Merge branch 'master' into sdl2.0

This commit is contained in:
Pere Pujal i Carabantes 2021-11-19 22:24:12 +01:00
commit ebb784199e
3 changed files with 186 additions and 17 deletions

View file

@ -8,7 +8,7 @@ http://www.tuxpaint.org/
$Id$
2021.November.15 (0.9.27)
2021.November.19 (0.9.27)
* New Magic Tools:
----------------
* "Lightning" - Draws a bolt of lightning striking between
@ -25,6 +25,9 @@ $Id$
style effects!)
(Closes https://sourceforge.net/p/tuxpaint/feature-requests/204/)
* "Reflection" - Create a reflection of part of the image,
below (as in a lake reflection), above, to the left, or to the right.
* "Smooth Rainbow" - A smooth, gradient variation of the classic
"Rainbow" Magic tool.
@ -194,7 +197,7 @@ $Id$
(e.g., when returning from the "Open" dialog).
(Closes https://sourceforge.net/p/tuxpaint/feature-requests/186/)
* Attempt to void crashing (by blowing up the stack) when doing
* WIP - Attempt to void crashing (by blowing up the stack) when doing
a flood-fill of a complicated shape on a large canvas
(e.g., `tuxpaint --3000x2000` with `starters/mosaic.svg`).
(h/t Yang for reporting, and Pere for confirming)

View file

@ -7,7 +7,7 @@
<key>CFBundleExecutable</key>
<string>tuxpaint</string>
<key>CFBundleGetInfoString</key>
<string>0.9.26, Copyright 2009-2021, Tux Paint Development Team</string>
<string>0.9.27, Copyright 2009-2021, Tux Paint Development Team</string>
<key>CFBundleIconFile</key>
<string>tuxpaint.icns</string>
<key>CFBundleIdentifier</key>
@ -19,10 +19,10 @@
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>0.9.26</string>
<string>0.9.27</string>
<key>CFBundleSignature</key>
<string>TXPT</string>
<key>CFBundleVersion</key>
<string>2021-06-13</string>
<string>2021-11-19</string>
</dict>
</plist>

View file

@ -27,7 +27,7 @@
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
(See COPYING.txt)
Last updated: November 15, 2021
Last updated: November 17, 2021
$Id$
*/
@ -60,12 +60,122 @@
#define WIDE_MATCH_THRESHOLD 3
// #define USE_QUEUE
#ifdef USE_QUEUE
/* Queue for span filling
(https://en.wikipedia.org/wiki/Flood_fill#Span_Filling)
*/
#define QUEUE_SIZE_CHUNK 1024
typedef struct queue_s {
int x1, x2, y, yd;
} queue_t;
queue_t * queue;
int queue_size = 0, queue_start = 0, queue_end = 0;
static unsigned char progbar_anim = 0;
#endif
/* Local function prototypes: */
double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct);
void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside, Uint32 cnt);
void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside);
void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched);
#ifdef USE_QUEUE
void init_queue(void);
void add_to_queue(int x1, int x2, int y, int yd);
int remove_from_queue(int * x1, int * x2, int * y, int * yd);
void cleanup_queue(void);
void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas);
#endif
#ifdef USE_QUEUE
void init_queue(void) {
queue_size = 0;
queue_start = 0;
queue_end = 0;
queue = (queue_t *) malloc(sizeof(queue_t) * QUEUE_SIZE_CHUNK);
if (queue == NULL)
{
fprintf(stderr, "Fill queue cannot be malloc()'d\n");
return;
}
queue_size = QUEUE_SIZE_CHUNK;
}
void add_to_queue(int x1, int x2, int y, int yd) {
/* Reallocate if we need more space */
if (queue_end + 1 > queue_size)
{
queue_t * tmp;
tmp = (queue_t *) realloc(queue, sizeof(queue_t) * (queue_size + QUEUE_SIZE_CHUNK));
if (tmp == NULL)
{
fprintf(stderr, "Fill queue cannot be realloc()'d\n");
return;
}
queue_size += QUEUE_SIZE_CHUNK;
queue = tmp;
}
queue[queue_end].x1 = x1;
queue[queue_end].x2 = x2;
queue[queue_end].y = y;
queue[queue_end].yd = yd;
queue_end++;
}
int remove_from_queue(int * x1, int * x2, int * y, int * yd) {
if (queue_start == queue_end)
return 0;
*x1 = queue[queue_start].x1;
*x2 = queue[queue_start].x2;
*y = queue[queue_start].y;
*yd = queue[queue_start].yd;
queue_start++;
return 1;
}
void cleanup_queue(void) {
if (queue != NULL)
free(queue);
queue_size = 0;
queue_start = 0;
queue_end = 0;
}
void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas) {
if (x < *extent_x1)
*extent_x1 = x;
if (x > *extent_x2)
*extent_x2 = x;
if (y < *extent_y1)
*extent_y1 = y;
if (y > *extent_y2)
*extent_y2 = y;
progbar_anim++;
if ((progbar_anim % 4) == 0)
{
show_progress_bar(screen);
playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
}
}
#endif
/* Returns how similar colors 'c1' and 'c2' are */
@ -132,11 +242,72 @@ Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct
return SDL_MapRGB(canvas->format, new_r, new_g, new_b);
}
void simulate_flood_fill(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched) {
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 0, 0);
void simulate_flood_fill(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, Uint8 * touched) {
#ifdef USE_QUEUE
int x1, x2, dy;
/* "Same" color? No need to fill */
if (!would_flood_fill(canvas, cur_colr, old_colr))
return;
if (x < 0 || x >= canvas->w || y < 0 || y >= canvas->h)
return;
/* Don't re-visit the same pixel */
if (touched && touched[(y * canvas->w) + x])
return;
/* Queue up the first things to work on: */
init_queue();
add_to_queue(x, x, y, 1);
add_to_queue(x, x, y - 1, -1);
/* Do the work (possibly queuing more, as we go) */
while (remove_from_queue(&x1, &x2, &y, &dy))
{
x = x1;
if (Inside(x, y))
{
while (Inside(x - 1, y))
{
Set(x - 1, y);
track_extents_and_progbar(x - 1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
x = x - 1;
}
}
if (x < x1)
add_to_queue(x, x1 - 1, y - dy, -dy);
while (x1 < x2)
{
Set(x1, y);
track_extents_and_progbar(x1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
x1 = x1 + 1;
}
add_to_queue(x, x1 - 1, y + dy, dy);
if (x1 - 1 > x2)
add_to_queue(x2 + 1, x1 - 1, y - dy, -dy);
while (x1 < x2 && !Inside(x1, y))
x1++;
x = x1;
}
cleanup_queue();
#else
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, extent_x1, extent_y1, extent_x2, extent_y2, touched, 0);
#endif
}
void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside, Uint32 cnt)
void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside)
{
int fillL, fillR, narrowFillL, narrowFillR, i, outside;
double in_line, closeness;
@ -144,11 +315,6 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
Uint32 px_colr;
Uint8 touch_byt;
/* Don't blow up the stack! */
/* FIXME: Would be better to do this a more reliable way */
if (cnt >= 20000)
return;
/* "Same" color? No need to fill */
if (!would_flood_fill(canvas, cur_colr, old_colr))
return;
@ -317,7 +483,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
)
)
{
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1, cnt + 1);
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
}
px_colr = getpixels[last->format->BytesPerPixel] (last, i, y + 1);
@ -329,7 +495,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
)
)
{
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1, cnt + 1);
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
}
}
}