM_COLORS - 1))
if (cur_color == (unsigned) (NUM_COLORS - 1) || cur_color == (unsigned) (NUM_COLORS - 2))
{
disable_avail_tools();
draw_toolbar();
draw_colors(COLORSEL_CLOBBER_WIPE);
draw_none();
do_color_picker();
if (cur_color == (unsigned) (NUM_COLORS - 1))
do_color_picker();
else
do_color_sel();
if (cur_tool == TOOL_TEXT || cur_tool == TOOL_LABEL)
{
@ -19624,6 +19627,436 @@ static Uint8 magic_touched(int x, int y)
return(res);
}
static int do_color_sel(void)
{
#ifndef NO_PROMPT_SHADOWS
SDL_Surface *alpha_surf;
#endif
SDL_Rect dest;
int x, y, w;
int ox, oy;
int val_x, val_y, motioner;
int valhat_x, valhat_y, hatmotioner;
int stepx, stepy;
int number_of_steps = 20;
int i, dx, dy;
int done, chose;
int back_left, back_top;
int color_sel_x, color_sel_y;
SDL_Surface * tmp_btn_up, * tmp_btn_down;
Uint32(*getpixel_tmp_btn_up) (SDL_Surface *, int, int);
Uint32(*getpixel_tmp_btn_down) (SDL_Surface *, int, int);
Uint32(*getpixel_img_paintwell) (SDL_Surface *, int, int);
Uint32(*getpixel_img_color_picker) (SDL_Surface *, int, int);
Uint8 r, g, b;
double rh, gh, bh;
SDL_Event event;
SDLKey key;
SDL_Rect r_color_sel;
SDL_Rect color_example_dest;
SDL_Surface * backup;
SDL_Rect r_color_picker;
val_x = val_y = motioner = 0;
valhat_x = valhat_y = hatmotioner = 0;
/* FIXME this is the first step to make animated popups optional,
to be removed from here when implemented in a more general way */
int want_animated_popups=1;
hide_blinking_cursor();
do_setcursor(cursor_hand);
/* Draw button box: */
playsound(screen, 0, SND_PROMPT, 1, SNDPOS_RIGHT, 128);
backup = SDL_CreateRGBSurface(screen->flags, screen->w, screen->h,
screen->format->BitsPerPixel,
screen->format->Rmask,
screen->format->Gmask,
screen->format->Bmask,
screen->format->Amask);
SDL_BlitSurface(screen, NULL, backup, NULL);
r_color_sel.x = r_canvas.x;
r_color_sel.y = r_canvas.h;
r_color_sel.w = r_canvas.w;
r_color_sel.h = button_w;
if (want_animated_popups)
{
/* center of button */
ox = WINDOW_WIDTH - color_button_w - color_button_w / 2;
oy = r_colors.y + r_colors.h / 2;
dx = 0;
dy = 0;
w = 0;
stepx = (r_color_sel.x - ox) / number_of_steps;
stepy = (r_color_sel.y - oy) / number_of_steps;
for (i = 0; i < number_of_steps; i++)
{
w = w + (128 + 6 +4) / number_of_steps;
dx = i * stepx;
dy = i * stepy;
dest.x = ox + dx;
dest.y = oy + dy;
dest.w = i * r_color_sel.w / number_of_steps;
dest.h = i * r_color_sel.h / number_of_steps;
SDL_FillRect(screen, &dest, SDL_MapRGB(screen->format, 255 - w, 255 - w, 255 - w));
SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
SDL_Delay(2);
}
SDL_BlitSurface(backup, NULL, screen, NULL);
}
#ifndef NO_PROMPT_SHADOWS
alpha_surf = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_SRCALPHA,
r_color_sel.w,
r_color_sel.h,
screen->format->BitsPerPixel,
screen->format->Rmask,
screen->format->Gmask,
screen->format->Bmask,
screen->format->Amask);
if (alpha_surf != NULL)
{
SDL_FillRect(alpha_surf, NULL, SDL_MapRGB(alpha_surf->format, 0, 0, 0));
SDL_SetAlpha(alpha_surf, SDL_SRCALPHA, 64);
for (i = 8; i > 0; i = i - 2)
{
dest.x = r_color_sel.x + i;
dest.y = r_color_sel.y + i;
dest.w = r_color_sel.w;
dest.h = r_color_sel.h;
SDL_BlitSurface(alpha_surf, NULL, screen, &dest);
}
SDL_FreeSurface(alpha_surf);
}
#endif
/* Draw prompt box: */
SDL_FillRect(screen, &r_color_sel, SDL_MapRGB(screen->format, 255, 255, 255));
/* Determine spot for example color: */
color_example_dest.x = r_color_sel.x + 2;
color_example_dest.y = r_color_sel.y + 2;
color_example_dest.w = r_color_sel.w - button_w - 8;
color_example_dest.h = r_color_sel.h - 4;
SDL_FillRect(screen, &color_example_dest,
SDL_MapRGB(screen->format, 0, 0, 0));
color_example_dest.x += 2;
color_example_dest.y += 2;
color_example_dest.w -= 4;
color_example_dest.h -= 4;
SDL_FillRect(screen, &color_example_dest,
SDL_MapRGB(screen->format, 255, 255, 255));
color_example_dest.x += 2;
color_example_dest.y += 2;
color_example_dest.w -= 4;
color_example_dest.h -= 4;
/* Draw current color picker color: */
SDL_FillRect(screen, &color_example_dest,
SDL_MapRGB(screen->format,
color_hexes[NUM_COLORS - 2][0],
color_hexes[NUM_COLORS - 2][1],
color_hexes[NUM_COLORS - 2][2]));
/* Show "Back" button */
back_left = r_color_sel.x + r_color_sel.w - button_w - 4;
back_top = r_color_sel.y;
dest.x = back_left;
dest.y = back_top;
SDL_BlitSurface(img_back, NULL, screen, &dest);
dest.x = back_left + (img_back->w - img_openlabels_back->w) / 2;
dest.y = back_top + img_back->h - img_openlabels_back->h;
SDL_BlitSurface(img_openlabels_back, NULL, screen, &dest);
/* Blit canvas on screen */
SDL_BlitSurface(canvas, NULL, screen, &r_canvas);
SDL_Flip(screen);
/* Let the user pick a color, or go back: */
done = 0;
chose = 0;
x = y = 0;
SDL_WarpMouse(r_color_sel.x + r_color_sel.w / 2, r_color_sel.y + r_color_sel.h / 2);
do
{
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
chose = 0;
done = 1;
}
else if (event.type == SDL_ACTIVEEVENT)
{
handle_active(&event);
}
else if (event.type == SDL_KEYUP)
{
key = event.key.keysym.sym;
handle_keymouse(key, SDL_KEYUP, 24, NULL, NULL);
}
else if (event.type == SDL_KEYDOWN)
{
key = event.key.keysym.sym;
handle_keymouse(key, SDL_KEYDOWN, 24, &r_color_picker, NULL);
if (key == SDLK_ESCAPE)
{
chose = 0;
done = 1;
}
}
else if (event.type == SDL_MOUSEBUTTONUP &&
valid_click(event.button.button))
{
if (event.button.x >= r_canvas.x &&
event.button.x < r_canvas.x + r_canvas.w &&
event.button.y >= r_canvas.y &&
event.button.y < r_canvas.y + r_canvas.h)
{
/* Picked a color! */
chose = 1;
done = 1;
x = event.button.x - r_canvas.x;
y = event.button.y - r_canvas.y;
color_sel_x = x;
color_sel_y = y;
}
else if (event.button.x >= back_left &&
event.button.x < back_left + img_back->w &&
event.button.y >= back_top &&
event.button.y < back_top + img_back->h)
{
/* Decided to go Back */
chose = 0;
done = 1;
}
}
else if (event.type == SDL_MOUSEMOTION)
{
if (event.button.x >= r_canvas.x &&
event.button.x < r_canvas.x + r_canvas.w &&
event.button.y >= r_canvas.y &&
event.button.y < r_canvas.y + r_canvas.h)
{
/* Hovering over the colors! */
do_setcursor(cursor_hand);
/* Show a big solid example of the color: */
x = event.button.x - r_canvas.x;
y = event.button.y - r_canvas.y;
getpixel_img_color_picker = getpixels[canvas->format->BytesPerPixel];
SDL_GetRGB(getpixel_img_color_picker(canvas, x, y), canvas->format, &r, &g, &b);
SDL_FillRect(screen, &color_example_dest,
SDL_MapRGB(screen->format, r, g, b));
SDL_UpdateRect(screen,
color_example_dest.x,
color_example_dest.y,
color_example_dest.w,
color_example_dest.h);
}
else
{
/* Revert to current color picker color, so we know what it was,
and what we'll get if we go Back: */
SDL_FillRect(screen, &color_example_dest,
SDL_MapRGB(screen->format,
color_hexes[NUM_COLORS - 2][0],
color_hexes[NUM_COLORS - 2][1],
color_hexes[NUM_COLORS - 2][2]));
SDL_UpdateRect(screen,
color_example_dest.x,
color_example_dest.y,
color_example_dest.w,
color_example_dest.h);
/* Change cursor to arrow (or hand, if over Back): */
if (event.button.x >= back_left &&
event.button.x < back_left + img_back->w &&
event.button.y >= back_top &&
event.button.y < back_top + img_back->h)
do_setcursor(cursor_hand);
else
do_setcursor(cursor_arrow);
}
oldpos_x = event.motion.x;
oldpos_y = event.motion.y;
}
else if (event.type == SDL_JOYAXISMOTION)
handle_joyaxismotion(event, &motioner, &val_x, &val_y);
else if (event.type == SDL_JOYHATMOTION)
handle_joyhatmotion(event, oldpos_x, oldpos_y, &valhat_x, &valhat_y, &hatmotioner, &old_hat_ticks);
else if (event.type == SDL_JOYBALLMOTION)
handle_joyballmotion(event, oldpos_x, oldpos_y);
else if (event.type == SDL_JOYBUTTONDOWN || event.type == SDL_JOYBUTTONUP)
handle_joybuttonupdown(event, oldpos_x, oldpos_y);
}
if (motioner | hatmotioner)
handle_motioners(oldpos_x, oldpos_y,motioner, hatmotioner, old_hat_ticks, val_x, val_y, valhat_x, valhat_y);
SDL_Delay(10);
}
while (!done);
/* Set the new color: */
if (chose)
{
getpixel_img_color_picker = getpixels[canvas->format->BytesPerPixel];
SDL_GetRGB(getpixel_img_color_picker(canvas, color_sel_x, color_sel_y), canvas->format, &r, &g, &b);
color_hexes[NUM_COLORS - 2][0] = r;
color_hexes[NUM_COLORS - 2][1] = g;
color_hexes[NUM_COLORS - 2][2] = b;
/* Re-render color picker to show the current color it contains: */
tmp_btn_up = thumbnail(img_btn_up, color_button_w, color_button_h, 0);
tmp_btn_down = thumbnail(img_btn_down, color_button_w, color_button_h, 0);
img_color_btn_off =
thumbnail(img_btn_off, color_button_w, color_button_h, 0);
getpixel_tmp_btn_up = getpixels[tmp_btn_up->format->BytesPerPixel];
getpixel_tmp_btn_down = getpixels[tmp_btn_down->format->BytesPerPixel];
getpixel_img_paintwell = getpixels[img_paintwell->format->BytesPerPixel];
rh = sRGB_to_linear_table[color_hexes[NUM_COLORS - 2][0]];
gh = sRGB_to_linear_table[color_hexes[NUM_COLORS - 2][1]];
bh = sRGB_to_linear_table[color_hexes[NUM_COLORS - 2][2]];
SDL_LockSurface(img_color_btns[NUM_COLORS - 2]);
SDL_LockSurface(img_color_btns[NUM_COLORS - 2 + NUM_COLORS]);
for (y = 0; y < tmp_btn_up->h /* 48 */ ; y++)
{
for (x = 0; x < tmp_btn_up->w; x++)
{
double ru, gu, bu, rd, gd, bd, aa;
Uint8 a;
SDL_GetRGB(getpixel_tmp_btn_up(tmp_btn_up, x, y), tmp_btn_up->format,
&r, &g, &b);
ru = sRGB_to_linear_table[r];
gu = sRGB_to_linear_table[g];
bu = sRGB_to_linear_table[b];
SDL_GetRGB(getpixel_tmp_btn_down(tmp_btn_down, x, y),
tmp_btn_down->format, &r, &g, &b);
rd = sRGB_to_linear_table[r];
gd = sRGB_to_linear_table[g];
bd = sRGB_to_linear_table[b];
SDL_GetRGBA(getpixel_img_paintwell(img_paintwell, x, y),
img_paintwell->format, &r, &g, &b, &a);
aa = a / 255.0;
if (a == 255)
{
putpixels[img_color_btns[NUM_COLORS - 2]->format->BytesPerPixel]
(img_color_btns[NUM_COLORS - 2], x, y,
SDL_MapRGB(img_color_btns[i]->format,
linear_to_sRGB(rh * aa + ru * (1.0 - aa)),
linear_to_sRGB(gh * aa + gu * (1.0 - aa)),
linear_to_sRGB(bh * aa + bu * (1.0 - aa))));
putpixels[img_color_btns[NUM_COLORS - 2 + NUM_COLORS]->format->BytesPerPixel]
(img_color_btns[NUM_COLORS - 2 + NUM_COLORS], x, y,
SDL_MapRGB(img_color_btns[i + NUM_COLORS]->format,
linear_to_sRGB(rh * aa + rd * (1.0 - aa)),
linear_to_sRGB(gh * aa + gd * (1.0 - aa)),
linear_to_sRGB(bh * aa + bd * (1.0 - aa))));
}
}
}
SDL_UnlockSurface(img_color_btns[NUM_COLORS - 2]);
SDL_UnlockSurface(img_color_btns[NUM_COLORS - 2 + NUM_COLORS]);
dest.x = (img_color_btns[NUM_COLORS - 2]->w - img_color_sel->w) / 2;
dest.y = (img_color_btns[NUM_COLORS - 2]->h - img_color_sel->h) / 2;
dest.w = img_color_sel->w;
dest.h = img_color_sel->h;
SDL_BlitSurface(img_color_sel, NULL, img_color_btns[NUM_COLORS - 2], &dest);
dest.x = (img_color_btns[NUM_COLORS - 2 + NUM_COLORS]->w - img_color_sel->w) / 2;
dest.y = (img_color_btns[NUM_COLORS - 2 + NUM_COLORS]->h - img_color_sel->h) / 2;
SDL_BlitSurface(img_color_sel, NULL, img_color_btns[NUM_COLORS - 2 + NUM_COLORS], &dest);
}
return(chose);
}
static int do_color_picker(void)
{
#ifndef NO_PROMPT_SHADOWS
@ -19689,12 +20122,12 @@ static int do_color_picker(void)
dest.h = w * 2;
SDL_FillRect(screen, &dest, SDL_MapRGB(screen->format, 255 - w, 255 - w, 255 - w));
SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
if (w % 16 == 0)
SDL_Delay(1);
}
SDL_BlitSurface(backup, NULL, screen, NULL);
#ifndef NO_PROMPT_SHADOWS
@ -20083,6 +20516,7 @@ static int do_color_picker(void)
return(chose);
}
static void magic_putpixel(SDL_Surface * surface, int x, int y, Uint32 pixel)
{
putpixels[surface->format->BytesPerPixel](surface, x, y, pixel);
@ -22431,6 +22865,18 @@ static void setup_colors(void){
}
/* Add "Color Select" color: */
color_hexes = (Uint8 **) realloc(color_hexes, sizeof(Uint8 *) * (NUM_COLORS + 1));
color_names = (char **) realloc(color_names, sizeof(char *) * (NUM_COLORS + 1));
color_names[NUM_COLORS] = strdup(gettext("Select a color from your draw."));
color_hexes[NUM_COLORS] = (Uint8 *) malloc(sizeof(Uint8) * 3);
color_hexes[NUM_COLORS][0] = 0;
color_hexes[NUM_COLORS][1] = 0;
color_hexes[NUM_COLORS][2] = 0;
NUM_COLORS++;
/* Add "Color Picker" color: */
color_hexes = (Uint8 **) realloc(color_hexes, sizeof(Uint8 *) * (NUM_COLORS + 1));
@ -23248,6 +23694,7 @@ static void setup(void)
img_scroll_up_off = loadimage(DATA_PREFIX "images/ui/scroll_up_off.png");
img_scroll_down_off =
loadimage(DATA_PREFIX "images/ui/scroll_down_off.png");
img_color_sel = loadimage(DATA_PREFIX "images/ui/csel.png");
#ifdef LOW_QUALITY_COLOR_SELECTOR
img_paintcan = loadimage(DATA_PREFIX "images/ui/paintcan.png");
@ -23510,7 +23957,17 @@ static void setup(void)
}
for (i = 0; i < NUM_COLORS * 2; i++)
{
SDL_UnlockSurface(img_color_btns[i]);
if (i == NUM_COLORS - 2 || i == 2 * NUM_COLORS - 2)
{
dest.x = (img_color_btns[i]->w - img_color_sel->w) / 2;
dest.y = (img_color_btns[i]->h - img_color_sel->h) / 2;
dest.w = img_color_sel->w;
dest.h = img_color_sel->h;
SDL_BlitSurface(img_color_sel, NULL, img_color_btns[i], &dest);
}
}
SDL_UnlockSurface(tmp_btn_up);
SDL_UnlockSurface(tmp_btn_down);