525 lines
15 KiB
C
525 lines
15 KiB
C
/* tp_magic_example.c
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An example of a "Magic" tool plugin for Tux Paint
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Last modified: 2008.07.10
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*/
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/* Inclusion of header files: */
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/* -------------------------- */
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#include <stdio.h>
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#include <string.h> // For "strdup()"
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#include <libintl.h> // For "gettext()"
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#include "tp_magic_api.h" // Tux Paint "Magic" tool API header
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#include "SDL_image.h" // For IMG_Load(), to load our PNG icon
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#include "SDL_mixer.h" // For Mix_LoadWAV(), to load our sound effects
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/* Tool Enumerations: */
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/* ------------------ */
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/* What tools we contain: */
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enum {
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TOOL_ONE, // Becomes '0'
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TOOL_TWO, // Becomes '1'
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NUM_TOOLS // Becomes '2'
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};
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/* A list of filenames for sounds and icons to load at startup: */
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const char * snd_filenames[NUM_TOOLS] = {
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"one.wav",
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"two.wav"
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};
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const char * icon_filenames[NUM_TOOLS] = {
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"one.png",
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"two.png"
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};
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// NOTE: We use a macro called "gettext_noop()" below in some arrays of
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// strings (char *'s) that hold the names and descriptions of our "Magic"
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// tools. This allows the strings to be localized into other languages.
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/* A list of names for the tools */
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const char * names[NUM_TOOLS] = {
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gettext_noop("A tool"),
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gettext_noop("Another tool")
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};
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/* A list of descriptions of the tools */
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const char * descs[NUM_TOOLS] = {
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gettext_noop("This is example tool number 1."),
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gettext_noop("This is example tool number 2.")
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};
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/* Our global variables: */
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/* --------------------- */
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/* Sound effects: */
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Mix_Chunk * snd_effect[NUM_TOOLS];
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/* The current color (an "RGB" value) the user has selected in Tux Paint: */
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Uint8 example_r, example_g, example_b;
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/* Our local function prototypes: */
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/* ------------------------------ */
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// These functions are called by other functions within our plugin,
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// so we provide a 'prototype' of them, so the compiler knows what
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// they accept and return. This lets us use them in other functions
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// that are declared _before_ them.
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void example_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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void example_line_callback(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y);
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/* Setup Functions: */
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/* ---------------- */
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// API Version check
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//
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// The running copy of Tux Paint that has loaded us first asks us what
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// version of the Tux Paint "Magic" tool plugin API we were built against.
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// If it deems us compatible, we'll be used!
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//
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// All we need to do here is return "TP_MAGIC_API_VERSION",
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// which is #define'd in tp_magic_api.h.
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Uint32 example_api_version(void)
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{
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return(TP_MAGIC_API_VERSION);
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}
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// Initialization
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//
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// This happens once, when Tux Paint starts up and is loading all of the
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// "Magic" tool plugins. (Assuming what we returned from api_version() was
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// acceptable!)
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//
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// All we're doing in this example is loading our sound effects,
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// which we'll use later (in click(), drag() and release())
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// when the user is using our Magic tools.
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//
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// The memory we allocate here to store the sounds will be
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// freed (aka released, aka deallocated) when the user quits Tux Paint,
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// when our shutdown() function is called.
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int example_init(magic_api * api)
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{
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int i;
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char fname[1024];
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for (i = 0; i < NUM_TOOLS; i++)
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{
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// Assemble the filename from the "snd_filenames[]" array into
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// a full path to a real file.
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//
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// Use "api->data_directory" to figure out where our sounds should be.
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// (The "tp-magic-config --dataprefix" command would have told us when
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// we installed our plugin and its data.)
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snprintf(fname, sizeof(fname),
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"%s/sounds/magic/%s",
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api->data_directory, snd_filenames[i]);
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printf("Trying to load %s sound file\n", fname);
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// Try to load the file!
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snd_effect[i] = Mix_LoadWAV(fname);
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}
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return(1);
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}
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// Report our tool count
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//
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// Tux Paint needs to know how many "Magic" tools we'll be providing.
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// Return that number here. (We simply grab the value of "NUM_TOOLS"
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// from our 'enum' above!)
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//
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// When Tux Paint is starting up and loading plugins, it will call
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// some of the following setup functions once for each tool we report.
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int example_get_tool_count(magic_api * api)
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{
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return(NUM_TOOLS);
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}
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// Load icons
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//
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// When Tux Paint is starting up and loading plugins, it asks us to
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// provide icons for the "Magic" tool buttons.
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SDL_Surface * example_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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// Assemble the filename from the "icon_filenames[]" array into
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// a full path to a real file.
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//
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// Use "api->data_directory" to figure out where our sounds should be.
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// (The "tp-magic-config --dataprefix" command would have told us when
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// we installed our plugin and its data.)
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//
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// We use 'which' (which of our tools Tux Paint is asking about)
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// as an index into the array.
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snprintf(fname, sizeof(fname), "%s/images/magic/%s.png",
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api->data_directory, icon_filenames[which]);
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// Try to load the image, and return the results to Tux Paint:
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return(IMG_Load(fname));
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}
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// Report our "Magic" tool names
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//
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// When Tux Paint is starting up and loading plugins, it asks us to
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// provide names (labels) for the "Magic" tool buttons.
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char * example_get_name(magic_api * api, int which)
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{
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const char * our_name_english;
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const char * our_name_localized;
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// Get our name from the "names[]" array.
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//
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// We use 'which' (which of our tools Tux Paint is asking about)
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// as an index into the array.
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our_name_english = names[which];
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// Return a localized (aka translated) version of our name,
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// if possible.
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//
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// We send "gettext()" the English version of the name from our array.
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our_name_localized = gettext(our_name_english);
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// Finally, duplicate the string into a new section of memory, and
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// send it to Tux Paint. (Tux Paint keeps track of the string and
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// will free it for us, so we have one less thing to keep track of.)
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return(strdup(our_name_localized));
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}
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// Report our "Magic" tool descriptions
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//
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// When Tux Paint is starting up and loading plugins, it asks us to
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// provide names (labels) for the "Magic" tool buttons.
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char * example_get_description(magic_api * api, int which, int mode)
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{
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const char * our_desc_english;
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const char * our_desc_localized;
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// Get our desc from the "descs[]" array.
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//
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// We use 'which' (which of our tools Tux Paint is asking about)
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// as an index into the array.
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our_desc_english = descs[which];
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// Return a localized (aka translated) version of our description,
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// if possible.
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//
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// We send "gettext()" the English version of the description from our array.
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our_desc_localized = gettext(our_desc_english);
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// Finally, duplicate the string into a new section of memory, and
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// send it to Tux Paint. (Tux Paint keeps track of the string and
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// will free it for us, so we have one less thing to keep track of.)
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return(strdup(our_desc_localized));
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}
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// Report whether we accept colors
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int example_requires_colors(magic_api * api, int which)
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{
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// Both of our tools accept colors, so we're always returning '1' (for "true")
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return 1;
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}
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// Report what modes we work in
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int example_modes(magic_api * api, int which)
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{
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// Both of our tools are painted (neither affect the full-screen),
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// so we're always returning 'MODE_PAINT'
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return MODE_PAINT;
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}
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// Shut down
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//
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// Tux Paint is quitting. When it quits, it asks all of the plugins
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// to 'clean up' after themselves. We, for example, loaded some sound
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// effects at startup (in our init() function), so we should free the
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// memory used by them now.
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void example_shutdown(magic_api * api)
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{
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int i;
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// Free (aka release, aka deallocate) the memory used to store the
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// sound effects that we loaded during init():
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for (i = 0; i < NUM_TOOLS; i++)
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Mix_FreeChunk(snd_effect[i]);
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}
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/* Functions that respond to events in Tux Paint: */
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/* ---------------------------------------------- */
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// Affect the canvas on click:
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void example_click(magic_api * api, 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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// In our case, a single click (which is also the start of a drag!)
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// is identical to what dragging does, but just at one point, rather
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// than across a line.
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//
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// So we 'cheat' here, by calling our draw() function with
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// (x,y) for both the beginning and end points of a line.
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example_drag(api, which, canvas, snapshot, x, y, x, y, update_rect);
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}
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// Affect the canvas on drag:
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void example_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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{
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// Call Tux Paint's "line()" function.
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//
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// It will calculate a straight line between (ox,ox) and (x,y).
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// Every N steps along that line (in this case, N is '1'), it
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// will call _our_ function, "example_line_callback()", and send
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// the current X,Y coordinates along the line, as well as other
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// useful things (which of our "Magic" tools is being used and
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// the current and snapshot canvases).
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api->line((void *) api, which, canvas, snapshot,
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ox, oy, x, y, 1, example_line_callback);
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// If we need to, swap the X and/or Y values, so that
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// (ox,oy) is always the top left, and (x,y) is always the bottom right,
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// so the values we put inside "update_rect" make sense:
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if (ox > x) { int tmp = ox; ox = x; x = tmp; }
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if (oy > y) { int tmp = oy; oy = y; y = tmp; }
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// Fill in the elements of the "update_rect" SDL_Rect structure
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// that Tux Paint is sharing with us.
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update_rect->x = ox - 4;
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update_rect->y = oy - 4;
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update_rect->w = (x + 4) - update_rect->x;
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update_rect->h = (y + 4) - update_rect->h;
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// Play the appropriate sound effect
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//
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// We're calculating a value between 0-255 for where the mouse is
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// across the canvas (0 is the left, ~128 is the center, 255 is the right).
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//
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// These are the exact values Tux Paint's "playsound()" wants,
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// to determine what speaker to play the sound in.
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// (So the sound will pan from speaker to speaker as you drag the
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// mouse around the canvas!)
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api->playsound(snd_effect[which],
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(x * 255) / canvas->w, // pan
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255); // distance
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}
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// Affect the canvas on release:
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void example_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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// Neither of our effects do anything special when the mouse is released
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// from a click or click-and-drag, so there's no code here...
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}
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// Accept colors
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//
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// When any of our "Magic" tools are activated by the user,
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// if that tool accepts colors, the current color selection is sent to us.
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//
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// Additionally, if one of our color-accepting tools is active when the
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// user changes colors, we'll be informed of that, as well.
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//
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// The color comes in as RGB values.
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void example_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
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{
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// We simply store the RGB values in the global variables we
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// declared at the top of this file.
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example_r = r;
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example_g = g;
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example_b = b;
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}
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/* The Magic Effect Routines! */
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/* -------------------------- */
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// Our "callback" function
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//
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// We do the 'work' in this callback. Our plugin file has just one.
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// Some "Magic" tool plugins may have more, depending on the tools they're
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// providing. Some have none (since they're not click-and-drag
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// painting-style tools).
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//
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// Our callback function gets called once for every point along a line between
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// the mouse's previous and current position, as it's being dragged.
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//
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// It pays attention to 'which' to determine which of our plugin's tools
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// is currently selected.
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void example_line_callback(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y)
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{
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// For technical reasons, we can't accept a pointer to the "magic_api"
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// struct, like the other functions do.
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//
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// Instead, we receive a 'generic' pointer (a "void *").
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// The line below declares a local "magic_api" pointer variable called "api",
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// and then assigns it to the value of the 'generic' pointer we received.
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//
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// (The "(magic_api *)" casts the generic pointer into the 'type' of
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// pointer we want, a pointer to a "magic_api".)
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magic_api * api = (magic_api *) ptr;
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int xx, yy;
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// This function handles both of our tools, so we need to check which
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// is being used right now. We compare the 'which' argument that
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// Tux Paint sends to us with the values we enumerated above.
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if (which == TOOL_ONE)
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{
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// Tool number 1 simply draws a single pixel at the (x,y) location.
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// It's a 1x1 pixel brush
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api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format,
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example_r,
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example_g,
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example_b));
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// We use "SDL_MapRGB()" to convert the RGB value we receive from Tux Paint
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// for the user's current color selection to a 'Uint32' pixel value
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// we can send to Tux Paint's "putpixel()" function.
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}
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else if (which == TOOL_TWO)
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{
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// Tool number 2 copies an 8x8 square of pixels from the opposite side
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// of the canvas and puts it under the cursor
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for (yy = -4; yy < 4; yy++)
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{
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for (xx = -4; xx < 4; xx++)
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{
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api->putpixel(canvas, x + xx, y + yy,
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api->getpixel(snapshot,
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canvas->w - x - xx,
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canvas->h - y - yy));
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// We simply use Tux Paint's "getpixel()" routine to pull pixel
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// values from the 'snapshot', and then "putpixel()" to draw them
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// right into the 'canvas'.
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// Note: putpixel() and getpixel() are safe to use, even if your
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// X,Y values are outside of the SDL surface (e.g., negative, or
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// greater than the surface's width or height).
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}
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}
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}
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}
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// Switch-In event
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//
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// This happens whenever a Magic tool is enabled, either because the
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// user just selected it, or they just came back to "Magic" after using
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// another tool (e.g., Brush or Text), and this was the most-recently
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// selected Magic tool.
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//
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// (This also applies to momentary tools, like
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// Undo and Redo, and image-changing tools such as New and Open.)
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//
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// It also happens when a Magic tool's mode changes (it first
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// receives a 'switchout()', below, for the old mode).
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//
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// Our example doesn't do anything when we switch to, or away from, our
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// Magic tools, so we just do nothing here.
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void example_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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// Switch-Out event
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//
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// This happens whenever a Magic tool is disabled, either because the
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// user selected a different Magic tool, or they selected a completely
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// different tool (e.g., Brush or Text).
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//
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// (This also applies to momentary tools, like Undo and Redo, and
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// image-changing tools such as New and Open, in which case the
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// switchin() function will be called moments later.)
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//
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// It also happens when a Magic tool's mode changes (it then
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// receives a 'switchin()', above, for the new mode).
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//
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// Our example doesn't do anything when we switch to, or away from, our
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// Magic tools, so we just do nothing here.
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void example_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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