//optimized version soon :) //when "folding" same corner many times it gives strange results. Now it's allowed. Let me know //if you think it shouldn't be. //sound playing needs fixing. #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" #define FOLD_LEN 80 int right_arm_x, right_arm_y, left_arm_x, left_arm_y; int fold_ox, fold_oy; int fold_x, fold_y; Uint8 fold_shadow_value; Uint8 corner; Mix_Chunk * fold_snd; Uint8 fold_r, fold_g, fold_b; Uint32 fold_color; SDL_Surface * fold_surface_src, * fold_surface_dst; void fold_draw(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect); static void fold_erase(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); void translate_coords(SDL_Surface * canvas,int angle); SDL_Surface * rotate(magic_api * api, SDL_Surface * canvas, int angle); void fold_draw(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect); static void fold_print_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); static void fold_print_dark_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); void translate_xy(SDL_Surface * canvas, int x, int y, int * a, int * b, int rotation); // Housekeeping functions void fold_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 fold_api_version(void) { return(TP_MAGIC_API_VERSION); } void fold_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b) //get the colors from API and store it in structure { fold_r=r; fold_g=g; fold_b=b; } int fold_init(magic_api * api) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/sounds/magic/fold.wav", api->data_directory); fold_snd = Mix_LoadWAV(fname); return(1); } int fold_get_tool_count(magic_api * api) { return 1; } SDL_Surface * fold_get_icon(magic_api * api, int which) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/images/magic/fold.png", api->data_directory); return(IMG_Load(fname)); } char * fold_get_name(magic_api * api, int which) { return(gettext_noop("Fold")); } char * fold_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Choose a background color and click to turn the corner of the page over.")); } int fold_requires_colors(magic_api * api, int which) { return 1; } //selected color will be a "backpage" color static void fold_shadow(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * temp, int x, int y) { magic_api * api = (magic_api *) ptr; Uint8 r,g,b,a; SDL_GetRGBA(api->getpixel(temp, x, y), temp->format, &r, &g, &b, &a); api->putpixel(canvas, x, y, SDL_MapRGBA(canvas->format, max(r-160+fold_shadow_value*4,0), max(g-160+fold_shadow_value*4,0), max(b-160+fold_shadow_value*4,0), a)); } void fold_draw(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect) { float right_step_x, right_step_y, left_step_x, left_step_y; float dist_x, dist_y; int left_y, right_x; float w, h; SDL_Surface * temp; temp=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->w, canvas->h, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); SDL_BlitSurface(canvas,0,temp,0); right_step_x=(float)(x-left_arm_x)/(float)(left_arm_x-fold_ox); right_step_y=(float)(y-left_arm_y)/(float)(left_arm_x-fold_ox); left_step_x=(float)(x-right_arm_x)/(float)(right_arm_y-fold_oy); left_step_y=(float)(y-right_arm_y)/(float)(right_arm_y-fold_oy); for (w=0;w < canvas->w;w+=0.5) for(h=0;h < canvas->h;h+=0.5) { dist_x=right_step_x*w+left_step_x*h; dist_y=right_step_y*w+left_step_y*h; api->putpixel(canvas, x-dist_x, y-dist_y, api->getpixel(temp,w,h)); } // Erasing the triangle. // The 1 pixel in plus is a workaround for api-line not getting the end in some lines. if (left_arm_x > canvas->w) { left_y=(float)right_arm_y/left_arm_x*(left_arm_x-canvas->w); for (h = 0; h <= right_arm_y; h++) api->line((void *)api, which, canvas, snapshot, canvas->w, left_y-h, -1, right_arm_y-h, 1, fold_erase); } else if (right_arm_y > canvas->h) { right_x=(float)left_arm_x/right_arm_y*(right_arm_y-canvas->h); for (w = 0; w <= left_arm_x; w++) api->line((void *)api, which, canvas, snapshot, left_arm_x-w, 0, right_x-w, canvas->h +1, 1, fold_erase); } else for (w = 0; w <= min(left_arm_x,right_arm_y); w++) // The -1 values are because api->line api->line((void *)api, which, canvas, snapshot, left_arm_x-w, 0, -1, right_arm_y-w, 1, fold_erase); SDL_BlitSurface(canvas,0,temp,0); // Shadows if (left_arm_x > canvas->w) { for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1) api->line((void *)api, which, canvas, temp, canvas->w, left_y-fold_shadow_value, 0, right_arm_y-fold_shadow_value, 1, fold_shadow); } else if (right_arm_y > canvas->h) { for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1) api->line((void *)api, which, canvas, temp, left_arm_x-fold_shadow_value, 0, right_x - fold_shadow_value, canvas->h, 1, fold_shadow); } else for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1) api->line((void *)api, which, canvas, temp, left_arm_x-fold_shadow_value, 0, 0, right_arm_y-fold_shadow_value, 1, fold_shadow); SDL_BlitSurface(canvas,0,temp,0); for (fold_shadow_value = 0; fold_shadow_value < 40; fold_shadow_value+=1) { if (fold_shadow_value*left_step_x > x || fold_shadow_value*right_step_y > y) break; dist_x=fold_shadow_value*(right_step_x+left_step_x); dist_y=fold_shadow_value*(right_step_y+left_step_y); api->line((void *)api, which, canvas, temp, left_arm_x+fold_shadow_value*right_step_x, fold_shadow_value*right_step_y, fold_shadow_value*left_step_x, right_arm_y+fold_shadow_value*left_step_y, 1, fold_shadow); } api->line((void *)api, which, canvas, snapshot, x, y, right_arm_x, right_arm_y, 1, fold_print_line); api->line((void *)api, which, canvas, snapshot, x, y, left_arm_x, left_arm_y, 1, fold_print_line); api->line((void *)api, which, canvas, snapshot, left_arm_x, left_arm_y, right_arm_x, right_arm_y, 1, fold_print_dark_line); } SDL_Surface * rotate(magic_api * api, SDL_Surface * canvas, int angle) { SDL_Surface * temp; int x,y; int a,b; if (angle==180) temp=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->w, canvas->h, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); else temp=SDL_CreateRGBSurface(SDL_ANYFORMAT, canvas->h, canvas->w, canvas->format->BitsPerPixel, canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask); switch (angle) { case 90: for (x=0; xw; x++) for (y=0; yh; y++) { translate_xy(canvas,x,y,&a,&b,90); api->putpixel(temp,a,b,api->getpixel(canvas, x, y)); } break; case 180: // printf("%i, %i\n",temp,canvas); for (x=0; xw; x++) for (y=0; yh; y++) { translate_xy(canvas,x,y,&a,&b,180); api->putpixel(temp,a,b,api->getpixel(canvas, x, y)); } break; case 270: for (x=0; xw; x++) for (y=0; yh; y++) { translate_xy(canvas,x,y,&a,&b,270); api->putpixel(temp,a,b,api->getpixel(canvas, x, y)); } break; } return temp; } void translate_coords(SDL_Surface * canvas,int angle) { int a,b; switch (angle) { case 90: translate_xy(canvas,right_arm_x,right_arm_y,&a,&b,90); right_arm_x=a; right_arm_y=b; translate_xy(canvas,left_arm_x,left_arm_y,&a,&b,90); left_arm_x=a; left_arm_y=b; break; case 180: right_arm_x=canvas->w-1-right_arm_x; right_arm_y=canvas->h-1-right_arm_y; left_arm_x=canvas->w-1-left_arm_x; left_arm_y=canvas->h-1-left_arm_y; break; case 270: translate_xy(canvas,right_arm_x,right_arm_y,&a,&b,270); right_arm_x=a; right_arm_y=b; translate_xy(canvas,left_arm_x, left_arm_y, &a, &b, 270); left_arm_x=a; left_arm_y=b; break; } } void translate_xy(SDL_Surface * canvas, int x, int y, int * a, int * b, int rotation) { switch (rotation) { case 90: *a=y; *b=canvas->w -1 -x; break; case 180: *a=canvas->w -1 -x; *b=canvas->h -1 -y; break; case 270: *a=canvas->h -1 -y; *b=x; break; } } void fold_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect) { int a,b; SDL_Surface * temp, *temp2; x=fold_x; y=fold_y; fold_ox=fold_oy=0; SDL_BlitSurface(snapshot, 0, canvas, 0); switch (corner) { case 1: translate_xy(canvas,x,y,&a,&b,90); translate_coords(canvas,90); temp=rotate(api, canvas, 90); fold_draw (api, which, temp, snapshot, a, b,update_rect); temp2=rotate(api,temp,270); SDL_BlitSurface(temp2,0,canvas,0); SDL_FreeSurface(temp); SDL_FreeSurface(temp2); break; case 2: fold_draw (api, which, canvas, snapshot, x,y,update_rect); break; case 3: translate_xy(canvas,x,y,&a,&b,270); translate_coords(canvas,270); temp=rotate(api, canvas, 270); fold_draw (api, which, temp, snapshot, a, b,update_rect); temp2=rotate(api,temp,90); SDL_BlitSurface(temp2,0,canvas,0); SDL_FreeSurface(temp); SDL_FreeSurface(temp2); break; case 4: translate_xy(canvas,x,y,&a,&b,180); translate_coords(canvas,180); temp=rotate(api, canvas, 180); fold_draw (api, which, temp, snapshot, a, b,update_rect); temp2=rotate(api,temp,180); SDL_BlitSurface(temp2,0,canvas,0); SDL_FreeSurface (temp); SDL_FreeSurface (temp2); break; } update_rect->x=update_rect->y=0; update_rect->w=canvas->w; update_rect->h=canvas->h; api->playsound(fold_snd, (x * 255) / canvas->w, 255); } void fold_shutdown(magic_api * api) { Mix_FreeChunk(fold_snd); SDL_FreeSurface(fold_surface_dst); SDL_FreeSurface(fold_surface_src); } // Interactivity functions inline Uint8 fold_what_corner(int x, int y, SDL_Surface * canvas) { if (x>=canvas->w/2) { if (y>=canvas->h/2) return 4; else return 1; } else { if (y>=canvas->h/2) return 3; else return 2; } } static void fold_print_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api * api = (magic_api *) ptr; api->putpixel(canvas, x, y, SDL_MapRGB(last->format, 222, 222, 222)); //Middle gray. Color have been set arbitrary. } static void fold_print_dark_line(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api * api = (magic_api *) ptr; api->putpixel(canvas, x, y, SDL_MapRGB(last->format, 90, 90, 90)); //It should not look too black nor too white with shadowed colors. } static void fold_erase(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api * api = (magic_api *) ptr; api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, fold_r, fold_g, fold_b)); } void fold_click(magic_api * ptr, int which, int mode, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect) { magic_api * api = (magic_api *) ptr; corner=fold_what_corner(x, y, snapshot); switch (corner) { case 1: fold_ox=canvas->w-1; fold_oy=0; break; case 2: fold_ox=fold_oy=0; break; case 3: fold_ox=0; fold_oy=canvas->h-1; break; case 4: fold_ox=canvas->w-1; fold_oy=canvas->h-1; break; } fold_drag(api, which, canvas, snapshot, x, y, x, y, update_rect); } void fold_preview(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect) { int middle_point_x; int middle_point_y; fold_x=x; fold_y=y; SDL_BlitSurface(snapshot,0,canvas,0); middle_point_x=(fold_ox+x)/2; middle_point_y=(fold_oy+y)/2; switch(corner) { case 1: //Right Upper right_arm_x=fold_ox- (fold_ox-middle_point_x)-middle_point_y*middle_point_y/(fold_ox-middle_point_x); right_arm_y=fold_oy; left_arm_x=fold_ox; left_arm_y=fold_oy-(fold_oy-middle_point_y)-(fold_ox-middle_point_x)*(fold_ox-middle_point_x)/(fold_oy-middle_point_y); break; case 2: //LU right_arm_x=fold_ox; right_arm_y=middle_point_y+middle_point_x*middle_point_x/middle_point_y; left_arm_x=middle_point_x+middle_point_y*middle_point_y/middle_point_x; left_arm_y=fold_oy; break; case 3: //LL right_arm_x=middle_point_x+(fold_oy-middle_point_y)*(fold_oy-middle_point_y)/middle_point_x; right_arm_y=fold_oy; left_arm_x=fold_ox; left_arm_y=fold_oy-(fold_oy-middle_point_y)-(fold_ox-middle_point_x)*(fold_ox-middle_point_x)/(fold_oy-middle_point_y); break; case 4: //RL right_arm_x=fold_ox; right_arm_y=fold_oy-(fold_oy-middle_point_y)-(fold_ox-middle_point_x)*(fold_ox-middle_point_x)/(fold_oy-middle_point_y); left_arm_x=fold_ox-(fold_ox-middle_point_x)-(fold_oy-middle_point_y)*(fold_oy-middle_point_y)/(fold_ox-middle_point_x); left_arm_y=fold_oy; break; } api->line((void *)api, which, canvas, snapshot, x, y, right_arm_x, right_arm_y, 1, fold_print_line); api->line((void *)api, which, canvas, snapshot, x, y, left_arm_x, left_arm_y, 1, fold_print_line); api->line((void *)api, which, canvas, snapshot, left_arm_x, left_arm_y, right_arm_x, right_arm_y, 1, fold_print_line); update_rect->x=update_rect->y=0; update_rect->w=canvas->w; update_rect->h=canvas->h; } void fold_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect) { // Avoid division by zero when calculating the preview x=clamp(2,x,canvas->w-2); y=clamp(2,y,canvas->h-2); fold_preview(api, which, canvas, snapshot, ox, oy, x, y, update_rect); } void fold_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas) { } void fold_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas) { } int fold_modes(magic_api * api, int which) { return(MODE_PAINT); }