indent fisheye.c
This commit is contained in:
parent
0608ce4c34
commit
b11972979c
1 changed files with 167 additions and 154 deletions
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@ -31,7 +31,7 @@
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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Mix_Chunk * fisheye_snd;
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Mix_Chunk *fisheye_snd;
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int last_x, last_y;
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/* Local function prototypes */
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@ -39,39 +39,35 @@ Uint32 fisheye_api_version(void);
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void fisheye_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b);
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int fisheye_init(magic_api * api);
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int fisheye_get_tool_count(magic_api * api);
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SDL_Surface * fisheye_get_icon(magic_api * api, int which);
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char * fisheye_get_name(magic_api * api, int which);
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char * fisheye_get_description(magic_api * api, int which, int mode);
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SDL_Surface *fisheye_get_icon(magic_api * api, int which);
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char *fisheye_get_name(magic_api * api, int which);
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char *fisheye_get_description(magic_api * api, int which, int mode);
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int fisheye_requires_colors(magic_api * api, int which);
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void fisheye_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect);
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SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect);
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void fisheye_shutdown(magic_api * api);
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void fisheye_draw(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y);
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void fisheye_draw(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
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void fisheye_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_Rect * update_rect);
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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void fisheye_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect);
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SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
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void fisheye_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
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void fisheye_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
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int fisheye_modes(magic_api * api, int which);
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// Housekeeping functions
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// Housekeeping functions
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void fisheye_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_Rect * update_rect);
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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Uint32 fisheye_api_version(void)
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{
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return(TP_MAGIC_API_VERSION);
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return (TP_MAGIC_API_VERSION);
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}
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void fisheye_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED)
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void fisheye_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED,
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Uint8 b ATTRIBUTE_UNUSED)
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{
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}
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@ -79,11 +75,11 @@ void fisheye_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r ATTRIBUTE_UNUSE
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int fisheye_init(magic_api * api)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/sounds/magic/fisheye.ogg", api->data_directory);
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fisheye_snd = Mix_LoadWAV(fname);
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return(1);
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snprintf(fname, sizeof(fname), "%s/sounds/magic/fisheye.ogg", api->data_directory);
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fisheye_snd = Mix_LoadWAV(fname);
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return (1);
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}
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int fisheye_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
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@ -91,186 +87,203 @@ int fisheye_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
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return 1;
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}
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SDL_Surface * fisheye_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
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SDL_Surface *fisheye_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), "%s/images/magic/fisheye.png",
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api->data_directory);
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snprintf(fname, sizeof(fname), "%s/images/magic/fisheye.png", api->data_directory);
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return(IMG_Load(fname));
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return (IMG_Load(fname));
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}
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char * fisheye_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return strdup(gettext_noop("Fisheye")); } //Needs better name
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char *fisheye_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return strdup(gettext_noop("Fisheye"));
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} //Needs better name
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char * fisheye_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED) { return strdup(gettext_noop("Click on part of your picture to create a fisheye effect.")); }
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char *fisheye_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 on part of your picture to create a fisheye effect."));
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}
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int fisheye_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return 0; }
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int fisheye_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return 0;
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}
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void fisheye_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * snapshot ATTRIBUTE_UNUSED,
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int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * snapshot ATTRIBUTE_UNUSED,
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int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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}
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void fisheye_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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{ Mix_FreeChunk(fisheye_snd); }
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{
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Mix_FreeChunk(fisheye_snd);
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}
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// do-fisheye
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void fisheye_draw(void * ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED,
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int x, int y)
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void fisheye_draw(void *ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED,
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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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SDL_Surface * oryg, *temp_src, *temp_dest, *output;
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SDL_Rect rect, temp_rect;
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int xx, yy;
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unsigned short int i;
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magic_api *api = (magic_api *) ptr;
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if(api->in_circle(last_x - x, last_y - y, 80)) return;
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SDL_Surface *oryg, *temp_src, *temp_dest, *output;
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SDL_Rect rect, temp_rect;
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int xx, yy;
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unsigned short int i;
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last_x = x;
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last_y = y;
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if (api->in_circle(last_x - x, last_y - y, 80))
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return;
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oryg=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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last_x = x;
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last_y = y;
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output=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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rect.x=x-40;
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rect.y=y-40;
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rect.w=rect.h=80;
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SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio)
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//do vertical fisheye
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for (i=0; i<40; i++)
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{
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temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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//let's take a smooth bar of scaled bitmap and copy it to temp
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//left side first
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rect.x=i;
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rect.y=0;
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rect.w=1;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
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temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80+2*i, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
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temp_rect.x=0;
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temp_rect.y=i;
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temp_rect.w=1;
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temp_rect.h=80;
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oryg = SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask,
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canvas->format->Amask);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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//right side then
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rect.x=79-i;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK
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temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
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output = SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask,
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canvas->format->Amask);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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}
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//do horizontal fisheye
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for (i=0; i<40; i++)
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{
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temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80+2*i, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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//upper side first
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rect.x=0;
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rect.y=i;
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rect.w=80;
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rect.h=1;
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temp_rect.x=i;
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temp_rect.y=0;
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temp_rect.w=80;
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temp_rect.h=1;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest=api->scale(temp_src, 80+2*i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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//lower side then
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rect.x = x - 40;
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rect.y = y - 40;
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rect.w = rect.h = 80;
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rect.y=79-i;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest=api->scale(temp_src, 80+2*i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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}
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SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio)
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rect.x=x-40;
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rect.y=y-40;
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rect.w=rect.h=80;
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//do vertical fisheye
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for (i = 0; i < 40; i++)
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{
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temp_src = SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask,
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canvas->format->Amask);
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//let's blit an area surrounded by a circle
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//let's take a smooth bar of scaled bitmap and copy it to temp
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//left side first
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rect.x = i;
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rect.y = 0;
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rect.w = 1;
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for (yy = y-40; yy < y+40; yy++)
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for (xx = x-40; xx < x+40; xx++)
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
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if (api->in_circle(xx-x, yy-y, 40))
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api->putpixel(canvas, xx, yy, api->getpixel(output, xx+40-x, yy+40-y));
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temp_dest = SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80 + 2 * i, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask,
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canvas->format->Amask);
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temp_dest = api->scale(temp_src, 1, 80 + 2 * i, 0); //temp_dest stores scaled temp_src
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temp_rect.x = 0;
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temp_rect.y = i;
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temp_rect.w = 1;
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temp_rect.h = 80;
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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//right side then
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rect.x = 79 - i;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK
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temp_dest = api->scale(temp_src, 1, 80 + 2 * i, 0); //temp_dest stores scaled temp_src
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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}
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//do horizontal fisheye
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for (i = 0; i < 40; i++)
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{
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temp_src = SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask,
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canvas->format->Amask);
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temp_dest = SDL_CreateRGBSurface(SDL_ANYFORMAT, 80 + 2 * i, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask,
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canvas->format->Amask);
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//upper side first
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rect.x = 0;
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rect.y = i;
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rect.w = 80;
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rect.h = 1;
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temp_rect.x = i;
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temp_rect.y = 0;
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temp_rect.w = 80;
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temp_rect.h = 1;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest = api->scale(temp_src, 80 + 2 * i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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//lower side then
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rect.y = 79 - i;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest = api->scale(temp_src, 80 + 2 * i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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}
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rect.x = x - 40;
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rect.y = y - 40;
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rect.w = rect.h = 80;
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//let's blit an area surrounded by a circle
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for (yy = y - 40; yy < y + 40; yy++)
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for (xx = x - 40; xx < x + 40; xx++)
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if (api->in_circle(xx - x, yy - y, 40))
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api->putpixel(canvas, xx, yy, api->getpixel(output, xx + 40 - x, yy + 40 - y));
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SDL_FreeSurface(oryg);
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SDL_FreeSurface(output);
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SDL_FreeSurface(temp_dest);
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SDL_FreeSurface(temp_src);
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api->playsound(fisheye_snd, (x * 255) / canvas->w,255);
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SDL_FreeSurface(oryg);
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SDL_FreeSurface(output);
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SDL_FreeSurface(temp_dest);
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SDL_FreeSurface(temp_src);
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api->playsound(fisheye_snd, (x * 255) / canvas->w, 255);
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}
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void fisheye_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_Rect * update_rect)
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect)
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{
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api->line(api, which, canvas, snapshot, ox, oy, x, y, 1, fisheye_draw);
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update_rect->x = min(ox, x) - 40;
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update_rect->y = min(oy, y) - 40;
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update_rect->w = max(ox, x) - update_rect->x + 40;
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update_rect->h = max(oy, y) - update_rect->y + 40;
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api->line(api, which, canvas, snapshot, ox, oy, x, y, 1, fisheye_draw);
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update_rect->x = min(ox, x) - 40;
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update_rect->y = min(oy, y) - 40;
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update_rect->w = max(ox, x) - update_rect->x + 40;
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update_rect->h = max(oy, y) - update_rect->y + 40;
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}
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void fisheye_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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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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last_x = -80; /* A value that will be beyond any clicked position */
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last_y = -80;
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fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect);
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last_x = -80; /* A value that will be beyond any clicked position */
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last_y = -80;
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fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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void fisheye_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
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{
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void fisheye_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
|
||||
SDL_Surface * canvas ATTRIBUTE_UNUSED)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void fisheye_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
|
||||
void fisheye_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
|
||||
SDL_Surface * canvas ATTRIBUTE_UNUSED)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
int fisheye_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
|
||||
{
|
||||
return(MODE_PAINT);
|
||||
return (MODE_PAINT);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue