/* puzzle.c v. 1.2 puzzle, Puzzle tool Tux Paint - A simple drawing program for children. Author: 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 //for time() #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" #define RATIO 5 //change this value to get bigger puzzle //TODO: Fullscreen mode //In fullscreen mode RATIO _should_ be 1 //<=> puzzle_gcd=gcd(canvas->h, canvas->w); //else not whole the screen will be affected static Mix_Chunk * puzzle_snd; static int puzzle_gcd=0; //length of side of each rectangle; 0 is temporary value. static int puzzle_rect_q=4; //quantity of rectangles when using paint mode. Must be an odd value - but it's even! static int rects_w, rects_h; Uint32 puzzle_api_version(void) { return(TP_MAGIC_API_VERSION); } int puzzle_init(magic_api * api) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/sounds/magic/puzzle.wav", api->data_directory); puzzle_snd = Mix_LoadWAV(fname); return 1 ; } int puzzle_get_tool_count(magic_api * api) { return 1; } SDL_Surface * puzzle_get_icon(magic_api * api, int which) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/images/magic/puzzle.png", api->data_directory); return(IMG_Load(fname)); } char * puzzle_get_name(magic_api * api, int which) { return(strdup(gettext_noop("Puzzle"))); } char * puzzle_get_description(magic_api * api, int which, int mode) { if (mode==MODE_PAINT) return strdup(gettext_noop("Click the part of your picture where would you like a puzzle.")); return strdup(gettext_noop("Click to make a puzzle in fullscreen mode.")); } void puzzle_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { api->playsound(puzzle_snd, 128, 255); } void puzzle_shutdown(magic_api * api) { if (puzzle_snd != NULL) Mix_FreeChunk(puzzle_snd); } void puzzle_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b) { } int puzzle_requires_colors(magic_api * api, int which) { return 0; } int gcd(int a, int b) //greatest common divisor { if (b==0) return a; return gcd(b, a%b); } void puzzle_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas) { puzzle_gcd=RATIO*gcd(canvas->w, canvas->h); rects_w=(unsigned int)canvas->w/puzzle_gcd; rects_h=(unsigned int)canvas->h/puzzle_gcd; } void puzzle_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas) { } int puzzle_modes(magic_api * api, int which) { return(MODE_PAINT); } static void puzzle_draw(void * ptr, int which_tool, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y) { magic_api * api = (magic_api *) ptr; Uint8 i, j, r; //r - random value SDL_Rect rect_this, rect_that; SDL_BlitSurface(canvas, NULL, snapshot, NULL); x = (x / puzzle_gcd) * puzzle_gcd; y = (y / puzzle_gcd) * puzzle_gcd; if (!api->touched(x, y)) { srand(rand()); r=rand()%4; rect_that.x=x; rect_that.y=y; switch(r) { case 0: //upper if (y>puzzle_gcd) rect_that.y=y-puzzle_gcd; break; case 1: //right if (xw-puzzle_gcd) rect_that.x=x-puzzle_gcd; break; case 2: //lower if (yh-puzzle_gcd) rect_that.y=y-puzzle_gcd; break; case 3: //left if (x>puzzle_gcd) rect_that.x=x-puzzle_gcd; break; } rect_this.x=x; rect_this.y=y; rect_this.h=rect_this.w=puzzle_gcd; rect_that.h=rect_that.w=puzzle_gcd; } SDL_BlitSurface(canvas, &rect_this, canvas, &rect_that); SDL_BlitSurface(snapshot, &rect_that, canvas, &rect_this); } void puzzle_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect) { puzzle_draw(api, which, canvas, last, x-puzzle_gcd/2, y-puzzle_gcd/2); puzzle_draw(api, which, canvas, last, x-1.5*puzzle_gcd/2, y-puzzle_gcd/2); puzzle_draw(api, which, canvas, last, x+0.5*puzzle_gcd, y-puzzle_gcd/2); puzzle_draw(api, which, canvas, last, x-puzzle_gcd/2, y-1.5*puzzle_gcd); puzzle_draw(api, which, canvas, last, x-puzzle_gcd/2, y+0.5*puzzle_gcd); update_rect->x=0; update_rect->y=0; update_rect->h=canvas->h; update_rect->w=canvas->w; } void puzzle_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { puzzle_drag(api, which, canvas, last, x, y, x, y, update_rect); } */