/* bricks.c Bricks Magic Tools Plugin Tux Paint - A simple drawing program for children. Albert Cahalan 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) Last updated: July 8, 2008 $Id: bricks.c,v 1.13 2011/11/26 22:04:50 perepujal Exp $ */ #include #include #include /* For RAND_MAX */ #include "tp_magic_api.h" #include "SDL_image.h" #include "SDL_mixer.h" /* What tools we contain: */ enum { TOOL_LARGEBRICKS, TOOL_SMALLBRICKS, NUM_TOOLS }; /* Our globals: */ static Mix_Chunk * brick_snd; static Uint8 bricks_r, bricks_g, bricks_b; /* Local function prototype: */ static void do_brick(magic_api * api, SDL_Surface * canvas, int x, int y, int w, int h); int bricks_init(magic_api * api); Uint32 bricks_api_version(void); int bricks_get_tool_count(magic_api * api); SDL_Surface * bricks_get_icon(magic_api * api, int which); char * bricks_get_name(magic_api * api, int which); char * bricks_get_description(magic_api * api, int which, int mode); void bricks_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 bricks_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); void bricks_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect); //An empty function. Is there a purpose to this? Ask moderator. void bricks_shutdown(magic_api * api); void bricks_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b); int bricks_requires_colors(magic_api * api, int which); void bricks_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas); void bricks_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas); int bricks_modes(magic_api * api, int which); // No setup required: int bricks_init(magic_api * api) { char fname[1024]; snprintf(fname, sizeof(fname), "%s/sounds/magic/brick.wav", api->data_directory); brick_snd = Mix_LoadWAV(fname); return(1); } Uint32 bricks_api_version(void) { return(TP_MAGIC_API_VERSION); } // We have multiple tools: int bricks_get_tool_count(magic_api * api ATTRIBUTE_UNUSED) { return(NUM_TOOLS); } // Load our icons: SDL_Surface * bricks_get_icon(magic_api * api, int which) { char fname[1024]; if (which == TOOL_LARGEBRICKS) { snprintf(fname, sizeof(fname), "%s/images/magic/largebrick.png", api->data_directory); } else if (which == TOOL_SMALLBRICKS) { snprintf(fname, sizeof(fname), "%s/images/magic/smallbrick.png", api->data_directory); } return(IMG_Load(fname)); } // Return our names, localized: char * bricks_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { /* Both are named "Bricks", at the moment: */ return(strdup(gettext_noop("Bricks"))); } // Return our descriptions, localized: char * bricks_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode ATTRIBUTE_UNUSED) { if (which == TOOL_LARGEBRICKS) return(strdup(gettext_noop("Click and move to draw large bricks."))); else if (which == TOOL_SMALLBRICKS) return(strdup(gettext_noop("Click and move to draw small bricks."))); return(NULL); } // Do the effect: static void do_bricks(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y) { magic_api * api = (magic_api *) ptr; // "specified" means the brick itself, w/o morter // "nominal" means brick-to-brick (includes morter) int specified_width, specified_height, specified_length; int nominal_length; int brick_x, brick_y; int vertical_joint = 2; // between a brick and the one above/below int horizontal_joint = 2; // between a brick and the one to the side int nominal_width = 18; int nominal_height = 12; // 11 to 14, for joints of 2 static unsigned char *map; static int x_count; static int y_count; unsigned char *mybrick; if (which == TOOL_LARGEBRICKS) { vertical_joint = 4; // between a brick and the one above/below horizontal_joint = 4; // between a brick and the one to the side nominal_width = 36; nominal_height = 24; // 11 to 14, for joints of 2 } nominal_length = 2 * nominal_width; specified_width = nominal_width - horizontal_joint; specified_height = nominal_height - vertical_joint; specified_length = nominal_length - horizontal_joint; if (!api->button_down()) { if (map) free(map); // the "+ 3" allows for both ends and misalignment x_count = (canvas->w + nominal_width - 1) / nominal_width + 3; y_count = (canvas->h + nominal_height - 1) / nominal_height + 3; map = calloc(x_count, y_count); } brick_x = x / nominal_width; brick_y = y / nominal_height; mybrick = map + brick_x + 1 + (brick_y + 1) * x_count; if ((unsigned) x < (unsigned) canvas->w && (unsigned) y < (unsigned) canvas->h && !*mybrick) { int my_x = brick_x * nominal_width; int my_w = specified_width; *mybrick = 1; // FIXME: //SDL_LockSurface(canvas); if ((brick_y ^ brick_x) & 1) { if (mybrick[1]) my_w = specified_length; } else if (mybrick[-1]) { my_x -= nominal_width; my_w = specified_length; } do_brick(api, canvas, my_x, brick_y * nominal_height, my_w, specified_height); // FIXME: // SDL_UnlockSurface(canvas); // upper left corner and lower right corner // FIXME /* update_canvas(brick_x * nominal_width - nominal_width, brick_y * nominal_height - vertical_joint, brick_x * nominal_width + specified_length, (brick_y + 1) * nominal_height); */ } } // Affect the canvas on drag: void bricks_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, do_bricks); if (ox > x) { int tmp = ox; ox = x; x = tmp; } if (oy > y) { int tmp = oy; oy = y; y = tmp; } update_rect->x = x - 64; update_rect->y = y - 64; update_rect->w = (ox + 128) - update_rect->x; update_rect->h = (oy + 128) - update_rect->h; api->playsound(brick_snd, (x * 255) / canvas->w, 255); } // Affect the canvas on click: void bricks_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect) { bricks_drag(api, which, canvas, last, x, y, x, y, update_rect); } void bricks_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 bricks_shutdown(magic_api * api ATTRIBUTE_UNUSED) { if (brick_snd != NULL) Mix_FreeChunk(brick_snd); } // Record the color from Tux Paint: void bricks_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r, Uint8 g, Uint8 b) { bricks_r = r; bricks_g = g; bricks_b = b; } // Use colors: int bricks_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return 1; } static void do_brick(magic_api * api, SDL_Surface * canvas, int x, int y, int w, int h) { SDL_Rect dest; // brick color: 127,76,73 double ran_r = rand() / (double) RAND_MAX; double ran_g = rand() / (double) RAND_MAX; double base_r = api->sRGB_to_linear(bricks_r) * 1.5 + api->sRGB_to_linear(127) * 5.0 + ran_r; double base_g = api->sRGB_to_linear(bricks_g) * 1.5 + api->sRGB_to_linear(76) * 5.0 + ran_g; double base_b = api->sRGB_to_linear(bricks_b) * 1.5 + api->sRGB_to_linear(73) * 5.0 + (ran_r + ran_g * 2.0) / 3.0; Uint8 r = api->linear_to_sRGB(base_r / 7.5); Uint8 g = api->linear_to_sRGB(base_g / 7.5); Uint8 b = api->linear_to_sRGB(base_b / 7.5); dest.x = x; dest.y = y; dest.w = w; dest.h = h; SDL_FillRect(canvas, &dest, SDL_MapRGB(canvas->format, r, g, b)); /* Note: We only play the brick sound when we actually DRAW a brick: */ api->playsound(brick_snd, (x * 255) / canvas->w, 255); } void bricks_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED) { } void bricks_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED) { } int bricks_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED) { return(MODE_PAINT); }