/* fisheye.c fisheye, Fisheye tool Tux Paint - A simple drawing program for children. Credits: Adam 'foo-script' Rakowski ; foo-script@o2.pl Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt bill@newbreedsoftware.com http://www.tuxpaint.org/ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA (See COPYING.txt) */ #include #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" Mix_Chunk * fisheye_snd; int last_x, last_y; // 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, Uint8 r, Uint8 g, Uint8 b) { } int fisheye_init(magic_api * api) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/sounds/magic/fisheye.ogg", api->data_directory); fisheye_snd = Mix_LoadWAV(fname); return(1); } int fisheye_get_tool_count(magic_api * api) { return 1; } SDL_Surface * fisheye_get_icon(magic_api * api, int which) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/images/magic/fisheye.png", api->data_directory); return(IMG_Load(fname)); } char * fisheye_get_name(magic_api * api, int which) { return strdup(gettext_noop("Fisheye")); } //Needs better name char * fisheye_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Click on part of your picture to create a fisheye effect.")); } int fisheye_requires_colors(magic_api * api, int which) { return 0; } 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) { Mix_FreeChunk(fisheye_snd); } // do-fisheye void fisheye_draw(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api * api = (magic_api *) ptr; SDL_Surface * oryg, *temp_src, *temp_dest, *output; SDL_Rect rect, temp_rect; int xx, yy; unsigned short int i; if(api->in_circle(last_x - x, last_y - y, 80)) return; last_x = x; last_y = y; oryg=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); output=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); rect.x=x-40; rect.y=y-40; rect.w=rect.h=80; 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<40; i++) { temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80, 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_ANYFORMAT, 1, 80+2*i, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src temp_rect.x=0; temp_rect.y=i; temp_rect.w=1; temp_rect.h=80; SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output //right side then rect.x=79-i; SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK temp_dest=api->scale(temp_src, 1, 80+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<40; i++) { temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 1, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80+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=80; rect.h=1; temp_rect.x=i; temp_rect.y=0; temp_rect.w=80; temp_rect.h=1; SDL_BlitSurface(output, &rect, temp_src, NULL); temp_dest=api->scale(temp_src, 80+2*i, 1, 0); SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //lower side then rect.y=79-i; SDL_BlitSurface(output, &rect, temp_src, NULL); temp_dest=api->scale(temp_src, 80+2*i, 1, 0); SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); } rect.x=x-40; rect.y=y-40; rect.w=rect.h=80; //let's blit an area surrounded by a circle for (yy = y-40; yy < y+40; yy++) for (xx = x-40; xx < x+40; xx++) if (api->in_circle(xx-x, yy-y, 40)) api->putpixel(canvas, xx, yy, api->getpixel(output, xx+40-x, yy+40-y)); SDL_FreeSurface(oryg); SDL_FreeSurface(output); SDL_FreeSurface(temp_dest); 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) - 40; update_rect->y = min(oy, y) - 40; update_rect->w = max(ox, x) - update_rect->x + 40; update_rect->h = max(oy, y) - update_rect->y + 40; } void fisheye_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { last_x = -80; /* A value that will be beyond any clicked position */ last_y = -80; fisheye_drag(api, which, canvas, last, x, y, x, y, 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) { return(MODE_PAINT); }