mouse accessibility mode (which introduced issues with tools like 'Flower' and 'Fold' (which show previews) and 'Ripples' (which doesn't involve any dragging)).
487 lines
14 KiB
C
487 lines
14 KiB
C
//optimized version soon :)
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//when "folding" same corner many times it gives strange results. Now it's allowed. Let me know
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//if you think it shouldn't be.
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//sound playing needs fixing.
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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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#define FOLD_LEN 80
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int right_arm_x, right_arm_y, left_arm_x, left_arm_y;
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int fold_ox, fold_oy;
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int fold_x, fold_y;
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Uint8 fold_shadow_value;
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Uint8 corner;
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Mix_Chunk * fold_snd;
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Uint8 fold_r, fold_g, fold_b;
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Uint32 fold_color;
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SDL_Surface * fold_surface_src, * fold_surface_dst;
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void fold_draw(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect);
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static void fold_erase(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y);
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void translate_coords(SDL_Surface * canvas,int angle);
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SDL_Surface * rotate(magic_api * api, SDL_Surface * canvas, int angle);
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void fold_draw(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect);
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static void fold_print_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y);
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static void fold_print_dark_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y);
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void translate_xy(SDL_Surface * canvas, int x, int y, int * a, int * b, int rotation);
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// Housekeeping functions
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void fold_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y,
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SDL_Rect * update_rect);
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Uint32 fold_api_version(void)
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{
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return(TP_MAGIC_API_VERSION);
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}
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void fold_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b) //get the colors from API and store it in structure
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{
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fold_r=r;
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fold_g=g;
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fold_b=b;
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}
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int fold_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/fold.wav", api->data_directory);
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fold_snd = Mix_LoadWAV(fname);
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return(1);
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}
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int fold_get_tool_count(magic_api * api)
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{
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return 1;
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}
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SDL_Surface * fold_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/fold.png",
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api->data_directory);
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return(IMG_Load(fname));
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}
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char * fold_get_name(magic_api * api, int which) { return(gettext_noop("Fold")); }
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char * fold_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Choose a background color and click to turn the corner of the page over.")); }
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int fold_requires_colors(magic_api * api, int which) { return 1; } //selected color will be a "backpage" color
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static void fold_shadow(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * temp,
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int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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Uint8 r,g,b,a;
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SDL_GetRGBA(api->getpixel(temp, x, y),
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temp->format, &r, &g, &b, &a);
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api->putpixel(canvas, x, y, SDL_MapRGBA(canvas->format,
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max(r-160+fold_shadow_value*4,0), max(g-160+fold_shadow_value*4,0), max(b-160+fold_shadow_value*4,0), a));
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}
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void fold_draw(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect)
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{
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float right_step_x, right_step_y, left_step_x, left_step_y;
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float dist_x, dist_y;
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int left_y, right_x;
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float w, h;
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SDL_Surface * temp;
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temp=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->w, canvas->h, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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SDL_BlitSurface(canvas,0,temp,0);
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right_step_x=(float)(x-left_arm_x)/(float)(left_arm_x-fold_ox);
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right_step_y=(float)(y-left_arm_y)/(float)(left_arm_x-fold_ox);
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left_step_x=(float)(x-right_arm_x)/(float)(right_arm_y-fold_oy);
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left_step_y=(float)(y-right_arm_y)/(float)(right_arm_y-fold_oy);
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for (w=0;w < canvas->w;w+=0.5)
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for(h=0;h < canvas->h;h+=0.5)
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{
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dist_x=right_step_x*w+left_step_x*h;
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dist_y=right_step_y*w+left_step_y*h;
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api->putpixel(canvas, x-dist_x, y-dist_y, api->getpixel(temp,w,h));
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}
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// Erasing the triangle.
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// The 1 pixel in plus is a workaround for api-line not getting the end in some lines.
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if (left_arm_x > canvas->w)
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{
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left_y=(float)right_arm_y/left_arm_x*(left_arm_x-canvas->w);
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for (h = 0; h <= right_arm_y; h++)
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api->line((void *)api, which, canvas, snapshot, canvas->w, left_y-h, -1, right_arm_y-h, 1, fold_erase);
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}
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else if (right_arm_y > canvas->h)
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{
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right_x=(float)left_arm_x/right_arm_y*(right_arm_y-canvas->h);
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for (w = 0; w <= left_arm_x; w++)
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api->line((void *)api, which, canvas, snapshot, left_arm_x-w, 0, right_x-w, canvas->h +1, 1, fold_erase);
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}
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else
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for (w = 0; w <= min(left_arm_x,right_arm_y); w++) // The -1 values are because api->line
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api->line((void *)api, which, canvas, snapshot, left_arm_x-w, 0, -1, right_arm_y-w, 1, fold_erase);
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SDL_BlitSurface(canvas,0,temp,0);
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// Shadows
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if (left_arm_x > canvas->w)
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{
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for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1)
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api->line((void *)api, which, canvas, temp, canvas->w, left_y-fold_shadow_value, 0, right_arm_y-fold_shadow_value, 1, fold_shadow);
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}
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else if (right_arm_y > canvas->h)
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{
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for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1)
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api->line((void *)api, which, canvas, temp, left_arm_x-fold_shadow_value, 0, right_x - fold_shadow_value, canvas->h, 1, fold_shadow);
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}
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else
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for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1)
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api->line((void *)api, which, canvas, temp, left_arm_x-fold_shadow_value, 0, 0, right_arm_y-fold_shadow_value, 1, fold_shadow);
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SDL_BlitSurface(canvas,0,temp,0);
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for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1)
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{
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if (fold_shadow_value*left_step_x > x || fold_shadow_value*right_step_y > y) break;
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dist_x=fold_shadow_value*(right_step_x+left_step_x);
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dist_y=fold_shadow_value*(right_step_y+left_step_y);
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api->line((void *)api, which, canvas, temp, left_arm_x+fold_shadow_value*right_step_x, fold_shadow_value*right_step_y, fold_shadow_value*left_step_x, right_arm_y+fold_shadow_value*left_step_y, 1, fold_shadow);
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}
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api->line((void *)api, which, canvas, snapshot, x, y, right_arm_x, right_arm_y, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot, x, y, left_arm_x, left_arm_y, 1, fold_print_line);
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api->line((void *)api, which, canvas, snapshot, left_arm_x, left_arm_y, right_arm_x, right_arm_y, 1, fold_print_dark_line);
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}
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SDL_Surface * rotate(magic_api * api, SDL_Surface * canvas, int angle)
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{
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SDL_Surface * temp;
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int x,y;
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int a,b;
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if (angle==180)
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temp=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->w, canvas->h, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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else
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temp=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->h, canvas->w, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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switch (angle)
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{
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case 90:
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for (x=0; x<canvas->w; x++)
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for (y=0; y<canvas->h; y++)
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{
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translate_xy(canvas,x,y,&a,&b,90);
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api->putpixel(temp,a,b,api->getpixel(canvas, x, y));
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}
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break;
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case 180:
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// printf("%i, %i\n",temp,canvas);
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for (x=0; x<canvas->w; x++)
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for (y=0; y<canvas->h; y++)
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{
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translate_xy(canvas,x,y,&a,&b,180);
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api->putpixel(temp,a,b,api->getpixel(canvas, x, y));
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}
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break;
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case 270:
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for (x=0; x<canvas->w; x++)
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for (y=0; y<canvas->h; y++)
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{
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translate_xy(canvas,x,y,&a,&b,270);
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api->putpixel(temp,a,b,api->getpixel(canvas, x, y));
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}
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break;
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}
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return temp;
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}
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void translate_coords(SDL_Surface * canvas,int angle)
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{
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int a,b;
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switch (angle)
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{
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case 90:
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translate_xy(canvas,right_arm_x,right_arm_y,&a,&b,90);
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right_arm_x=a;
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right_arm_y=b;
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translate_xy(canvas,left_arm_x,left_arm_y,&a,&b,90);
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left_arm_x=a;
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left_arm_y=b;
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break;
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case 180:
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right_arm_x=canvas->w-1-right_arm_x;
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right_arm_y=canvas->h-1-right_arm_y;
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left_arm_x=canvas->w-1-left_arm_x;
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left_arm_y=canvas->h-1-left_arm_y;
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break;
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case 270:
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translate_xy(canvas,right_arm_x,right_arm_y,&a,&b,270);
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right_arm_x=a;
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right_arm_y=b;
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translate_xy(canvas,left_arm_x, left_arm_y, &a, &b, 270);
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left_arm_x=a;
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left_arm_y=b;
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break;
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}
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}
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void translate_xy(SDL_Surface * canvas, int x, int y, int * a, int * b, int rotation)
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{
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switch (rotation)
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{
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case 90:
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*a=y;
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*b=canvas->w -1 -x;
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break;
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case 180:
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*a=canvas->w -1 -x;
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*b=canvas->h -1 -y;
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break;
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case 270:
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*a=canvas->h -1 -y;
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*b=x;
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break;
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}
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}
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void fold_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect)
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{
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int a,b;
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SDL_Surface * temp, *temp2;
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x=fold_x;
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y=fold_y;
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fold_ox=fold_oy=0;
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SDL_BlitSurface(snapshot, 0, canvas, 0);
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switch (corner)
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{
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case 1:
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translate_xy(canvas,x,y,&a,&b,90);
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translate_coords(canvas,90);
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temp=rotate(api, canvas, 90);
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fold_draw (api, which, temp, snapshot, a, b,update_rect);
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temp2=rotate(api,temp,270);
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SDL_BlitSurface(temp2,0,canvas,0);
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SDL_FreeSurface(temp);
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SDL_FreeSurface(temp2);
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break;
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case 2:
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fold_draw (api, which, canvas, snapshot, x,y,update_rect);
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break;
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case 3:
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translate_xy(canvas,x,y,&a,&b,270);
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translate_coords(canvas,270);
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temp=rotate(api, canvas, 270);
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fold_draw (api, which, temp, snapshot, a, b,update_rect);
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temp2=rotate(api,temp,90);
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SDL_BlitSurface(temp2,0,canvas,0);
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SDL_FreeSurface(temp);
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SDL_FreeSurface(temp2);
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break;
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case 4:
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translate_xy(canvas,x,y,&a,&b,180);
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translate_coords(canvas,180);
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temp=rotate(api, canvas, 180);
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fold_draw (api, which, temp, snapshot, a, b,update_rect);
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temp2=rotate(api,temp,180);
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SDL_BlitSurface(temp2,0,canvas,0);
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SDL_FreeSurface (temp);
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SDL_FreeSurface (temp2);
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break;
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}
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update_rect->x=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(fold_snd, (x * 255) / canvas->w, 255);
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}
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void fold_shutdown(magic_api * api)
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{
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Mix_FreeChunk(fold_snd);
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SDL_FreeSurface(fold_surface_dst);
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SDL_FreeSurface(fold_surface_src);
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}
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// Interactivity functions
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inline Uint8 fold_what_corner(int x, int y, SDL_Surface * canvas)
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{
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if (x>=canvas->w/2)
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{
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if (y>=canvas->h/2) return 4;
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else return 1;
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}
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else
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{
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if (y>=canvas->h/2) return 3;
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else return 2;
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}
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}
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static void fold_print_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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api->putpixel(canvas, x, y, SDL_MapRGB(last->format, 222, 222, 222)); //Middle gray. Color have been set arbitrary.
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}
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static void fold_print_dark_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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api->putpixel(canvas, x, y, SDL_MapRGB(last->format, 90, 90, 90)); //It should not look too black nor too white with shadowed colors.
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}
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static void fold_erase(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, fold_r, fold_g, fold_b));
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}
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void fold_click(magic_api * ptr, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect)
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{
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magic_api * api = (magic_api *) ptr;
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corner=fold_what_corner(x, y, snapshot);
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switch (corner)
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{
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case 1:
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fold_ox=canvas->w-1;
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fold_oy=0;
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break;
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case 2:
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fold_ox=fold_oy=0;
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break;
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case 3:
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fold_ox=0;
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fold_oy=canvas->h-1;
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break;
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case 4:
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fold_ox=canvas->w-1;
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fold_oy=canvas->h-1;
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break;
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}
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fold_drag(api, which, canvas, snapshot, x, y, x, y, update_rect);
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}
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void fold_preview(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y,
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SDL_Rect * update_rect)
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{
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int middle_point_x;
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int middle_point_y;
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fold_x=x;
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fold_y=y;
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SDL_BlitSurface(snapshot,0,canvas,0);
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middle_point_x=(fold_ox+x)/2;
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middle_point_y=(fold_oy+y)/2;
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switch(corner)
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{
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case 1: //Right Upper
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right_arm_x=fold_ox- (fold_ox-middle_point_x)-middle_point_y*middle_point_y/(fold_ox-middle_point_x);
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right_arm_y=fold_oy;
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left_arm_x=fold_ox;
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left_arm_y=fold_oy-(fold_oy-middle_point_y)-(fold_ox-middle_point_x)*(fold_ox-middle_point_x)/(fold_oy-middle_point_y);
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break;
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case 2: //LU
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right_arm_x=fold_ox;
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right_arm_y=middle_point_y+middle_point_x*middle_point_x/middle_point_y;
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left_arm_x=middle_point_x+middle_point_y*middle_point_y/middle_point_x;
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left_arm_y=fold_oy;
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break;
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case 3: //LL
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right_arm_x=middle_point_x+(fold_oy-middle_point_y)*(fold_oy-middle_point_y)/middle_point_x;
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right_arm_y=fold_oy;
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left_arm_x=fold_ox;
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left_arm_y=fold_oy-(fold_oy-middle_point_y)-(fold_ox-middle_point_x)*(fold_ox-middle_point_x)/(fold_oy-middle_point_y);
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break;
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case 4: //RL
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right_arm_x=fold_ox;
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right_arm_y=fold_oy-(fold_oy-middle_point_y)-(fold_ox-middle_point_x)*(fold_ox-middle_point_x)/(fold_oy-middle_point_y);
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left_arm_x=fold_ox-(fold_ox-middle_point_x)-(fold_oy-middle_point_y)*(fold_oy-middle_point_y)/(fold_ox-middle_point_x);
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|
left_arm_y=fold_oy;
|
|
break;
|
|
}
|
|
|
|
api->line((void *)api, which, canvas, snapshot, x, y, right_arm_x, right_arm_y, 1, fold_print_line);
|
|
api->line((void *)api, which, canvas, snapshot, x, y, left_arm_x, left_arm_y, 1, fold_print_line);
|
|
api->line((void *)api, which, canvas, snapshot, left_arm_x, left_arm_y, right_arm_x, right_arm_y, 1, fold_print_line);
|
|
|
|
update_rect->x=update_rect->y=0;
|
|
update_rect->w=canvas->w;
|
|
update_rect->h=canvas->h;
|
|
}
|
|
|
|
void fold_drag(magic_api * api, int which, SDL_Surface * canvas,
|
|
SDL_Surface * snapshot, int ox, int oy, int x, int y,
|
|
SDL_Rect * update_rect)
|
|
{
|
|
// Avoid division by zero when calculating the preview
|
|
x=clamp(2,x,canvas->w-2);
|
|
y=clamp(2,y,canvas->h-2);
|
|
fold_preview(api, which, canvas, snapshot, ox, oy, x, y, update_rect);
|
|
}
|
|
|
|
void fold_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
|
|
{
|
|
}
|
|
|
|
void fold_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
|
|
{
|
|
}
|
|
|
|
int fold_modes(magic_api * api, int which)
|
|
{
|
|
return(MODE_PAINT_WITH_PREVIEW);
|
|
}
|