Consolodating description of source extraction in CHANGES.txt.
Extracted do_floodfill, playsound, draw_progressbar and RGB-to-linear functions.
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12 changed files with 780 additions and 505 deletions
148
src/floodfill.c
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148
src/floodfill.c
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/*
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floodfill.c
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For Tux Paint
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Flood fill functions
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Copyright (c) 2002-2006 by Bill Kendrick and others
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bill@newbreedsoftware.com
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http://www.newbreedsoftware.com/tuxpaint/
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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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June 14, 2002 - February 17, 2006
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$Id$
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*/
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#include "floodfill.h"
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#include "pixels.h"
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#include "rgblinear.h"
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#include "sounds.h"
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#include "playsound.h"
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#include "progressbar.h"
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/* For flood fill... */
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static int colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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{
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#ifdef LOW_QUALITY_FLOOD_FILL
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return (c1 == c2);
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#else
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Uint8 r1, g1, b1,
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r2, g2, b2;
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if (c1 == c2)
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{
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/* Get it over with quick, if possible! */
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return 1;
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}
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else
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{
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double r, g, b;
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SDL_GetRGB(c1, canvas->format, &r1, &g1, &b1);
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SDL_GetRGB(c2, canvas->format, &r2, &g2, &b2);
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// use distance in linear RGB space
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r = sRGB_to_linear_table[r1] - sRGB_to_linear_table[r2];
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r *= r;
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g = sRGB_to_linear_table[g1] - sRGB_to_linear_table[g2];
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g *= g;
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b = sRGB_to_linear_table[b1] - sRGB_to_linear_table[b2];
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b *= b;
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// easy to confuse:
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// dark grey, brown, purple
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// light grey, tan
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// red, orange
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return r+g+b < 0.04;
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}
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#endif
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}
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/* Flood fill! */
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void do_flood_fill(SDL_Surface * screen, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr)
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{
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int fillL, fillR, i, in_line;
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static unsigned char prog_anim;
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Uint32 (*getpixel)(SDL_Surface *, int, int) = getpixels[canvas->format->BytesPerPixel];
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void (*putpixel)(SDL_Surface *, int, int, Uint32) = putpixels[canvas->format->BytesPerPixel];
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if (cur_colr == old_colr ||
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colors_close(canvas, cur_colr, old_colr))
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return;
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fillL = x;
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fillR = x;
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prog_anim++;
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if ((prog_anim % 4) == 0)
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{
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show_progress_bar(screen);
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playsound(0, SND_BUBBLE, 0);
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}
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/* Find left side, filling along the way */
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in_line = 1;
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while (in_line)
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{
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putpixel(canvas, fillL, y, cur_colr);
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fillL--;
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in_line = (fillL < 0) ? 0 : colors_close(canvas, getpixel(canvas, fillL, y),
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old_colr);
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}
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fillL++;
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/* Find right side, filling along the way */
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in_line = 1;
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while (in_line)
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{
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putpixel(canvas, fillR, y, cur_colr);
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fillR++;
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in_line = (fillR >= canvas->w) ? 0 : colors_close(canvas, getpixel(canvas,
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fillR, y),
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old_colr);
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}
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fillR--;
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/* Search top and bottom */
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for (i = fillL; i <= fillR; i++)
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{
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if (y > 0 && colors_close(canvas, getpixel(canvas, i, y - 1), old_colr))
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do_flood_fill(screen, canvas, i, y - 1, cur_colr, old_colr);
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if (y < canvas->h && colors_close(canvas, getpixel(canvas, i, y + 1), old_colr))
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do_flood_fill(screen, canvas, i, y + 1, cur_colr, old_colr);
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}
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}
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