#include #include #include #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" /* Our globals: */ Mix_Chunk * glasstile_snd; Uint32 glasstile_api_version(void) { return(TP_MAGIC_API_VERSION); } int * * glasstile_hit; int glasstile_hit_xsize; int glasstile_hit_ysize; // No setup required: int glasstile_init(magic_api * api) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/sounds/magic/glasstile.wav", api->data_directory); glasstile_snd = Mix_LoadWAV(fname); glasstile_hit = NULL; glasstile_hit_ysize = 0; return(1); } // We have multiple tools: int glasstile_get_tool_count(magic_api * api) { return(1); } // Load our icons: SDL_Surface * glasstile_get_icon(magic_api * api, int which) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/images/magic/glasstile.png", api->data_directory); return(IMG_Load(fname)); } // Return our names, localized: char * glasstile_get_name(magic_api * api, int which) { return(strdup(gettext("Glass Tile"))); } // Return our descriptions, localized: char * glasstile_get_description(magic_api * api, int which) { return(strdup(gettext("Click and drag the mouse to put glass tile over your picture."))); } // Do the effect: void do_glasstile(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api * api = (magic_api *) ptr; int xx, yy, xl, xr, yt, yb; Uint8 r1, g1, b1, r2, g2, b2, r3, g3, b3, r4, g4, b4, r, g, b; Uint32 rgb; #define GT_SIZE 20 if (x < 0 || y < 0 || x >= canvas->w || y >= canvas->h) return; if (glasstile_hit[y / GT_SIZE][x / GT_SIZE]) return; glasstile_hit[y / GT_SIZE][x / GT_SIZE] = 1; /* Align mouse (x,y) to the tile shape (to avoid smearing) */ x = ((x / (GT_SIZE * 2)) * (GT_SIZE * 2)) + (GT_SIZE / 2); y = ((y / (GT_SIZE * 2)) * (GT_SIZE * 2)) + (GT_SIZE / 2); if (api->touched(x, y)) return; /* Apply the effect: */ for (yy = -GT_SIZE; yy < GT_SIZE; yy = yy + 2) { for (xx = -GT_SIZE; xx < GT_SIZE; xx = xx + 2) { SDL_GetRGB(api->getpixel(last, x + xx, y + yy), last->format, &r1, &g1, &b1); SDL_GetRGB(api->getpixel(last, x + xx + 1, y + yy), last->format, &r2, &g2, &b2); SDL_GetRGB(api->getpixel(last, x + xx, y + yy + 1), last->format, &r3, &g3, &b3); SDL_GetRGB(api->getpixel(last, x + xx + 1, y + yy + 1), last->format, &r4, &g4, &b4); r = (r1 + r2 + r3 + r4) >> 2; g = (g1 + g2 + g3 + g4) >> 2; b = (b1 + b2 + b3 + b4) >> 2; if (xx <= -GT_SIZE + 2 || yy == -GT_SIZE + 2) { r = min(255, r + 64); g = min(255, g + 64); b = min(255, b + 64); } else if (xx >= GT_SIZE - 3|| yy >= GT_SIZE - 3) { r = max(0, r - 64); g = max(0, g - 64); b = max(0, b - 64); } rgb = SDL_MapRGB(canvas->format, r, g, b); xl = (xx / 3) - GT_SIZE + (GT_SIZE / 3); xr = (xx / 3) + (GT_SIZE * 2) / 3; yt = (yy / 3) - GT_SIZE + (GT_SIZE / 3); yb = (yy / 3) + (GT_SIZE * 2) / 3; api->putpixel(canvas, x + xl, y + yt, rgb); api->putpixel(canvas, x + xx / 2, y + yt, rgb); api->putpixel(canvas, x + xr, y + yt, rgb); api->putpixel(canvas, x + xl, y + yy / 2, rgb); api->putpixel(canvas, x + xr, y + yy / 2, rgb); api->putpixel(canvas, x + xl, y + yb, rgb); api->putpixel(canvas, x + xx / 2, y + yb, rgb); api->putpixel(canvas, x + xr, y + yb, rgb); /* Center */ api->putpixel(canvas, x + xx / 2, y + yy / 2, rgb); } } } // Affect the canvas on drag: void glasstile_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect) { api->line(which, canvas, last, ox, oy, x, y, 1, do_glasstile); update_rect->x = 0; update_rect->y = 0; update_rect->w = canvas->w; update_rect->h = canvas->h; /* FIXME */ /* x = ((x / (GT_SIZE * 2)) * (GT_SIZE * 2)); y = ((y / (GT_SIZE * 2)) * (GT_SIZE * 2)); ox = ((ox / (GT_SIZE * 2)) * (GT_SIZE * 2)); oy = ((oy / (GT_SIZE * 2)) * (GT_SIZE * 2)); if (ox > x) { int tmp = ox; ox = x; x = tmp; } if (oy > y) { int tmp = oy; oy = y; y = tmp; } x -= GT_SIZE * 2; y -= GT_SIZE * 2; ox += GT_SIZE * 2; oy += GT_SIZE * 2; update_rect->x = x - 1; update_rect->y = y - 1; update_rect->w = ox - update_rect->x + 1; update_rect->h = oy - update_rect->h + 1; */ api->playsound(glasstile_snd, (x * 255) / canvas->w, 255); } // Affect the canvas on click: void glasstile_click(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { int xx, yy; if (glasstile_hit == NULL) { glasstile_hit_ysize = (canvas->h / GT_SIZE) + 1; glasstile_hit_xsize = (canvas->w / GT_SIZE) + 1; glasstile_hit = (int * *) malloc(sizeof(int *) * glasstile_hit_ysize); for (yy = 0; yy < glasstile_hit_ysize; yy++) glasstile_hit[yy] = (int *) malloc(sizeof(int) * glasstile_hit_xsize); } for (yy = 0; yy < glasstile_hit_ysize; yy++) for (xx = 0; xx < glasstile_hit_xsize; xx++) glasstile_hit[yy][xx] = 0; glasstile_drag(api, which, canvas, last, x, y, x, y, update_rect); } // Affect the canvas on release: void glasstile_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { } // No setup happened: void glasstile_shutdown(magic_api * api) { int y; if (glasstile_snd != NULL) Mix_FreeChunk(glasstile_snd); if (glasstile_hit != NULL) { for (y = 0; y < glasstile_hit_ysize; y++) { if (glasstile_hit[y] != NULL) free(glasstile_hit[y]); } free(glasstile_hit); } } // Record the color from Tux Paint: void glasstile_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b) { } // Use colors: int glasstile_requires_colors(magic_api * api, int which) { return 0; }