tuxpaint-pencil-sharpener/magic/src/light.c
Pere Pujal i Carabantes f836cc775a Magic tools: Inline->static for android, corrected paths to avoid double slash which makes SDL2 not loading the stuff from assets.
Thoose changes were already in the SDL2 and android versions, they were reverted somehow...
2018-02-28 00:23:15 +01:00

251 lines
7.2 KiB
C

/*
light.c
Light Magic Tool Plugin
Tux Paint - A simple drawing program for children.
Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
bill@newbreedsoftware.com
http://www.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: July 8, 2008
$Id$
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
#include "math.h"
/* Our globals: */
static Mix_Chunk *light1_snd, *light2_snd;
static float light_h, light_s, light_v;
Uint32 light_api_version(void);
int light_init(magic_api * api);
int light_get_tool_count(magic_api * api);
SDL_Surface *light_get_icon(magic_api * api, int which);
char *light_get_name(magic_api * api, int which);
char *light_get_description(magic_api * api, int which, int mode);
static void do_light(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
void light_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 light_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
void light_release(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
void light_shutdown(magic_api * api);
void light_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b);
int light_requires_colors(magic_api * api, int which);
void light_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
void light_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
int light_modes(magic_api * api, int which);
Uint32 light_api_version(void)
{
return (TP_MAGIC_API_VERSION);
}
// No setup required:
int light_init(magic_api * api)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%ssounds/magic/light1.ogg", api->data_directory);
light1_snd = Mix_LoadWAV(fname);
snprintf(fname, sizeof(fname), "%ssounds/magic/light2.ogg", api->data_directory);
light2_snd = Mix_LoadWAV(fname);
return (1);
}
// We have multiple tools:
int light_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
{
return (1);
}
// Load our icons:
SDL_Surface *light_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%simages/magic/light.png", api->data_directory);
return (IMG_Load(fname));
}
// Return our names, localized:
char *light_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return (strdup(gettext_noop("Light")));
}
// Return our descriptions, localized:
char *light_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
{
return (strdup(gettext_noop("Click and drag to draw a beam of light on your picture.")));
}
// Do the effect:
static void do_light(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;
Uint32 pix;
Uint8 r, g, b;
float h, s, v, new_h, new_s, new_v;
float adj;
for (yy = -8; yy < 8; yy++)
{
for (xx = -8; xx < 8; xx++)
{
if (api->in_circle(xx, yy, 8))
{
pix = api->getpixel(canvas, x + xx, y + yy);
SDL_GetRGB(pix, canvas->format, &r, &g, &b);
adj = (7.99 - sqrt(abs(xx * yy))) / 128.0;
api->rgbtohsv(r, g, b, &h, &s, &v);
v = min((float)1.0, v + adj);
if (light_h == -1 && h == -1)
{
new_h = -1;
new_s = 0;
new_v = v;
}
else if (light_h == -1)
{
new_h = h;
new_s = max(0.0, s - adj / 2.0);
new_v = v;
}
else if (h == -1)
{
new_h = light_h;
new_s = max(0.0, light_s - adj / 2.0);
new_v = v;
}
else
{
new_h = (light_h + h) / 2;
new_s = max(0.0, s - adj / 2.0);
new_v = v;
}
api->hsvtorgb(new_h, new_s, new_v, &r, &g, &b);
api->putpixel(canvas, x + xx, y + yy, SDL_MapRGB(canvas->format, r, g, b));
}
}
}
}
// Affect the canvas on drag:
void light_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, do_light);
if (ox > x)
{
int tmp = ox;
ox = x;
x = tmp;
}
if (oy > y)
{
int tmp = oy;
oy = y;
y = tmp;
}
update_rect->x = ox - 8;
update_rect->y = oy - 8;
update_rect->w = (x + 8) - update_rect->x;
update_rect->h = (y + 8) - update_rect->h;
api->playsound(light1_snd, (x * 255) / canvas->w, 255);
}
// Affect the canvas on click:
void light_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
{
light_drag(api, which, canvas, last, x, y, x, y, update_rect);
}
// Affect the canvas on release:
void light_release(magic_api * api, int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED,
int x, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
api->playsound(light2_snd, (x * 255) / canvas->w, 255);
}
// No setup happened:
void light_shutdown(magic_api * api ATTRIBUTE_UNUSED)
{
if (light1_snd != NULL)
Mix_FreeChunk(light1_snd);
if (light2_snd != NULL)
Mix_FreeChunk(light2_snd);
}
// Record the color from Tux Paint:
void light_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
{
api->rgbtohsv(r, g, b, &light_h, &light_s, &light_v);
}
// Use colors:
int light_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return 1;
}
void light_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
}
void light_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
}
int light_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return (MODE_PAINT);
}