/* rain.c rain, Add a rain effect to the image Tux Paint - A simple drawing program for children. Credits: Andrew Corcoran Copyright (c) 2002-2007 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) Last updated: October 4, 2008 $Id: rain.c,v 1.9 2011/12/19 09:32:26 perepujal Exp $ */ #include #include #include #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" #include #include #include #ifndef gettext_noop #define gettext_noop(String) String #endif void rain_click(magic_api *, int, int, SDL_Surface *, SDL_Surface *, int, int, SDL_Rect *); static const int rain_SIZE = 30; static const int rain_AMOUNT = 200; enum { TOOL_rain, rain_NUM_TOOLS }; static Mix_Chunk * rain_snd_effect[rain_NUM_TOOLS]; const char * rain_snd_filenames[rain_NUM_TOOLS] = { "rain.ogg", }; const char * rain_icon_filenames[rain_NUM_TOOLS] = { "rain.png", }; const char * rain_names[rain_NUM_TOOLS] = { gettext_noop("Rain"), }; const char * rain_descs[rain_NUM_TOOLS][2] = { {gettext_noop("Click to place a rain drop onto your picture."), gettext_noop("Click to cover your picture with rain drops."),}, }; Uint32 rain_api_version(void); int rain_init(magic_api * api); int rain_get_tool_count(magic_api * api); SDL_Surface * rain_get_icon(magic_api * api, int which); char * rain_get_name(magic_api * api, int which); char * rain_get_description(magic_api * api, int which, int mode); static void do_rain_drop(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); static void rain_linecb(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y); void rain_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect); void rain_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); void rain_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); void rain_shutdown(magic_api * api); void rain_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b); int rain_requires_colors(magic_api * api, int which); void rain_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas); void rain_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas); int rain_modes(magic_api * api, int which); Uint32 rain_api_version(void) { return(TP_MAGIC_API_VERSION); } //Checks if a a pixel is inside a raindrop shape centered on the origin static int rain_inRainShape(double x, double y, double r){ if ( sqrt( x*x + y*y ) < ( r * pow( cos( atan2(x,y) ), 10.0) ) ){ return 1; } return 0; } int rain_init(magic_api * api){ int i; char fname[1024]; //Load sounds for (i = 0; i < rain_NUM_TOOLS; i++){ snprintf(fname, sizeof(fname), "%s/sounds/magic/%s", api->data_directory, rain_snd_filenames[i]); rain_snd_effect[i] = Mix_LoadWAV(fname); } return(1); } int rain_get_tool_count(magic_api * api ATTRIBUTE_UNUSED){ return(rain_NUM_TOOLS); } // Load our icons: SDL_Surface * rain_get_icon(magic_api * api, int which){ char fname[1024]; snprintf(fname, sizeof(fname), "%simages/magic/%s", api->data_directory, rain_icon_filenames[which]); return(IMG_Load(fname)); } // Return our names, localized: char * rain_get_name(magic_api * api ATTRIBUTE_UNUSED, int which){ return(strdup(gettext_noop(rain_names[which]))); } // Return our descriptions, localized: char * rain_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode){ return(strdup(gettext_noop(rain_descs[which][mode-1]))); } // Do the effect: static void do_rain_drop(void * ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y){ magic_api * api = (magic_api *) ptr; int xx, yy; Uint8 r,g,b; for (yy = y - rain_SIZE/2; yy < y + rain_SIZE/2; yy++){ for (xx = x - rain_SIZE; xx < x + rain_SIZE; xx++){ if (rain_inRainShape(xx - x, yy - y + rain_SIZE/2, rain_SIZE)){ //api->rgbtohsv(rain_r, rain_g, rain_b, &h, &s, &v); //api->hsvtorgb(h, s, rain_weights[(yy-y)*((rain_SIZE*2) -1)+(xx-x)], &r, &g, &b); SDL_GetRGB(api->getpixel(canvas, xx , yy), canvas->format, &r, &g, &b); api->putpixel(canvas, xx, yy, SDL_MapRGB(canvas->format, clamp(0, r - 50, 255), clamp(0, g - 50, 255), clamp(0, b + 200, 255))); } } } } static void rain_linecb(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y) { magic_api * api = (magic_api *) ptr; SDL_Rect rect; if (rand() % 10 == 0) { rain_click(api, which, MODE_PAINT, canvas, last, x + (rand() % rain_SIZE * 2) - rain_SIZE, y + (rand() % rain_SIZE * 2) - rain_SIZE, &rect); } } // Affect the canvas on drag: void rain_drag(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect){ api->line((void *) api, which, canvas, last, ox, oy, x, y, 1, rain_linecb); if (ox > x) { int tmp = ox; ox = x; x = tmp; } if (oy > y) { int tmp = oy; oy = y; y = tmp; } update_rect->x = ox - rain_SIZE * 2; update_rect->y = oy - rain_SIZE * 2; update_rect->w = rain_SIZE * 4; update_rect->h = rain_SIZE * 4; } // Affect the canvas on click: void rain_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect){ if (mode == MODE_PAINT){ do_rain_drop(api, which, canvas, last, x, y); update_rect->x = x - rain_SIZE; update_rect->y = y - rain_SIZE; update_rect->w = rain_SIZE * 2; update_rect->h = rain_SIZE * 2; api->playsound(rain_snd_effect[which], (x * 255) / canvas->w, 255); }else{ int i; for(i=0; iw, rand() % canvas->h); } update_rect->x = 0; update_rect->y = 0; update_rect->w = canvas->w; update_rect->h = canvas->h; api->playsound(rain_snd_effect[which], 128, 255); } } // Affect the canvas on release: void rain_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED, int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED) { } // No setup happened: void rain_shutdown(magic_api * api ATTRIBUTE_UNUSED) { //Clean up sounds int i; for(i=0; i