tuxpaint-pencil-sharpener/magic/src/realrainbow.c
William Kendrick 0f3d5fcfe4 More accurate description of Blinds tool.
Added missing docs for some Magic tools.
Created a ROYGBIV variation of the Rainbow arc tool.
2009-09-01 01:30:58 +00:00

356 lines
8.8 KiB
C

/*
realrainbow.c
Draws an arc with semi-transparent rainbow colors.
by Bill Kendrick <bill@newbreedsoftware.com>
Math assistence by Jeff Newmiller <jdnewmil@dcn.davis.ca.us>
2009.04.02 - 2009.08.31
FIXME:
* Color/alpha art needs improvement.
* Pixel gaps appear in lines sometimes (esp. larger rainbows).
*/
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "SDL_image.h"
#include "tp_magic_api.h"
Mix_Chunk * realrainbow_snd;
int realrainbow_x1, realrainbow_y1, realrainbow_x2, realrainbow_y2;
SDL_Rect realrainbow_rect;
SDL_Surface * realrainbow_colors[2];
Uint8 realrainbow_blendr, realrainbow_blendg, realrainbow_blendb, realrainbow_blenda;
void realrainbow_arc(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last,
int x1, int y1, int x2, int y2,
int fulldraw, SDL_Rect * update_rect);
static void realrainbow_linecb(void * ptr, int which,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y);
Uint32 realrainbow_api_version(void)
{
return(TP_MAGIC_API_VERSION);
}
int realrainbow_init(magic_api * api)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/images/magic/realrainbow-colors.png", api->data_directory);
realrainbow_colors[0] = IMG_Load(fname);
if (realrainbow_colors[0] == NULL)
return(0);
snprintf(fname, sizeof(fname), "%s/images/magic/realrainbow-roygbiv-colors.png", api->data_directory);
realrainbow_colors[1] = IMG_Load(fname);
if (realrainbow_colors[1] == NULL)
return(0);
snprintf(fname, sizeof(fname), "%s/sounds/magic/realrainbow.ogg",
api->data_directory);
realrainbow_snd = Mix_LoadWAV(fname);
return(1);
}
int realrainbow_get_tool_count(magic_api * api)
{
return(2);
}
SDL_Surface * realrainbow_get_icon(magic_api * api, int which)
{
char fname[1024];
if (which == 0)
snprintf(fname, sizeof(fname), "%s/images/magic/realrainbow.png",
api->data_directory);
else
snprintf(fname, sizeof(fname), "%s/images/magic/realrainbow-roygbiv.png",
api->data_directory);
return(IMG_Load(fname));
}
char * realrainbow_get_name(magic_api * api, int which)
{
if (which == 0)
return(strdup(gettext_noop("Real Rainbow")));
else
return(strdup(gettext_noop("ROYGBIV Rainbow")));
}
char * realrainbow_get_description(magic_api * api, int which, int mode)
{
return(strdup(gettext_noop("Click where you want your rainbow to start, drag to where you want it to end, and then let go to draw a rainbow.")));
}
int realrainbow_modes(magic_api * api, int which)
{
return(MODE_PAINT);
}
int realrainbow_requires_colors(magic_api * api, int which)
{
return(0);
}
void realrainbow_shutdown(magic_api * api)
{
if (realrainbow_colors[0] != NULL)
SDL_FreeSurface(realrainbow_colors[0]);
if (realrainbow_colors[1] != NULL)
SDL_FreeSurface(realrainbow_colors[1]);
if (realrainbow_snd != NULL)
Mix_FreeChunk(realrainbow_snd);
}
void realrainbow_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
{
}
void realrainbow_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y,
SDL_Rect * update_rect)
{
realrainbow_x1 = x;
realrainbow_y1 = y;
realrainbow_rect.x = x;
realrainbow_rect.y = y;
realrainbow_rect.w = 1;
realrainbow_rect.h = 1;
}
void realrainbow_drag(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * last,
int ox, int oy, int x, int y,
SDL_Rect * update_rect)
{
int rx1, ry1, rx2, ry2;
SDL_Rect rect;
realrainbow_x2 = x;
realrainbow_y2 = y;
SDL_BlitSurface(last, &realrainbow_rect, canvas, &realrainbow_rect);
realrainbow_arc(api, which, canvas, last, realrainbow_x1, realrainbow_y1, realrainbow_x2, realrainbow_y2, 0, update_rect);
memcpy(&rect, &realrainbow_rect, sizeof(SDL_Rect));
memcpy(&realrainbow_rect, update_rect, sizeof(SDL_Rect));
rx1 = update_rect->x;
ry1 = update_rect->y;
rx2 = update_rect->x + update_rect->w;
ry2 = update_rect->y + update_rect->h;
if (rect.x < rx1)
rx1 = rect.x;
if (rect.x + rect.w > rx2)
rx2 = rect.x + rect.w;
if (rect.y < ry1)
ry1 = rect.y;
if (rect.y + rect.h > ry2)
ry2 = rect.y + rect.h;
update_rect->x = rx1;
update_rect->y = ry1;
update_rect->w = rx2 - rx1 + 1;
update_rect->h = ry2 - ry1 + 1;
}
void realrainbow_release(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y,
SDL_Rect * update_rect)
{
int rx1, ry1, rx2, ry2;
SDL_Rect rect;
realrainbow_x2 = x;
realrainbow_y2 = y;
SDL_BlitSurface(last, &realrainbow_rect, canvas, &realrainbow_rect);
realrainbow_arc(api, which, canvas, last, realrainbow_x1, realrainbow_y1, realrainbow_x2, realrainbow_y2, 1, update_rect);
memcpy(&rect, &realrainbow_rect, sizeof(SDL_Rect));
memcpy(&realrainbow_rect, update_rect, sizeof(SDL_Rect));
rx1 = update_rect->x;
ry1 = update_rect->y;
rx2 = update_rect->x + update_rect->w;
ry2 = update_rect->y + update_rect->h;
if (rect.x < rx1)
rx1 = rect.x;
if (rect.x + rect.w > rx2)
rx2 = rect.x + rect.w;
if (rect.y < ry1)
ry1 = rect.y;
if (rect.y + rect.h > ry2)
ry2 = rect.y + rect.h;
update_rect->x = rx1;
update_rect->y = ry1;
update_rect->w = rx2 - rx1 + 1;
update_rect->h = ry2 - ry1 + 1;
api->playsound(realrainbow_snd, 128, 255);
}
void realrainbow_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
{
}
void realrainbow_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
{
}
void realrainbow_arc(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x1, int y1, int x2, int y2, int fulldraw, SDL_Rect * update_rect)
{
int lowx, lowy, hix, hiy, xm, ym, xc, yc, r, a1, atan2_a, atan2_b;
int a, oa, ox, oy, nx, ny, step, thick, rr, done;
float slope, theta;
int colorindex;
if (abs(x2 - x1) < 50)
{
if (x2 > x1)
x2 = x1 + 50;
else
x2 = x1 - 50;
}
if (y1 == y2)
{
xc = x1 + abs(x2 - x1) / 2;
yc = y1;
r = abs(xc - x1);
a1 = 0;
theta = -180;
}
else
{
if (y1 > y2)
{
lowx = x1;
lowy = y1;
hix = x2;
hiy = y2;
}
else
{
lowx = x2;
lowy = y2;
hix = x1;
hiy = y1;
}
xm = (lowx + hix) / 2;
ym = (lowy + hiy) / 2;
if (hix == lowx)
return;
slope = (float)(hiy - lowy) / (float)(hix - lowx);
yc = lowy;
xc = slope * (ym - yc) + xm;
r = abs(xc - lowx);
atan2_b = hix - xc;
atan2_a = hiy - yc;
theta = atan2(atan2_a, atan2_b) * (180.0 / M_PI);
if (slope > 0)
a1 = 0;
else
a1 = -180;
}
if (fulldraw)
{
step = 1;
/* thick = (r / 5); */
}
else
{
step = 30;
/* thick = 1; */
}
thick = (r / 5);
if (theta < a1)
step = -step;
done = 0;
oa = a1;
for (a = (a1 + step); done < 2; a = a + step)
{
for (rr = r - (thick / 2); rr <= r + (thick / 2); rr++)
{
ox = (rr * cos(oa * M_PI / 180.0)) + xc;
oy = (rr * sin(oa * M_PI / 180.0)) + yc;
nx = (rr * cos(a * M_PI / 180.0)) + xc;
ny = (rr * sin(a * M_PI / 180.0)) + yc;
colorindex = realrainbow_colors[which]->h - 1 - (((rr - r + (thick / 2)) * realrainbow_colors[which]->h) / thick);
SDL_GetRGBA(api->getpixel(realrainbow_colors[which], 0, colorindex),
realrainbow_colors[which]->format, &realrainbow_blendr, &realrainbow_blendg, &realrainbow_blendb, &realrainbow_blenda);
if (!fulldraw)
realrainbow_blenda = 255;
api->line((void *) api, 0, canvas, last, ox, oy, nx, ny, 1, realrainbow_linecb);
}
oa = a;
if ((step > 0 && a + step > theta) ||
(step < 0 && a + step < theta))
{
done++;
a = theta - step;
}
}
update_rect->y = yc - r - thick - 2;
update_rect->h = r + thick * 2 + 4;
update_rect->x = xc - r - thick;
update_rect->w = r * 2 + thick * 2;
}
static void realrainbow_linecb(void * ptr, int which,
SDL_Surface * canvas, SDL_Surface * last,
int x, int y)
{
magic_api * api = (magic_api *) ptr;
Uint8 origr, origg, origb;
Uint8 newr, newg, newb;
SDL_GetRGB(api->getpixel(last, x, y),
last->format, &origr, &origg, &origb);
newr = ((realrainbow_blendr * realrainbow_blenda) / 255) + ((origr * (255 - realrainbow_blenda)) / 255);
newg = ((realrainbow_blendg * realrainbow_blenda) / 255) + ((origg * (255 - realrainbow_blenda)) / 255);
newb = ((realrainbow_blendb * realrainbow_blenda) / 255) + ((origb * (255 - realrainbow_blenda)) / 255);
api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, newr, newg, newb));
}