tuxpaint-pencil-sharpener/magic/src/puzzle.c
Bill Kendrick 1d5dd8eb9f Finished organizing Magic tools; updated docs
Added group code to `tp_magic_example.c`, and documented
in the "Creating Tux Paint Magic Tool Plugins" docs.
2021-09-21 01:02:22 -07:00

254 lines
8 KiB
C

/*
puzzle.c v. 1.2
puzzle, Puzzle tool
Tux Paint - A simple drawing program for children.
Author: Adam 'foo-script' Rakowski ; foo-script@o2.pl
Copyright (c) 2002-2021 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: September 21, 2021
*/
#include <time.h> //for time()
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
#define RATIO 5 //change this value to get bigger puzzle
//TODO: Fullscreen mode
//In fullscreen mode RATIO _should_ be 1
//<=> puzzle_gcd=gcd(canvas->h, canvas->w);
//else not whole the screen will be affected
static Mix_Chunk *puzzle_snd;
static int puzzle_gcd = 0; //length of side of each rectangle; 0 is temporary value.
// static int puzzle_rect_q=4; //quantity of rectangles when using paint mode. Must be an odd value - but it's even!
static int rects_w, rects_h;
SDL_Surface *canvas_backup;
Uint32 puzzle_api_version(void);
int puzzle_init(magic_api * api);
int puzzle_get_tool_count(magic_api * api);
SDL_Surface *puzzle_get_icon(magic_api * api, int which);
char *puzzle_get_name(magic_api * api, int which);
int puzzle_get_group(magic_api * api, int which);
char *puzzle_get_description(magic_api * api, int which, int mode);
void puzzle_release(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
void puzzle_shutdown(magic_api * api);
void puzzle_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b);
int puzzle_requires_colors(magic_api * api, int which);
void puzzle_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
void puzzle_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
int puzzle_modes(magic_api * api, int which);
static void puzzle_draw(void *ptr, int which_tool, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y);
void puzzle_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 puzzle_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
int gcd(int a, int b);
Uint32 puzzle_api_version(void)
{
return (TP_MAGIC_API_VERSION);
}
int puzzle_init(magic_api * api)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/sounds/magic/puzzle.wav", api->data_directory);
puzzle_snd = Mix_LoadWAV(fname);
return 1;
}
int puzzle_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
{
return 1;
}
SDL_Surface *puzzle_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%s/images/magic/puzzle.png", api->data_directory);
return (IMG_Load(fname));
}
char *puzzle_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return (strdup(gettext_noop("Puzzle")));
}
int puzzle_get_group(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return MAGIC_TYPE_DISTORTS;
}
char *puzzle_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode)
{
if (mode == MODE_PAINT)
return strdup(gettext_noop("Click the part of your picture where would you like a puzzle."));
return strdup(gettext_noop("Click to make a puzzle in fullscreen mode."));
}
void puzzle_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED,
int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
}
void puzzle_shutdown(magic_api * api ATTRIBUTE_UNUSED)
{
if (puzzle_snd != NULL)
Mix_FreeChunk(puzzle_snd);
}
void puzzle_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED,
Uint8 b ATTRIBUTE_UNUSED)
{
}
int puzzle_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return 0;
}
int gcd(int a, int b) //greatest common divisor
{
if (b == 0)
return a;
return gcd(b, a % b);
}
void puzzle_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas)
{
puzzle_gcd = RATIO * gcd(canvas->w, canvas->h);
rects_w = (unsigned int)canvas->w / puzzle_gcd;
rects_h = (unsigned int)canvas->h / puzzle_gcd;
canvas_backup =
SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->w, canvas->h, canvas->format->BitsPerPixel, canvas->format->Rmask,
canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
}
void puzzle_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
SDL_FreeSurface(canvas_backup);
canvas_backup = NULL;
}
int puzzle_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return (MODE_PAINT);
}
static void puzzle_draw(void *ptr, int which_tool ATTRIBUTE_UNUSED,
SDL_Surface * canvas, SDL_Surface * snapshot ATTRIBUTE_UNUSED, int x, int y)
{
magic_api *api = (magic_api *) ptr;
Uint8 r; //r - random value
SDL_Rect rect_this, rect_that;
SDL_BlitSurface(canvas, NULL, canvas_backup, NULL);
x = (x / puzzle_gcd) * puzzle_gcd;
y = (y / puzzle_gcd) * puzzle_gcd;
if (!api->touched(x, y))
{
srand(rand());
r = rand() % 4;
rect_that.x = x;
rect_that.y = y;
switch (r)
{
case 0: //upper
if (y > puzzle_gcd)
rect_that.y = y - puzzle_gcd;
break;
case 1: //right
if (x < canvas->w - puzzle_gcd)
rect_that.x = x - puzzle_gcd;
break;
case 2: //lower
if (y < canvas->h - puzzle_gcd)
rect_that.y = y - puzzle_gcd;
break;
case 3: //left
if (x > puzzle_gcd)
rect_that.x = x - puzzle_gcd;
break;
}
rect_this.x = x;
rect_this.y = y;
rect_this.h = rect_this.w = puzzle_gcd;
rect_that.h = rect_that.w = puzzle_gcd;
SDL_BlitSurface(canvas, &rect_this, canvas, &rect_that);
SDL_BlitSurface(canvas_backup, &rect_that, canvas, &rect_this);
api->playsound(puzzle_snd, (x * 255) / canvas->w, 255);
}
}
void puzzle_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * last, int ox ATTRIBUTE_UNUSED, int oy ATTRIBUTE_UNUSED, int x, int y,
SDL_Rect * update_rect)
{
puzzle_draw(api, which, canvas, last, x - puzzle_gcd / 2, y - puzzle_gcd / 2);
puzzle_draw(api, which, canvas, last, x - 1.5 * puzzle_gcd / 2, y - puzzle_gcd / 2);
puzzle_draw(api, which, canvas, last, x + 0.5 * puzzle_gcd, y - puzzle_gcd / 2);
puzzle_draw(api, which, canvas, last, x - puzzle_gcd / 2, y - 1.5 * puzzle_gcd);
puzzle_draw(api, which, canvas, last, x - puzzle_gcd / 2, y + 0.5 * puzzle_gcd);
update_rect->x = 0;
update_rect->y = 0;
update_rect->h = canvas->h;
update_rect->w = canvas->w;
}
void puzzle_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
{
puzzle_drag(api, which, canvas, last, x, y, x, y, update_rect);
}