Adding 'confetti' and 'fold' Magic tools (by foo-script for GSOC 2008).
This commit is contained in:
parent
4ce336327d
commit
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5 changed files with 470 additions and 3 deletions
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@ -8,7 +8,7 @@ http://www.tuxpaint.org/
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$Id$
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2008.July.09 (0.9.21)
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2008.July.10 (0.9.21)
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* New Starters:
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-------------
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* Silver Frame
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@ -16,8 +16,19 @@ $Id$
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* New Magic Tools:
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----------------
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* BlurAll, Sharpen and BlackandWhite
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Andrew Corcoran <akanewbie@gmail.com>
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* + BlurAll - Blurs entire image
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+ Sharpen - Sharpens entire image
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+ Trace Contour - Traces the edges of the image, over a white background.
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+ Silhouette - Creates an outline of the image, over a black background.
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+ Black & White - Removes all color from the image (turns it greyscale).
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+ Threshold - Turns image pure black & pure white (no grey or color).
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By Andrew 'akanewbie' Corcoran <akanewbie@gmail.com>
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(Part of Tux4Kids' participation in Google Summer of Code 2008)
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* + Confetti - Paints random confetti bits on the canvas.
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+ Fold - Folds the corners of the image up, like a piece of paper.
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By Adam 'foo-script' Rakowski <foo-script@o2.pl>
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(Part of Tux4Kids' participation in Google Summer of Code 2008)
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* Magic Tool Improvememnts:
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--------------------------
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BIN
magic/icons/confetti.png
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BIN
magic/icons/confetti.png
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Binary file not shown.
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After Width: | Height: | Size: 921 B |
BIN
magic/icons/fold.png
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BIN
magic/icons/fold.png
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Binary file not shown.
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After Width: | Height: | Size: 1.1 KiB |
188
magic/src/confetti.c
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188
magic/src/confetti.c
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@ -0,0 +1,188 @@
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#include <time.h> //For time()
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#define CONFETTI_BRUSH_SIZE 8 //radius of each confetti circle
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#define CONFETTI_QUANTITY 3 //how many circles will be created every click?
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struct confetti_rgb
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{
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Uint8 r, g, b;
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};
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struct confetti_rgb confetti_colors; //storage for colors, just for having everything in one place
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Mix_Chunk * confetti_snd;
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// Housekeeping functions
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void confetti_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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Uint32 confetti_api_version(void)
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{
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return(TP_MAGIC_API_VERSION);
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}
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void confetti_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b) //get the colors from API and store it in structure
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{
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confetti_colors.r=r;
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confetti_colors.g=g;
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confetti_colors.b=b;
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}
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int confetti_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/confetti.wav", api->data_directory);
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confetti_snd = Mix_LoadWAV(fname);
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return(1);
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}
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int confetti_get_tool_count(magic_api * api)
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{
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return 1;
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}
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SDL_Surface * confetti_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/confetti.png",
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api->data_directory);
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return(IMG_Load(fname));
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}
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char * confetti_get_name(magic_api * api, int which) { return strdup(gettext_noop("Confetti")); }
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char * confetti_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Click to throw a confetti!")); }
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int confetti_requires_colors(magic_api * api, int which) { return 1; }
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void confetti_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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{
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}
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void confetti_shutdown(magic_api * api)
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{ Mix_FreeChunk(confetti_snd); }
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//private functions
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inline char confetti_get_greater(const char what1, const char what2) { if (what1>what2) return what1; else return what2; }
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inline char confetti_get_lesser(const char what1, const char what2) { if (what1<what2) return what1; else return what2; }
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// Interactivity functions
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Uint32 confetti_get_new_color(void * ptr, SDL_Surface * canvas) //this function creates new color very similar to the one choosen
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{
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magic_api * api = (magic_api *) ptr;
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float hsv_h, hsv_s, hsv_v;
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Uint8 temp_r, temp_g, temp_b;
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api->rgbtohsv(confetti_colors.r, confetti_colors.g, confetti_colors.b, &hsv_h, &hsv_s, &hsv_v); //color choosen by user is converted
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//to HSV palette
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hsv_h+=((rand()%60)-30)%360; //Every circle has different, but
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//smilar color
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if (hsv_h<0)
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hsv_h *= -1;
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api->hsvtorgb(hsv_h, hsv_s, hsv_v, &temp_r, &temp_g, &temp_b); //...and come back to RGB
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return SDL_MapRGB(canvas->format, temp_r, temp_g, temp_b);
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}
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static void confetti_circle(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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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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int xx, yy;
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Uint32 color=confetti_get_new_color(api, canvas);
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for (yy = y - CONFETTI_BRUSH_SIZE/2; yy < y + CONFETTI_BRUSH_SIZE/2; yy++)
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for (xx = x - CONFETTI_BRUSH_SIZE/2; xx < x + CONFETTI_BRUSH_SIZE/2; xx++)
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if (api->in_circle(xx - x , yy - y , CONFETTI_BRUSH_SIZE/2))
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api->putpixel(canvas, xx, yy, color);
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}
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void confetti_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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{
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unsigned char i;
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char min_x, max_x, min_y, max_y;
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char dx,dy;
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for (i=0; i<CONFETTI_QUANTITY; i++)
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{
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srand((dx+dy)/2 + time(0)); //to get a unique seed even if dx and dy aren't defined
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dx=(rand()%100)-50; //generate a value between <-50; +50>
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dy=(rand()%100)-50; //to spread confetti around the cursor position
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if (!i)
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{
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min_x=max_x=dx;
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min_y=max_y=dy;
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}
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else
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{
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min_x=confetti_get_lesser(min_x, dx); //any candidates to new min/max values? Hands up please...
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max_x=confetti_get_greater(max_x, dx);
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min_y=confetti_get_lesser(min_y, dy);
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max_y=confetti_get_greater(max_y, dy);
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}
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confetti_circle((void *)api, which, canvas, last, x+dx, y+dy);
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}
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update_rect->x = x+min_x - CONFETTI_BRUSH_SIZE/2;
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update_rect->y = y+ min_y - CONFETTI_BRUSH_SIZE/2;
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update_rect->w = CONFETTI_BRUSH_SIZE*1.5+max_x-min_x;
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update_rect->h = CONFETTI_BRUSH_SIZE*1.5+max_y-min_y;
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api->playsound(confetti_snd, (x * 255) / canvas->w,255);
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}
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void confetti_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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{
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int temp;
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if (ox>x) {temp=x; x=ox; ox=temp;}
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if (oy>y) {temp=y; y=oy; oy=temp; }
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confetti_click(api, which, MODE_PAINT, canvas, snapshot, x, y, update_rect);
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}
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void confetti_switchin(magic_api * api, int which, SDL_Surface * canvas)
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{
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}
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void confetti_switchout(magic_api * api, int which, SDL_Surface * canvas)
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{
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}
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int confetti_modes(magic_api * api, int which)
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{
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return(MODE_PAINT);
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}
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268
magic/src/fold.c
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268
magic/src/fold.c
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@ -0,0 +1,268 @@
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//optimized version soon :)
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//when "folding" same corner many times it gives strange results. Now it's allowed. Let me know
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//if you think it shouldn't be.
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#define FOLD_LEN 80
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Mix_Chunk * fold_snd;
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Uint8 fold_r, fold_g, fold_b;
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Uint32 fold_color;
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SDL_Surface * fold_surface_src, * fold_surface_dst;
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// Housekeeping functions
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void fold_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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Uint32 fold_api_version(void)
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{
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return(TP_MAGIC_API_VERSION);
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}
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void fold_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b) //get the colors from API and store it in structure
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{
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fold_r=r;
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fold_g=g;
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fold_b=b;
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}
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int fold_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/fold.wav", api->data_directory);
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fold_snd = Mix_LoadWAV(fname);
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return(1);
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}
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int fold_get_tool_count(magic_api * api)
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{
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return 1;
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}
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SDL_Surface * fold_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/fold.png",
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api->data_directory);
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return(IMG_Load(fname));
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}
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char * fold_get_name(magic_api * api, int which) { return(strdup("Fold")); }
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char * fold_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Choose a background color and click to turn the corner of the page over")); }
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int fold_requires_colors(magic_api * api, int which) { return 1; } //selected color will be a "backpage" color
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void fold_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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{
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}
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void fold_shutdown(magic_api * api)
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{
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Mix_FreeChunk(fold_snd);
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SDL_FreeSurface(fold_surface_dst);
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SDL_FreeSurface(fold_surface_src);
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}
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// Interactivity functions
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inline Uint8 fold_what_corner(int x, int y, SDL_Surface * canvas)
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{
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if (x>=canvas->w/2)
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{
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if (y>=canvas->h/2) return 4;
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else return 1;
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}
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else
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{
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if (y>=canvas->h/2) return 3;
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else return 2;
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}
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}
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void static fold_rotate(void * ptr, SDL_Surface * canvas, SDL_Surface * snapshot, Uint8 corner)
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{
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magic_api * api = (magic_api *) ptr;
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unsigned int x,y;
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if ((corner==2) || (corner==4)) //rotate +90 degs
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{
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for (x = 0; x<FOLD_LEN; x++)
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for (y =0; y<FOLD_LEN; y++)
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api->putpixel(canvas, x, y, api->getpixel(snapshot, y, FOLD_LEN-x));
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}
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else //rotate -90 degs
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{
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for (x=0; x<FOLD_LEN; x++)
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for (y=0; y<FOLD_LEN; y++)
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api->putpixel(canvas,x,y,api->getpixel(snapshot,FOLD_LEN-y,x));
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}
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}
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void static fold_flip(void * ptr, SDL_Surface * canvas, SDL_Surface * snapshot, Uint8 corner) //flip page
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{
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magic_api * api = (magic_api *) ptr;
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unsigned int x, y;
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for (x=0; x<snapshot->w; x++)
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for (y=0; y<snapshot->h; y++)
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api->putpixel(canvas, x, y, api->getpixel(snapshot, snapshot->w-x, y)); //flip horizontal
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}
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static void fold_print_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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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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api->putpixel(canvas, x, y, SDL_MapRGB(last->format, 222, 222, 222)); //Middle gray. Color have been set arbitrary.
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}
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static void fold_erase(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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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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api->putpixel(canvas, x, y, fold_color);
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}
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static void fold_draw_triangle (magic_api * ptr, int which, SDL_Surface * canvas, SDL_Surface * snapshot, Uint8 corner)
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{
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magic_api * api = (magic_api *) ptr;
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unsigned int i;
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//this function could be optimized but it would make this code less readable
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switch(corner) //corners in mathematical order: 1: right upper, 2: left upper, ...
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{
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case 1:
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for (i = 0; i < FOLD_LEN; i++)
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api->line((void *)api, which, canvas, snapshot, canvas->w-FOLD_LEN+i, 0, canvas->w, FOLD_LEN-i, 1, fold_erase);
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//clear the triangle by the corner
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api->line((void *)api, which, canvas, snapshot,canvas->w-FOLD_LEN, 0, canvas->w-FOLD_LEN, FOLD_LEN, 1, fold_print_line);
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//draw vertical line
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api->line((void *)api, which, canvas, snapshot,canvas->w-FOLD_LEN, FOLD_LEN, canvas->w, FOLD_LEN, 1, fold_print_line);
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//draw horizontal line
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api->line((void *)api, which, canvas, snapshot,canvas->w-FOLD_LEN, 0, canvas->w, FOLD_LEN, 1, fold_print_line);
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//and another: oblique
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break;
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case 2:
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for (i = 0; i < FOLD_LEN; i++)
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api->line((void *)api, which, canvas, snapshot, 0, FOLD_LEN-i, FOLD_LEN-i, 0, 1, fold_erase);
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//sequence just like above
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api->line((void *)api, which, canvas, snapshot,FOLD_LEN, 0, FOLD_LEN, FOLD_LEN, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot,0, FOLD_LEN, FOLD_LEN, FOLD_LEN, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot,0, FOLD_LEN, FOLD_LEN, 0, 1, fold_print_line);
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break;
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case 3:
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for (i = 0; i < FOLD_LEN; i++)
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api->line((void *)api, which, canvas, snapshot, 0, canvas->h-FOLD_LEN+i, FOLD_LEN-i, canvas->h, 1, fold_erase);
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api->line((void *)api, which, canvas, snapshot,FOLD_LEN, canvas->h-FOLD_LEN, FOLD_LEN, canvas->h, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot,0, canvas->h-FOLD_LEN, FOLD_LEN, canvas->h-FOLD_LEN, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot,0, canvas->h-FOLD_LEN, FOLD_LEN, canvas->h, 1, fold_print_line);
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break;
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case 4:
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for (i = 0; i < FOLD_LEN; i++)
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api->line((void *)api, which, canvas, snapshot, canvas->w-FOLD_LEN+i, canvas->h, canvas->w,
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canvas->h-FOLD_LEN+i, 1, fold_erase);
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api->line((void *)api, which, canvas, snapshot,canvas->w-FOLD_LEN, canvas->h-FOLD_LEN, canvas->w-FOLD_LEN,
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canvas->h, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot,canvas->w-FOLD_LEN, canvas->h-FOLD_LEN, canvas->w,
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canvas->h-FOLD_LEN, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot,canvas->w-FOLD_LEN, canvas->h, canvas->w, canvas->h-FOLD_LEN, 1, fold_print_line);
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break;
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}
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}
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void fold_click(magic_api * ptr, int which, int mode,
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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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{
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Uint8 corner;
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magic_api * api = (magic_api *) ptr;
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corner=fold_what_corner(x, y, snapshot);
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fold_color=SDL_MapRGB(snapshot->format, fold_r, fold_g, fold_b);
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fold_surface_src= SDL_CreateRGBSurface(SDL_ANYFORMAT, FOLD_LEN, FOLD_LEN, snapshot->format->BitsPerPixel,
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snapshot->format->Rmask, snapshot->format->Gmask, snapshot->format->Bmask, snapshot->format->Amask);
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fold_surface_dst=SDL_CreateRGBSurface(SDL_ANYFORMAT, FOLD_LEN, FOLD_LEN, snapshot->format->BitsPerPixel,
|
||||
snapshot->format->Rmask, snapshot->format->Gmask, snapshot->format->Bmask, snapshot->format->Amask);
|
||||
|
||||
|
||||
switch(corner)
|
||||
{
|
||||
case 1: //Right Upper
|
||||
update_rect->x=canvas->w-FOLD_LEN;
|
||||
update_rect->y=0;
|
||||
break;
|
||||
|
||||
case 2: //LU
|
||||
update_rect->x=update_rect->y=0;
|
||||
break;
|
||||
|
||||
case 3: //LL
|
||||
update_rect->x=0;
|
||||
update_rect->y=canvas->h-FOLD_LEN;
|
||||
break;
|
||||
|
||||
case 4: //RL
|
||||
update_rect->x=canvas->w-FOLD_LEN;
|
||||
update_rect->y=canvas->h-FOLD_LEN;
|
||||
break;
|
||||
}
|
||||
|
||||
update_rect->w=FOLD_LEN;
|
||||
update_rect->h=FOLD_LEN;
|
||||
|
||||
SDL_BlitSurface(snapshot, update_rect, fold_surface_src, NULL);
|
||||
fold_flip(api, fold_surface_dst, fold_surface_src, corner);
|
||||
SDL_BlitSurface(fold_surface_dst, NULL, canvas, update_rect);
|
||||
|
||||
SDL_BlitSurface(canvas, update_rect, fold_surface_src, NULL);
|
||||
fold_rotate(api, fold_surface_dst, fold_surface_src, corner);
|
||||
SDL_BlitSurface(fold_surface_dst, NULL, canvas, update_rect);
|
||||
|
||||
fold_draw_triangle (api, which, canvas, snapshot, corner);
|
||||
}
|
||||
|
||||
void fold_drag(magic_api * api, int which, SDL_Surface * canvas,
|
||||
SDL_Surface * snapshot, int ox, int oy, int x, int y,
|
||||
SDL_Rect * update_rect)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void fold_switchin(magic_api * api, int which, SDL_Surface * canvas)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void fold_switchout(magic_api * api, int which, SDL_Surface * canvas)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
int fold_modes(magic_api * api, int which)
|
||||
{
|
||||
return(MODE_PAINT);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue