558 lines
13 KiB
C
558 lines
13 KiB
C
#include <stdio.h>
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#include <string.h>
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#include <libintl.h>
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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/* Our globals: */
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enum { SIDE_LEFT, SIDE_RIGHT };
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enum { LEAFSIDE_RIGHT_DOWN,
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LEAFSIDE_LEFT_DOWN,
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LEAFSIDE_RIGHT_UP,
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LEAFSIDE_LEFT_UP };
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Mix_Chunk * flower_snd;
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Uint8 flower_r, flower_g, flower_b;
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int flower_min_x, flower_max_x, flower_bottom_x, flower_bottom_y;
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int flower_side_first;
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int flower_side_decided;
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SDL_Surface * flower_base, * flower_leaf, * flower_petals,
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* flower_petals_colorized;
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/* Local function prototypes: */
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typedef struct
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{
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float x, y;
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} Point2D;
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void flower_predrag(magic_api * api, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y);
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void flower_drawbase(magic_api * api, SDL_Surface * canvas);
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void flower_drawstalk(magic_api * api, SDL_Surface * canvas,
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int top_x, int top_y, int minx, int maxx,
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int bottom_x, int bottom_y, int final);
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void flower_drawflower(magic_api * api, SDL_Surface * canvas, int x, int y);
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Point2D flower_PointOnCubicBezier(Point2D* cp, float t);
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void flower_ComputeBezier(Point2D* cp, int numberOfPoints, Point2D* curve);
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void flower_colorize_petals(magic_api * api);
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Uint32 flower_api_version(void) { return(TP_MAGIC_API_VERSION); }
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// No setup required:
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int flower_init(magic_api * api)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/sounds/magic/flower.wav",
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api->data_directory);
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flower_snd = Mix_LoadWAV(fname);
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snprintf(fname, sizeof(fname), "%s/images/magic/flower_base.png",
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api->data_directory);
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flower_base = IMG_Load(fname);
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snprintf(fname, sizeof(fname), "%s/images/magic/flower_leaf.png",
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api->data_directory);
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flower_leaf = IMG_Load(fname);
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snprintf(fname, sizeof(fname), "%s/images/magic/flower_petals.png",
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api->data_directory);
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flower_petals = IMG_Load(fname);
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return(1);
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}
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// We have multiple tools:
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int flower_get_tool_count(magic_api * api)
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{
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return(1);
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}
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// Load our icons:
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SDL_Surface * flower_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/flower.png",
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api->data_directory);
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return(IMG_Load(fname));
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}
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// Return our names, localized:
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char * flower_get_name(magic_api * api, int which)
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{
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return(strdup(gettext("Flower")));
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}
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// Return our descriptions, localized:
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char * flower_get_description(magic_api * api, int which)
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{
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return(strdup(gettext("Click and drag to draw a flower stalk. Let go to finish the flower.")));
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}
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// Affect the canvas on drag:
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void flower_predrag(magic_api * api, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y)
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{
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if (x < flower_min_x)
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flower_min_x = x;
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if (ox < flower_min_x)
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flower_min_x = ox;
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if (x > flower_max_x)
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flower_max_x = x;
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if (ox > flower_max_x)
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flower_max_x = ox;
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if (y > flower_bottom_y)
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y = flower_bottom_y;
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if (oy > flower_bottom_y)
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y = flower_bottom_y;
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// Determine which way to bend first:
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//
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if (flower_side_decided == 0)
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{
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if (x < flower_bottom_x - 10)
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{
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flower_side_first = SIDE_LEFT;
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flower_side_decided = 1;
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}
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else if (x > flower_bottom_x + 10)
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{
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flower_side_first = SIDE_RIGHT;
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flower_side_decided = 1;
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}
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}
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}
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void flower_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y,
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SDL_Rect * update_rect)
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{
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flower_predrag(api, canvas, last, ox, oy, x, y);
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/* Erase any old stuff; this is a live-edited effect: */
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SDL_BlitSurface(last, NULL, canvas, NULL);
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/* Draw the base and the stalk (low-quality) for now: */
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flower_drawstalk(api, canvas,
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x, y, flower_min_x, flower_max_x,
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flower_bottom_x, flower_bottom_y, !(api->button_down()));
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flower_drawbase(api, canvas);
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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// Affect the canvas on click:
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void flower_click(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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flower_min_x = x;
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flower_max_x = x;
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flower_bottom_x = x;
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flower_bottom_y = y - flower_base->h;
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flower_side_decided = 0;
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flower_side_first = SIDE_LEFT;
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flower_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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// Affect the canvas on release:
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void flower_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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/* Don't let flower be too low compared to base: */
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if (y >= flower_bottom_y - 32)
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y = flower_bottom_y - 32;
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/* Do final calcs and draw base: */
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flower_predrag(api, canvas, last, x, y, x, y);
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/* Erase any old stuff: */
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SDL_BlitSurface(last, NULL, canvas, NULL);
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/* Draw high-quality stalk, and flower: */
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flower_drawstalk(api, canvas,
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x, y, flower_min_x, flower_max_x,
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flower_bottom_x, flower_bottom_y, 1);
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flower_drawflower(api, canvas, x, y);
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flower_drawbase(api, canvas);
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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api->playsound(flower_snd, (x * 255) / canvas->w, 255); /* FIXME: Distance? */
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}
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void flower_drawflower(magic_api * api, SDL_Surface * canvas, int x, int y)
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{
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SDL_Rect dest;
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dest.x = x - (flower_petals->w / 2);
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dest.y = y - (flower_petals->h / 2);
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SDL_BlitSurface(flower_petals_colorized, NULL, canvas, &dest);
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}
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void flower_drawbase(magic_api * api, SDL_Surface * canvas)
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{
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SDL_Rect dest;
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dest.x = flower_bottom_x - (flower_base->w / 2);
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dest.y = flower_bottom_y;
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SDL_BlitSurface(flower_base, NULL, canvas, &dest);
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}
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void flower_drawstalk(magic_api * api, SDL_Surface * canvas,
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int top_x, int top_y, int minx, int maxx,
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int bottom_x, int bottom_y, int final)
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{
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Point2D control_points[4];
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Point2D * curve;
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int i, n_points;
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int left, right;
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SDL_Rect dest, src;
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int xx, yy, side;
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/* Compute a nice bezier curve for the stalk, based on the
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base (x,y), leftmost (x), rightmost (x), and top (x,y) */
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control_points[0].x = top_x;
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control_points[0].y = top_y;
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if (flower_side_first == SIDE_LEFT)
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{
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control_points[1].x = minx;
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control_points[2].x = maxx;
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}
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else
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{
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control_points[1].x = maxx;
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control_points[2].x = minx;
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}
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control_points[1].y = ((bottom_y - top_y) / 3) + top_y;
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control_points[2].y = (((bottom_y - top_y) / 3) * 2) + top_y;
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control_points[3].x = bottom_x;
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control_points[3].y = bottom_y;
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if (final == 0)
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n_points = 8;
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else
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n_points = bottom_y - top_y;
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curve = (Point2D *) malloc(sizeof(Point2D) * n_points);
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flower_ComputeBezier(control_points, n_points, curve);
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/* Draw the curve: */
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for (i = 0; i < n_points - 1; i++)
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{
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if (final == 0)
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{
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dest.x = curve[i].x;
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dest.y = curve[i].y;
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dest.w = 2;
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dest.h = 2;
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}
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else
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{
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left = min(curve[i].x, curve[i + 1].x);
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right = max(curve[i].x, curve[i + 1].x);
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dest.x = left;
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dest.y = curve[i].y;
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dest.w = right - left + 1;
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dest.h = 2;
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}
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SDL_FillRect(canvas, &dest, SDL_MapRGB(canvas->format, 0, 128, 0));
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/* When we're done (final render), we can add some random leaves: */
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if (final && i > 32 && i < n_points - 32 && (i % 16) == 0 &&
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(rand() % 5) > 0)
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{
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/* Check for hard left/right angles: */
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side = -1;
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if (curve[i - 2].x - curve[i + 2].x > 5)
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{
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/* Hard lower-left-to-upper-right (/),
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stick either a left-upward or right-downward facing leaf */
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if (rand() % 10 < 5)
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side = LEAFSIDE_LEFT_UP;
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else
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side = LEAFSIDE_RIGHT_DOWN;
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}
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else if (curve[i - 2].x - curve[i + 2].x < -5)
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{
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/* Hard lower-right-to-upper-left (\)
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stick either a right-upward or left-downward facing leaf */
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if (rand() % 10 < 5)
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side = LEAFSIDE_LEFT_DOWN;
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else
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side = LEAFSIDE_RIGHT_UP;
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}
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else if (abs(curve[i - 2].x - curve[i + 2].x) < 5)
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{
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/* Mostly up; stick left- or right-downward: */
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if (rand() % 10 < 5)
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side = LEAFSIDE_LEFT_DOWN;
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else
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side = LEAFSIDE_RIGHT_DOWN;
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}
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/* Draw the appropriately-oriented leaf, if any: */
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if (side == LEAFSIDE_RIGHT_DOWN)
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{
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dest.x = curve[i].x;
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dest.y = curve[i].y;
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SDL_BlitSurface(flower_leaf, NULL, canvas, &dest);
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}
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else if (side == LEAFSIDE_LEFT_DOWN)
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{
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for (xx = 0; xx < flower_leaf->w; xx++)
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{
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src.x = xx;
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src.y = 0;
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src.w = 1;
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src.h = flower_leaf->h;
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dest.x = curve[i].x - xx;
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dest.y = curve[i].y;
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SDL_BlitSurface(flower_leaf, &src, canvas, &dest);
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}
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}
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else if (side == LEAFSIDE_RIGHT_UP)
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{
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for (yy = 0; yy < flower_leaf->h; yy++)
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{
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src.x = 0;
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src.y = yy;
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src.w = flower_leaf->w;
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src.h = 1;
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dest.x = curve[i].x;
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dest.y = curve[i].y - yy;
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SDL_BlitSurface(flower_leaf, &src, canvas, &dest);
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}
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}
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else if (side == LEAFSIDE_LEFT_UP)
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{
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for (xx = 0; xx < flower_leaf->w; xx++)
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{
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for (yy = 0; yy < flower_leaf->h; yy++)
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{
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src.x = xx;
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src.y = yy;
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src.w = 1;
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src.h = 1;
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dest.x = curve[i].x - xx;
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dest.y = curve[i].y - yy;
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SDL_BlitSurface(flower_leaf, &src, canvas, &dest);
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}
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}
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}
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}
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}
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free(curve);
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}
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void flower_shutdown(magic_api * api)
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{
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if (flower_snd != NULL)
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Mix_FreeChunk(flower_snd);
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if (flower_base != NULL)
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SDL_FreeSurface(flower_base);
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if (flower_leaf != NULL)
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SDL_FreeSurface(flower_leaf);
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if (flower_petals != NULL)
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SDL_FreeSurface(flower_petals);
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if (flower_petals_colorized != NULL)
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SDL_FreeSurface(flower_petals_colorized);
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}
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// Record the color from Tux Paint:
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void flower_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
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{
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flower_r = r;
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flower_g = g;
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flower_b = b;
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flower_colorize_petals(api);
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}
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// Use colors:
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int flower_requires_colors(magic_api * api, int which)
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{
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return 1;
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}
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/*
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Code to generate a cubic Bezier curve
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*/
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/*
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cp is a 4 element array where:
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cp[0] is the starting point, or P0 in the above diagram
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cp[1] is the first control point, or P1 in the above diagram
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cp[2] is the second control point, or P2 in the above diagram
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cp[3] is the end point, or P3 in the above diagram
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t is the parameter value, 0 <= t <= 1
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*/
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Point2D flower_PointOnCubicBezier( Point2D* cp, float t )
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{
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float ax, bx, cx;
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float ay, by, cy;
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float tSquared, tCubed;
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Point2D result;
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/* calculate the polynomial coefficients */
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cx = 3.0 * (cp[1].x - cp[0].x);
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bx = 3.0 * (cp[2].x - cp[1].x) - cx;
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ax = cp[3].x - cp[0].x - cx - bx;
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cy = 3.0 * (cp[1].y - cp[0].y);
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by = 3.0 * (cp[2].y - cp[1].y) - cy;
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ay = cp[3].y - cp[0].y - cy - by;
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/* calculate the curve point at parameter value t */
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tSquared = t * t;
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tCubed = tSquared * t;
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result.x = (ax * tCubed) + (bx * tSquared) + (cx * t) + cp[0].x;
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result.y = (ay * tCubed) + (by * tSquared) + (cy * t) + cp[0].y;
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return result;
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}
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/*
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ComputeBezier fills an array of Point2D structs with the curve
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points generated from the control points cp. Caller must
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allocate sufficient memory for the result, which is
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<sizeof(Point2D) numberOfPoints>
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*/
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void flower_ComputeBezier( Point2D* cp, int numberOfPoints, Point2D* curve )
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{
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float dt;
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int i;
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dt = 1.0 / ( numberOfPoints - 1 );
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for( i = 0; i < numberOfPoints; i++)
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curve[i] = flower_PointOnCubicBezier( cp, i*dt );
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}
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void flower_colorize_petals(magic_api * api)
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{
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Uint32 amask;
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int x, y;
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Uint8 r, g, b, a;
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if (flower_petals_colorized != NULL)
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SDL_FreeSurface(flower_petals_colorized);
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/* Create a surface to render into: */
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amask = ~(flower_petals->format->Rmask |
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flower_petals->format->Gmask |
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flower_petals->format->Bmask);
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flower_petals_colorized =
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SDL_CreateRGBSurface(SDL_SWSURFACE,
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flower_petals->w,
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flower_petals->h,
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flower_petals->format->BitsPerPixel,
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flower_petals->format->Rmask,
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flower_petals->format->Gmask,
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flower_petals->format->Bmask, amask);
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/* Render the new petals: */
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SDL_LockSurface(flower_petals);
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SDL_LockSurface(flower_petals_colorized);
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for (y = 0; y < flower_petals->h; y++)
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{
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for (x = 0; x < flower_petals->w; x++)
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{
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SDL_GetRGBA(api->getpixel(flower_petals, x, y),
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flower_petals->format, &r, &g, &b, &a);
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api->putpixel(flower_petals_colorized, x, y,
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SDL_MapRGBA(flower_petals_colorized->format,
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flower_r, flower_g, flower_b, a));
|
|
|
|
if (api->in_circle((x - flower_petals->w / 2),
|
|
(y - flower_petals->h / 2),
|
|
8))
|
|
{
|
|
api->putpixel(flower_petals_colorized, x, y,
|
|
SDL_MapRGBA(flower_petals_colorized->format,
|
|
0xFF, 0xFF, 0x00, a));
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_UnlockSurface(flower_petals_colorized);
|
|
SDL_UnlockSurface(flower_petals);
|
|
}
|
|
|