335 lines
9.1 KiB
C
335 lines
9.1 KiB
C
/*
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blocks_chalk_drip.c
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Blocks, Chalk and Drip Magic Tools Plugin
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Tux Paint - A simple drawing program for children.
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Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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http://www.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: July 8, 2008
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$Id$
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*/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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/* What tools we contain: */
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enum {
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TOOL_BLOCKS,
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TOOL_CHALK,
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TOOL_DRIP,
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NUM_TOOLS
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};
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/* Our globals: */
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static Mix_Chunk * snd_effect[NUM_TOOLS];
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/* Our function prototypes: */
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int blocks_chalk_drip_init(magic_api * api);
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Uint32 blocks_chalk_drip_api_version(void);
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int blocks_chalk_drip_get_tool_count(magic_api * api);
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SDL_Surface * blocks_chalk_drip_get_icon(magic_api * api, int which);
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char * blocks_chalk_drip_get_name(magic_api * api, int which);
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char * blocks_chalk_drip_get_description(magic_api * api, int which, int mode);
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static void blocks_chalk_drip_linecb(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y);
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void blocks_chalk_drip_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y,
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SDL_Rect * update_rect);
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void blocks_chalk_drip_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect);
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void blocks_chalk_drip_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect);
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void blocks_chalk_drip_shutdown(magic_api * api);
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void blocks_chalk_drip_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b);
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int blocks_chalk_drip_requires_colors(magic_api * api, int which);
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int blocks_chalk_drip_init(magic_api * api)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/sounds/magic/blocks.wav",
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api->data_directory);
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snd_effect[0] = Mix_LoadWAV(fname);
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snprintf(fname, sizeof(fname), "%s/sounds/magic/chalk.wav",
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api->data_directory);
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snd_effect[1] = Mix_LoadWAV(fname);
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snprintf(fname, sizeof(fname), "%s/sounds/magic/drip.wav",
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api->data_directory);
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snd_effect[2] = Mix_LoadWAV(fname);
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return(1);
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}
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Uint32 blocks_chalk_drip_api_version(void) { return(TP_MAGIC_API_VERSION); }
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// We have multiple tools:
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int blocks_chalk_drip_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
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{
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return(NUM_TOOLS);
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}
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// Load our icons:
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SDL_Surface * blocks_chalk_drip_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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if (which == TOOL_BLOCKS)
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{
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snprintf(fname, sizeof(fname), "%s/images/magic/blocks.png",
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api->data_directory);
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}
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else if (which == TOOL_CHALK)
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{
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snprintf(fname, sizeof(fname), "%s/images/magic/chalk.png",
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api->data_directory);
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}
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else if (which == TOOL_DRIP)
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{
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snprintf(fname, sizeof(fname), "%s/images/magic/drip.png",
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api->data_directory);
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}
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return(IMG_Load(fname));
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}
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// Return our names, localized:
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char * blocks_chalk_drip_get_name(magic_api * api ATTRIBUTE_UNUSED, int which)
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{
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if (which == TOOL_BLOCKS)
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return(strdup(gettext_noop("Blocks")));
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else if (which == TOOL_CHALK)
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return(strdup(gettext_noop("Chalk")));
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else if (which == TOOL_DRIP)
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return(strdup(gettext_noop("Drip")));
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return(NULL);
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}
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// Return our descriptions, localized:
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char * blocks_chalk_drip_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode)
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{
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if (which == TOOL_BLOCKS)
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return(strdup(gettext_noop(
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"Click and move the mouse around to make the picture blocky.")));
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else if (which == TOOL_CHALK)
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return(strdup(gettext_noop(
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"Click and move the mouse around to turn the picture into a chalk drawing.")));
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else if (which == TOOL_DRIP)
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return(strdup(gettext_noop(
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"Click and move the mouse around to make the picture drip.")));
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return(NULL);
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}
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// Do the effect:
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static void blocks_chalk_drip_linecb(void * ptr, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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int xx, yy;
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int h;
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SDL_Rect src, dest;
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Uint8 r, g, b;
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Uint32 colr;
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if (which == TOOL_BLOCKS)
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{
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/* Put x/y on exact grid points: */
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x = (x / 4) * 4;
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y = (y / 4) * 4;
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if (!api->touched(x, y))
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{
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for (yy = y - 8; yy < y + 8; yy = yy + 4)
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{
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for (xx = x - 8; xx < x + 8; xx = xx + 4)
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{
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Uint32 pix[16];
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Uint32 p_or = 0;
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Uint32 p_and = ~0;
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unsigned i = 16;
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while (i--)
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{
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Uint32 p_tmp;
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p_tmp = api->getpixel(last, xx + (i >> 2), yy + (i & 3));
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p_or |= p_tmp;
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p_and &= p_tmp;
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pix[i] = p_tmp;
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}
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if (p_or == p_and) // if all pixels the same already
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{
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SDL_GetRGB(p_or, last->format, &r, &g, &b);
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}
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else // nope, must average them
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{
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double r_sum = 0.0;
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double g_sum = 0.0;
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double b_sum = 0.0;
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i = 16;
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while (i--)
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{
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SDL_GetRGB(pix[i], last->format, &r, &g, &b);
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r_sum += api->sRGB_to_linear(r);
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g_sum += api->sRGB_to_linear(g);
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b_sum += api->sRGB_to_linear(b);
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}
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r = api->linear_to_sRGB(r_sum / 16.0);
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g = api->linear_to_sRGB(g_sum / 16.0);
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b = api->linear_to_sRGB(b_sum / 16.0);
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}
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/* Draw block: */
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dest.x = xx;
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dest.y = yy;
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dest.w = 4;
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dest.h = 4;
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SDL_FillRect(canvas, &dest, SDL_MapRGB(canvas->format, r, g, b));
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}
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}
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}
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}
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else if (which == TOOL_CHALK)
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{
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for (yy = y - 8; yy <= y + 8; yy = yy + 4)
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{
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for (xx = x - 8; xx <= x + 8; xx = xx + 4)
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{
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dest.x = xx + ((rand() % 5) - 2);
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dest.y = yy + ((rand() % 5) - 2);
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dest.w = (rand() % 4) + 2;
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dest.h = (rand() % 4) + 2;
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colr = api->getpixel(last, clamp(0, xx, canvas->w - 1),
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clamp(0, yy, canvas->h - 1));
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SDL_FillRect(canvas, &dest, colr);
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}
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}
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}
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else if (which == TOOL_DRIP)
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{
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for (xx = x - 8; xx <= x + 8; xx++)
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{
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h = (rand() % 8) + 8;
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for (yy = y; yy <= y + h; yy++)
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{
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src.x = xx;
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src.y = y;
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src.w = 1;
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src.h = 16;
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dest.x = xx;
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dest.y = yy;
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SDL_BlitSurface(last, &src, canvas, &dest);
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}
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}
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}
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}
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// Affect the canvas on drag:
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void blocks_chalk_drip_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y,
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SDL_Rect * update_rect)
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{
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api->line((void *) api, which, canvas, last, ox, oy, x, y, 1, blocks_chalk_drip_linecb);
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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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update_rect->x = ox - 16;
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update_rect->y = oy - 16;
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update_rect->w = (x + 16) - update_rect->x;
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update_rect->h = (y + 16) - update_rect->y;
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api->playsound(snd_effect[which], (x * 255) / canvas->w, 255);
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}
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// Affect the canvas on click:
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void blocks_chalk_drip_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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blocks_chalk_drip_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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// Affect the canvas on release:
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void blocks_chalk_drip_release(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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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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// No setup happened:
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void blocks_chalk_drip_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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{
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if (snd_effect[0] != NULL)
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Mix_FreeChunk(snd_effect[0]);
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if (snd_effect[1] != NULL)
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Mix_FreeChunk(snd_effect[1]);
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}
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// Record the color from Tux Paint:
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void blocks_chalk_drip_set_color(magic_api * api ATTRIBUTE_UNUSED,
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Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED)
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{
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}
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// Use colors:
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int blocks_chalk_drip_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 blocks_chalk_drip_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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void blocks_chalk_drip_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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int blocks_chalk_drip_modes(magic_api * api, int which)
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{
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return(MODE_PAINT); /* FIXME - Blocks and Chalk, at least, can also be turned into a full-image effect */
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}
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