tuxpaint-pencil-sharpener/magic/src/fisheye.c
2024-01-16 21:31:07 -08:00

338 lines
12 KiB
C

/*
fisheye.c
fisheye, Fisheye tool
Tux Paint - A simple drawing program for children.
Credits: Adam 'foo-script' Rakowski ; foo-script@o2.pl
Copyright (c) 2002-2024 by Bill Kendrick and others; see AUTHORS.txt
bill@newbreedsoftware.com
https://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: January 16, 2024
*/
#include <math.h>
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
Mix_Chunk *fisheye_snd;
int last_x, last_y;
int fisheye_radius = 80;
/* Local function prototypes */
Uint32 fisheye_api_version(void);
void fisheye_set_color(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect);
int fisheye_init(magic_api * api, Uint8 disabled_features, Uint8 complexity_level);
int fisheye_get_tool_count(magic_api * api);
SDL_Surface *fisheye_get_icon(magic_api * api, int which);
char *fisheye_get_name(magic_api * api, int which);
int fisheye_get_group(magic_api * api, int which);
int fisheye_get_order(int which);
char *fisheye_get_description(magic_api * api, int which, int mode);
int fisheye_requires_colors(magic_api * api, int which);
void fisheye_release(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect);
void fisheye_shutdown(magic_api * api);
void fisheye_draw(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
void fisheye_click(magic_api * api, int which, int mode, SDL_Surface * canvas,
SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
void fisheye_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
void fisheye_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
int fisheye_modes(magic_api * api, int which);
Uint8 fisheye_accepted_sizes(magic_api * api, int which, int mode);
Uint8 fisheye_default_size(magic_api * api, int which, int mode);
void fisheye_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size,
SDL_Rect * update_rect);
// Housekeeping functions
void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
Uint32 fisheye_api_version(void)
{
return (TP_MAGIC_API_VERSION);
}
void fisheye_set_color(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED,
Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED,
SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
}
int fisheye_init(magic_api * api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uint8 complexity_level ATTRIBUTE_UNUSED)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%ssounds/magic/fisheye.ogg", api->data_directory);
fisheye_snd = Mix_LoadWAV(fname);
return (1);
}
int fisheye_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
{
return 1;
}
SDL_Surface *fisheye_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%simages/magic/fisheye.png", api->data_directory);
return (IMG_Load(fname));
}
char *fisheye_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return strdup(gettext_noop("Fisheye"));
}
int fisheye_get_group(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return MAGIC_TYPE_DISTORTS;
}
int fisheye_get_order(int which ATTRIBUTE_UNUSED)
{
return 400;
}
char *fisheye_get_description(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
{
return strdup(gettext_noop("Click on part of your picture to create a fisheye effect."));
}
int fisheye_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return 0;
}
void fisheye_release(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED,
SDL_Surface * snapshot ATTRIBUTE_UNUSED,
int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
}
void fisheye_shutdown(magic_api * api ATTRIBUTE_UNUSED)
{
Mix_FreeChunk(fisheye_snd);
}
// do-fisheye
void fisheye_draw(void *ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y)
{
magic_api *api = (magic_api *) ptr;
SDL_Surface *oryg, *temp_src = NULL, *temp_dest = NULL, *output;
SDL_Rect rect, temp_rect;
int xx, yy;
unsigned short int i;
if (api->in_circle(last_x - x, last_y - y, fisheye_radius))
return;
last_x = x;
last_y = y;
oryg =
SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, fisheye_radius, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
output =
SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, fisheye_radius, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
rect.x = x - (fisheye_radius / 2);
rect.y = y - (fisheye_radius / 2);
rect.w = rect.h = fisheye_radius;
SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio)
//do vertical fisheye
for (i = 0; i < fisheye_radius / 2; i++)
{
temp_src =
SDL_CreateRGBSurface(SDL_SWSURFACE, 1, fisheye_radius, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
//let's take a smooth bar of scaled bitmap and copy it to temp
//left side first
rect.x = i;
rect.y = 0;
rect.w = 1;
SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
temp_dest =
SDL_CreateRGBSurface(SDL_SWSURFACE, 1, fisheye_radius + 2 * i,
canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
temp_dest = api->scale(temp_src, 1, fisheye_radius + 2 * i, 0); //temp_dest stores scaled temp_src
temp_rect.x = 0;
temp_rect.y = i;
temp_rect.w = 1;
temp_rect.h = fisheye_radius;
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
//right side then
rect.x = (fisheye_radius - 1) - i;
SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK
temp_dest = api->scale(temp_src, 1, fisheye_radius + 2 * i, 0); //temp_dest stores scaled temp_src
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
}
//do horizontal fisheye
for (i = 0; i < fisheye_radius / 2; i++)
{
temp_src =
SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius, 1, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
temp_dest =
SDL_CreateRGBSurface(SDL_SWSURFACE, fisheye_radius + 2 * i, 1,
canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
//upper side first
rect.x = 0;
rect.y = i;
rect.w = fisheye_radius;
rect.h = 1;
temp_rect.x = i;
temp_rect.y = 0;
temp_rect.w = fisheye_radius;
temp_rect.h = 1;
SDL_BlitSurface(output, &rect, temp_src, NULL);
temp_dest = api->scale(temp_src, fisheye_radius + 2 * i, 1, 0);
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
//lower side then
rect.y = (fisheye_radius - 1) - i;
SDL_BlitSurface(output, &rect, temp_src, NULL);
temp_dest = api->scale(temp_src, fisheye_radius + 2 * i, 1, 0);
SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
}
rect.x = x - (fisheye_radius / 2);
rect.y = y - (fisheye_radius / 2);
rect.w = rect.h = fisheye_radius;
//let's blit an area surrounded by a circle
for (yy = y - (fisheye_radius / 2); yy < y + (fisheye_radius / 2); yy++)
{
for (xx = x - (fisheye_radius / 2); xx < x + (fisheye_radius / 2); xx++)
{
if (api->in_circle(xx - x, yy - y, (fisheye_radius / 2)))
{
api->putpixel(canvas, xx, yy,
api->getpixel(output, xx + (fisheye_radius / 2) - x, yy + (fisheye_radius / 2) - y));
}
}
}
SDL_FreeSurface(oryg);
SDL_FreeSurface(output);
if (temp_dest != NULL)
SDL_FreeSurface(temp_dest);
if (temp_src != NULL)
SDL_FreeSurface(temp_src);
api->playsound(fisheye_snd, (x * 255) / canvas->w, 255);
}
void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect)
{
api->line(api, which, canvas, snapshot, ox, oy, x, y, 1, fisheye_draw);
update_rect->x = min(ox, x) - (fisheye_radius / 2);
update_rect->y = min(oy, y) - (fisheye_radius / 2);
update_rect->w = max(ox, x) - update_rect->x + (fisheye_radius / 2);
update_rect->h = max(oy, y) - update_rect->y + (fisheye_radius / 2);
}
void fisheye_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
{
last_x = -fisheye_radius; /* A value that will be beyond any clicked position */
last_y = -fisheye_radius;
fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect);
}
void fisheye_switchin(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
}
void fisheye_switchout(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
}
int fisheye_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
return (MODE_PAINT);
}
Uint8 fisheye_accepted_sizes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
{
return 5; // FIXME
}
Uint8 fisheye_default_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
{
return 2; // FIXME
}
void fisheye_set_size(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, Uint8 size,
SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
fisheye_radius = size * 40;
}