338 lines
12 KiB
C
338 lines
12 KiB
C
/*
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fisheye.c
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fisheye, Fisheye tool
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Tux Paint - A simple drawing program for children.
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Credits: Adam 'foo-script' Rakowski ; foo-script@o2.pl
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Copyright (c) 2002-2024 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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https://tuxpaint.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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Last updated: January 16, 2024
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*/
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#include <math.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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Mix_Chunk *fisheye_snd;
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int last_x, last_y;
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int fisheye_radius = 80;
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/* Local function prototypes */
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Uint32 fisheye_api_version(void);
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void fisheye_set_color(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect);
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int fisheye_init(magic_api * api, Uint8 disabled_features, Uint8 complexity_level);
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int fisheye_get_tool_count(magic_api * api);
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SDL_Surface *fisheye_get_icon(magic_api * api, int which);
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char *fisheye_get_name(magic_api * api, int which);
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int fisheye_get_group(magic_api * api, int which);
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int fisheye_get_order(int which);
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char *fisheye_get_description(magic_api * api, int which, int mode);
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int fisheye_requires_colors(magic_api * api, int which);
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void fisheye_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect);
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void fisheye_shutdown(magic_api * api);
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void fisheye_draw(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
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void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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void fisheye_click(magic_api * api, int which, int mode, SDL_Surface * canvas,
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SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
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void fisheye_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
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void fisheye_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
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int fisheye_modes(magic_api * api, int which);
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Uint8 fisheye_accepted_sizes(magic_api * api, int which, int mode);
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Uint8 fisheye_default_size(magic_api * api, int which, int mode);
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void fisheye_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size,
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SDL_Rect * update_rect);
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// Housekeeping functions
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void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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Uint32 fisheye_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 fisheye_set_color(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED,
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Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED,
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SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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}
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int fisheye_init(magic_api * api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uint8 complexity_level ATTRIBUTE_UNUSED)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%ssounds/magic/fisheye.ogg", api->data_directory);
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fisheye_snd = Mix_LoadWAV(fname);
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return (1);
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}
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int fisheye_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
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{
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return 1;
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}
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SDL_Surface *fisheye_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%simages/magic/fisheye.png", api->data_directory);
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return (IMG_Load(fname));
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}
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char *fisheye_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return strdup(gettext_noop("Fisheye"));
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}
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int fisheye_get_group(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return MAGIC_TYPE_DISTORTS;
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}
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int fisheye_get_order(int which ATTRIBUTE_UNUSED)
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{
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return 400;
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}
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char *fisheye_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
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{
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return strdup(gettext_noop("Click on part of your picture to create a fisheye effect."));
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}
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int fisheye_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return 0;
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}
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void fisheye_release(magic_api * api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED,
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SDL_Surface * snapshot ATTRIBUTE_UNUSED,
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int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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}
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void fisheye_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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{
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Mix_FreeChunk(fisheye_snd);
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}
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// do-fisheye
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void fisheye_draw(void *ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
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SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y)
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{
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magic_api *api = (magic_api *) ptr;
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SDL_Surface *oryg, *temp_src = NULL, *temp_dest = NULL, *output;
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SDL_Rect rect, temp_rect;
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int xx, yy;
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unsigned short int i;
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if (api->in_circle(last_x - x, last_y - y, fisheye_radius))
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return;
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last_x = x;
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last_y = y;
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oryg =
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SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, fisheye_radius, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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output =
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SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, fisheye_radius, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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rect.x = x - (fisheye_radius / 2);
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rect.y = y - (fisheye_radius / 2);
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rect.w = rect.h = fisheye_radius;
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SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio)
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//do vertical fisheye
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for (i = 0; i < fisheye_radius / 2; i++)
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{
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temp_src =
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SDL_CreateRGBSurface(SDL_SWSURFACE, 1, fisheye_radius, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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//let's take a smooth bar of scaled bitmap and copy it to temp
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//left side first
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rect.x = i;
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rect.y = 0;
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rect.w = 1;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
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temp_dest =
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SDL_CreateRGBSurface(SDL_SWSURFACE, 1, fisheye_radius + 2 * i,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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temp_dest = api->scale(temp_src, 1, fisheye_radius + 2 * i, 0); //temp_dest stores scaled temp_src
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temp_rect.x = 0;
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temp_rect.y = i;
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temp_rect.w = 1;
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temp_rect.h = fisheye_radius;
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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//right side then
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rect.x = (fisheye_radius - 1) - i;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK
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temp_dest = api->scale(temp_src, 1, fisheye_radius + 2 * i, 0); //temp_dest stores scaled temp_src
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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}
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//do horizontal fisheye
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for (i = 0; i < fisheye_radius / 2; i++)
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{
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temp_src =
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SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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temp_dest =
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SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius + 2 * i, 1,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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//upper side first
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rect.x = 0;
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rect.y = i;
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rect.w = fisheye_radius;
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rect.h = 1;
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temp_rect.x = i;
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temp_rect.y = 0;
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temp_rect.w = fisheye_radius;
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temp_rect.h = 1;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest = api->scale(temp_src, fisheye_radius + 2 * i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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//lower side then
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rect.y = (fisheye_radius - 1) - i;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest = api->scale(temp_src, fisheye_radius + 2 * i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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}
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rect.x = x - (fisheye_radius / 2);
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rect.y = y - (fisheye_radius / 2);
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rect.w = rect.h = fisheye_radius;
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//let's blit an area surrounded by a circle
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for (yy = y - (fisheye_radius / 2); yy < y + (fisheye_radius / 2); yy++)
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{
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for (xx = x - (fisheye_radius / 2); xx < x + (fisheye_radius / 2); xx++)
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{
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if (api->in_circle(xx - x, yy - y, (fisheye_radius / 2)))
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{
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api->putpixel(canvas, xx, yy,
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api->getpixel(output, xx + (fisheye_radius / 2) - x, yy + (fisheye_radius / 2) - y));
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}
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}
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}
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SDL_FreeSurface(oryg);
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SDL_FreeSurface(output);
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if (temp_dest != NULL)
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SDL_FreeSurface(temp_dest);
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if (temp_src != NULL)
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SDL_FreeSurface(temp_src);
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api->playsound(fisheye_snd, (x * 255) / canvas->w, 255);
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}
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void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect)
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{
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api->line(api, which, canvas, snapshot, ox, oy, x, y, 1, fisheye_draw);
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update_rect->x = min(ox, x) - (fisheye_radius / 2);
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update_rect->y = min(oy, y) - (fisheye_radius / 2);
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update_rect->w = max(ox, x) - update_rect->x + (fisheye_radius / 2);
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update_rect->h = max(oy, y) - update_rect->y + (fisheye_radius / 2);
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}
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void fisheye_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
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SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
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{
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last_x = -fisheye_radius; /* A value that will be beyond any clicked position */
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last_y = -fisheye_radius;
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fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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void fisheye_switchin(magic_api * api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
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{
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}
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void fisheye_switchout(magic_api * api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
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{
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}
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int fisheye_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return (MODE_PAINT);
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}
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Uint8 fisheye_accepted_sizes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
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{
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return 5; // FIXME
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}
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Uint8 fisheye_default_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
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{
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return 2; // FIXME
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}
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void fisheye_set_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
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SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, Uint8 size,
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SDL_Rect * update_rect ATTRIBUTE_UNUSED)
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{
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fisheye_radius = size * 40;
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}
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