indent fisheye.c

This commit is contained in:
Bill Kendrick 2017-10-15 11:44:41 -07:00
parent 0608ce4c34
commit b11972979c

View file

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