/* fisheye.c fisheye, Fisheye tool Tux Paint - A simple drawing program for children. Credits: Adam 'foo-script' Rakowski ; foo-script@o2.pl Copyright (c) 2002-2024 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: January 16, 2024 */ #include #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" Mix_Chunk *fisheye_snd; int last_x, last_y; int fisheye_radius = 80; /* Local function prototypes */ Uint32 fisheye_api_version(void); void fisheye_set_color(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect); int fisheye_init(magic_api * api, Uint8 disabled_features, Uint8 complexity_level); int fisheye_get_tool_count(magic_api * api); SDL_Surface *fisheye_get_icon(magic_api * api, int which); char *fisheye_get_name(magic_api * api, int which); int fisheye_get_group(magic_api * api, int which); int fisheye_get_order(int which); char *fisheye_get_description(magic_api * api, int which, int mode); int fisheye_requires_colors(magic_api * api, int which); void fisheye_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect); void fisheye_shutdown(magic_api * api); void fisheye_draw(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); void fisheye_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 fisheye_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); void fisheye_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas); void fisheye_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas); int fisheye_modes(magic_api * api, int which); Uint8 fisheye_accepted_sizes(magic_api * api, int which, int mode); Uint8 fisheye_default_size(magic_api * api, int which, int mode); void fisheye_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size, SDL_Rect * update_rect); // Housekeeping functions void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect); Uint32 fisheye_api_version(void) { return (TP_MAGIC_API_VERSION); } void fisheye_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) { } int fisheye_init(magic_api * api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uint8 complexity_level ATTRIBUTE_UNUSED) { char fname[1024]; snprintf(fname, sizeof(fname), "%ssounds/magic/fisheye.ogg", api->data_directory); fisheye_snd = Mix_LoadWAV(fname); return (1); } int fisheye_get_tool_count(magic_api * api ATTRIBUTE_UNUSED) { return 1; } SDL_Surface *fisheye_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED) { char fname[1024]; snprintf(fname, sizeof(fname), "%simages/magic/fisheye.png", api->data_directory); return (IMG_Load(fname)); } char *fisheye_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return strdup(gettext_noop("Fisheye")); } int fisheye_get_group(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return MAGIC_TYPE_DISTORTS; } int fisheye_get_order(int which ATTRIBUTE_UNUSED) { return 400; } char *fisheye_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED) { return strdup(gettext_noop("Click on part of your picture to create a fisheye effect.")); } int fisheye_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return 0; } void fisheye_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * snapshot ATTRIBUTE_UNUSED, int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED) { } void fisheye_shutdown(magic_api * api ATTRIBUTE_UNUSED) { Mix_FreeChunk(fisheye_snd); } // do-fisheye void fisheye_draw(void *ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y) { magic_api *api = (magic_api *) ptr; SDL_Surface *oryg, *temp_src = NULL, *temp_dest = NULL, *output; SDL_Rect rect, temp_rect; int xx, yy; unsigned short int i; if (api->in_circle(last_x - x, last_y - y, fisheye_radius)) return; last_x = x; last_y = y; oryg = SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, fisheye_radius, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); output = SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, fisheye_radius, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); rect.x = x - (fisheye_radius / 2); rect.y = y - (fisheye_radius / 2); rect.w = rect.h = fisheye_radius; SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio) //do vertical fisheye for (i = 0; i < fisheye_radius / 2; i++) { temp_src = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, fisheye_radius, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); //let's take a smooth bar of scaled bitmap and copy it to temp //left side first rect.x = i; rect.y = 0; rect.w = 1; SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src temp_dest = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, fisheye_radius + 2 * i, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); temp_dest = api->scale(temp_src, 1, fisheye_radius + 2 * i, 0); //temp_dest stores scaled temp_src temp_rect.x = 0; temp_rect.y = i; temp_rect.w = 1; temp_rect.h = fisheye_radius; SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output //right side then rect.x = (fisheye_radius - 1) - i; SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK temp_dest = api->scale(temp_src, 1, fisheye_radius + 2 * i, 0); //temp_dest stores scaled temp_src SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output } //do horizontal fisheye for (i = 0; i < fisheye_radius / 2; i++) { temp_src = SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, 1, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); temp_dest = SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius + 2 * i, 1, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); //upper side first rect.x = 0; rect.y = i; rect.w = fisheye_radius; rect.h = 1; temp_rect.x = i; temp_rect.y = 0; temp_rect.w = fisheye_radius; temp_rect.h = 1; SDL_BlitSurface(output, &rect, temp_src, NULL); temp_dest = api->scale(temp_src, fisheye_radius + 2 * i, 1, 0); SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //lower side then rect.y = (fisheye_radius - 1) - i; SDL_BlitSurface(output, &rect, temp_src, NULL); temp_dest = api->scale(temp_src, fisheye_radius + 2 * i, 1, 0); SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); } rect.x = x - (fisheye_radius / 2); rect.y = y - (fisheye_radius / 2); rect.w = rect.h = fisheye_radius; //let's blit an area surrounded by a circle for (yy = y - (fisheye_radius / 2); yy < y + (fisheye_radius / 2); yy++) { for (xx = x - (fisheye_radius / 2); xx < x + (fisheye_radius / 2); xx++) { if (api->in_circle(xx - x, yy - y, (fisheye_radius / 2))) { api->putpixel(canvas, xx, yy, api->getpixel(output, xx + (fisheye_radius / 2) - x, yy + (fisheye_radius / 2) - y)); } } } SDL_FreeSurface(oryg); SDL_FreeSurface(output); if (temp_dest != NULL) SDL_FreeSurface(temp_dest); if (temp_src != NULL) SDL_FreeSurface(temp_src); api->playsound(fisheye_snd, (x * 255) / canvas->w, 255); } void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect) { api->line(api, which, canvas, snapshot, ox, oy, x, y, 1, fisheye_draw); update_rect->x = min(ox, x) - (fisheye_radius / 2); update_rect->y = min(oy, y) - (fisheye_radius / 2); update_rect->w = max(ox, x) - update_rect->x + (fisheye_radius / 2); update_rect->h = max(oy, y) - update_rect->y + (fisheye_radius / 2); } void fisheye_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { last_x = -fisheye_radius; /* A value that will be beyond any clicked position */ last_y = -fisheye_radius; fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect); } void fisheye_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED) { } void fisheye_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED) { } int fisheye_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return (MODE_PAINT); } Uint8 fisheye_accepted_sizes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED) { return 5; // FIXME } Uint8 fisheye_default_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED) { return 2; // FIXME } void fisheye_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) { fisheye_radius = size * 40; }