diff --git a/src/fill.c b/src/fill.c index f74648a0a..f8b2165d1 100644 --- a/src/fill.c +++ b/src/fill.c @@ -60,7 +60,7 @@ 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_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 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); /* Returns how similar colors 'c1' and 'c2' are */ @@ -107,9 +107,9 @@ int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr) } } -void do_flood_fill(SDL_Surface * screen, 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) +void do_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(screen, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched); + simulate_flood_fill(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched); } @@ -127,11 +127,11 @@ 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_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, last, canvas, x, y, cur_colr, old_colr, x1, y1, x2, y2, touched, 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 * 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); } -void simulate_flood_fill_outside_check(SDL_Surface * screen, 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 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; @@ -168,7 +168,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * last, prog_anim++; if ((prog_anim % 4) == 0) { - show_progress_bar(screen); + show_progress_bar_(screen, texture, renderer); playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR); } @@ -291,7 +291,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * last, ) ) { - simulate_flood_fill_outside_check(screen, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 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); @@ -303,7 +303,7 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Surface * last, ) ) { - simulate_flood_fill_outside_check(screen, last, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 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); } } } diff --git a/src/fill.h b/src/fill.h index 4681c8a8b..c0da7e241 100644 --- a/src/fill.h +++ b/src/fill.h @@ -37,8 +37,8 @@ #include "SDL.h" int would_flood_fill(SDL_Surface * canvas, Uint32 cur_colr, Uint32 old_colr); -void do_flood_fill(SDL_Surface * screen, 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); -void simulate_flood_fill(SDL_Surface * screen, 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); +void do_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); +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); void draw_linear_gradient(SDL_Surface * canvas, SDL_Surface * last, int x_left, int y_top, int x_right, int y_bottom, int x1, int y1, int x2, int y2, Uint32 draw_color, Uint8 * touched); diff --git a/src/tuxpaint.c b/src/tuxpaint.c index 6de6ce2df..f39f6d266 100644 --- a/src/tuxpaint.c +++ b/src/tuxpaint.c @@ -4819,7 +4819,7 @@ static void mainloop(void) if (cur_fill == FILL_FLOOD) { /* Flood fill a solid color */ - do_flood_fill(screen, last, canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched); + do_flood_fill(screen, texture, renderer, last, canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched); update_canvas(x1, y1, x2, y2); } @@ -4832,7 +4832,7 @@ static void mainloop(void) canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); SDL_BlitSurface(canvas, NULL, tmp_canvas, NULL); - simulate_flood_fill(screen, last, tmp_canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched); + simulate_flood_fill(screen, texture, renderer, last, tmp_canvas, old_x, old_y, draw_color, canv_color, &x1, &y1, &x2, &y2, sim_flood_touched); SDL_FreeSurface(tmp_canvas); sim_flood_x1 = x1;