/* rain.c rain, Add a rain effect to the image Tux Paint - A simple drawing program for children. Credits: Andrew Corcoran Copyright (c) 2002-2023 by Bill Kendrick and others; see AUTHORS.txt bill@newbreedsoftware.com https://tuxpaint.org/ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA (See COPYING.txt) Last updated: April 23, 2023 */ #include #include #include #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" #include #include #include #ifndef gettext_noop #define gettext_noop(String) String #endif void rain_click(magic_api *, int, int, SDL_Surface *, SDL_Surface *, int, int, SDL_Rect *); static int rain_SIZE = 30; static int rain_AMOUNT = 200; enum { TOOL_rain, rain_NUM_TOOLS }; static Mix_Chunk *rain_snd_effect[rain_NUM_TOOLS]; const char *rain_snd_filenames[rain_NUM_TOOLS] = { "rain.ogg", }; const char *rain_icon_filenames[rain_NUM_TOOLS] = { "rain.png", }; const char *rain_names[rain_NUM_TOOLS] = { gettext_noop("Rain"), }; const int rain_groups[rain_NUM_TOOLS] = { MAGIC_TYPE_PAINTING, }; const char *rain_descs[rain_NUM_TOOLS][2] = { {gettext_noop("Click to place a rain drop onto your picture."), gettext_noop("Click to cover your picture with rain drops."),}, }; Uint32 rain_api_version(void); int rain_init(magic_api * api, Uint32 disabled_features); int rain_get_tool_count(magic_api * api); SDL_Surface *rain_get_icon(magic_api * api, int which); char *rain_get_name(magic_api * api, int which); int rain_get_group(magic_api * api, int which); char *rain_get_description(magic_api * api, int which, int mode); static void do_rain_drop(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); static void rain_linecb(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); void rain_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect); void rain_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); void rain_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); void rain_shutdown(magic_api * api); void rain_set_color(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect); int rain_requires_colors(magic_api * api, int which); void rain_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas); void rain_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas); int rain_modes(magic_api * api, int which); Uint8 rain_accepted_sizes(magic_api * api, int which, int mode); Uint8 rain_default_size(magic_api * api, int which, int mode); void rain_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size, SDL_Rect * update_rect); Uint32 rain_api_version(void) { return (TP_MAGIC_API_VERSION); } //Checks if a a pixel is inside a raindrop shape centered on the origin static int rain_inRainShape(double x, double y, double r) { if (sqrt(x * x + y * y) < (r * pow(cos(atan2(x, y)), (float)(rain_SIZE / 3.0)))) { return 1; } return 0; } int rain_init(magic_api * api, Uint32 disabled_features ATTRIBUTE_UNUSED) { int i; char fname[1024]; //Load sounds for (i = 0; i < rain_NUM_TOOLS; i++) { snprintf(fname, sizeof(fname), "%ssounds/magic/%s", api->data_directory, rain_snd_filenames[i]); rain_snd_effect[i] = Mix_LoadWAV(fname); } return (1); } int rain_get_tool_count(magic_api * api ATTRIBUTE_UNUSED) { return (rain_NUM_TOOLS); } // Load our icons: SDL_Surface *rain_get_icon(magic_api * api, int which) { char fname[1024]; snprintf(fname, sizeof(fname), "%simages/magic/%s", api->data_directory, rain_icon_filenames[which]); return (IMG_Load(fname)); } // Return our names, localized: char *rain_get_name(magic_api * api ATTRIBUTE_UNUSED, int which) { return (strdup(gettext_noop(rain_names[which]))); } // Return our groups int rain_get_group(magic_api * api ATTRIBUTE_UNUSED, int which) { return rain_groups[which]; } // Return our descriptions, localized: char *rain_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode) { return (strdup(gettext_noop(rain_descs[which][mode - 1]))); } // Do the effect: static void do_rain_drop(void *ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y) { magic_api *api = (magic_api *) ptr; int xx, yy; Uint8 r, g, b; for (yy = y - rain_SIZE / 2; yy < y + rain_SIZE / 2; yy++) { for (xx = x - rain_SIZE; xx < x + rain_SIZE; xx++) { if (rain_inRainShape(xx - x, yy - y + rain_SIZE / 2, rain_SIZE)) { //api->rgbtohsv(rain_r, rain_g, rain_b, &h, &s, &v); //api->hsvtorgb(h, s, rain_weights[(yy-y)*((rain_SIZE*2) -1)+(xx-x)], &r, &g, &b); SDL_GetRGB(api->getpixel(canvas, xx, yy), canvas->format, &r, &g, &b); api->putpixel(canvas, xx, yy, SDL_MapRGB(canvas->format, clamp(0, r - 50, 255), clamp(0, g - 50, 255), clamp(0, b + 200, 255))); } } } } static void rain_linecb(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api *api = (magic_api *) ptr; SDL_Rect rect; if (rand() % 10 == 0) { rain_click(api, which, MODE_PAINT, canvas, last, x + (rand() % rain_SIZE * 2) - rain_SIZE, y + (rand() % rain_SIZE * 2) - rain_SIZE, &rect); } } // Affect the canvas on drag: void rain_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((void *)api, which, canvas, last, ox, oy, x, y, 1, rain_linecb); if (ox > x) { int tmp = ox; ox = x; x = tmp; } if (oy > y) { int tmp = oy; oy = y; y = tmp; } update_rect->x = ox - rain_SIZE * 2; update_rect->y = oy - rain_SIZE * 2; update_rect->w = rain_SIZE * 4; update_rect->h = rain_SIZE * 4; } // Affect the canvas on click: void rain_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { if (mode == MODE_PAINT) { do_rain_drop(api, which, canvas, last, x, y); update_rect->x = x - rain_SIZE; update_rect->y = y - rain_SIZE; update_rect->w = rain_SIZE * 2; update_rect->h = rain_SIZE * 2; api->playsound(rain_snd_effect[which], (x * 255) / canvas->w, 255); } else { int i; for (i = 0; i < rain_AMOUNT; i++) { do_rain_drop(api, which, canvas, last, rand() % canvas->w, rand() % canvas->h); } update_rect->x = 0; update_rect->y = 0; update_rect->w = canvas->w; update_rect->h = canvas->h; api->playsound(rain_snd_effect[which], 128, 255); } } // Affect the canvas on release: void rain_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED) { } // No setup happened: void rain_shutdown(magic_api * api ATTRIBUTE_UNUSED) { //Clean up sounds int i; for (i = 0; i < rain_NUM_TOOLS; i++) { if (rain_snd_effect[i] != NULL) { Mix_FreeChunk(rain_snd_effect[i]); } } } // Record the color from Tux Paint: void rain_set_color(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED) { } // Use colors: int rain_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return 0; } void rain_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED) { } void rain_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED) { } int rain_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return (MODE_FULLSCREEN | MODE_PAINT); } Uint8 rain_accepted_sizes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED) { /* Size affects both fullscreen and paint mode, in Rain tool! */ return 4; } Uint8 rain_default_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED) { return 2; } void rain_set_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, Uint8 size, SDL_Rect * update_rect ATTRIBUTE_UNUSED) { rain_SIZE = size * 15; rain_AMOUNT = 400 / size; }