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This commit is contained in:
Thomas Bernard 2017-12-27 22:07:58 +01:00
parent fb197cc0d9
commit cad9aa53fd
6 changed files with 1668 additions and 1668 deletions

File diff suppressed because it is too large Load Diff

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@ -1,44 +1,44 @@
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2009 Yves Rizoud
Copyright 2007 Adrien Destugues
Copyright 1996-2001 Sunset Design (Guillaume Dorme & Karl Maritaud)
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
void Button_Layer_add(void);
void Button_Layer_duplicate(void);
void Button_Layer_remove(void);
void Button_Layer_menu(void);
void Button_Layer_set_transparent(void);
void Button_Layer_get_transparent(void);
void Button_Layer_merge(void);
void Button_Layer_up(void);
void Button_Layer_down(void);
void Button_Layer_select(void);
void Button_Layer_toggle(void);
void Layer_activate(int layer, short side);
void Button_Anim_time(void);
void Button_Anim_first_frame(void);
void Button_Anim_prev_frame(void);
void Button_Anim_next_frame(void);
void Button_Anim_last_frame(void);
void Button_Anim_play(void);
void Button_Anim_continuous_prev(void);
void Button_Anim_continuous_next(void);
short Layer_under_mouse(void);
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2009 Yves Rizoud
Copyright 2007 Adrien Destugues
Copyright 1996-2001 Sunset Design (Guillaume Dorme & Karl Maritaud)
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
void Button_Layer_add(void);
void Button_Layer_duplicate(void);
void Button_Layer_remove(void);
void Button_Layer_menu(void);
void Button_Layer_set_transparent(void);
void Button_Layer_get_transparent(void);
void Button_Layer_merge(void);
void Button_Layer_up(void);
void Button_Layer_down(void);
void Button_Layer_select(void);
void Button_Layer_toggle(void);
void Layer_activate(int layer, short side);
void Button_Anim_time(void);
void Button_Anim_first_frame(void);
void Button_Anim_prev_frame(void);
void Button_Anim_next_frame(void);
void Button_Anim_last_frame(void);
void Button_Anim_play(void);
void Button_Anim_continuous_prev(void);
void Button_Anim_continuous_next(void);
short Layer_under_mouse(void);

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@ -1,414 +1,414 @@
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2008 Yves Rizoud
Copyright 2008 Franck Charlet
Copyright 2007 Adrien Destugues
Copyright 1996-2001 Sunset Design (Guillaume Dorme & Karl Maritaud)
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
#include <SDL.h>
#include <string.h>
#include <strings.h>
#include <stdlib.h>
#include <math.h>
#include "struct.h"
#include "global.h"
#include "errors.h"
#include "misc.h"
#include "palette.h"
#include "pages.h"
#include "windows.h"
#include "layers.h"
void Pixel_in_layer(word x,word y, byte layer, byte color)
{
*((y)*Main_image_width+(x)+Main_backups->Pages->Image[layer].Pixels)=color;
}
byte C64_FLI(byte *bitmap, byte *screen_ram, byte *color_ram, byte *background)
{
word used_colors[200][40];
word block_used_colors[25][40];
word line_used_colors[200];
byte used_colors_count[200][40];
dword usage[16];
word x,y,row,col;
int i;
byte line_color[200];
byte block_color[25][40];
word best_color_count;
byte best_color;
const byte no_color=16;
// Prerequisites
if (Main_backups->Pages->Nb_layers < 3)
return 1;
if (Main_image_width != 160 || Main_image_height != 200)
return 2;
memset(used_colors,0,200*40*sizeof(word));
memset(block_used_colors,0,25*40*sizeof(word));
memset(line_used_colors,0,200*sizeof(word));
memset(used_colors_count,0,200*40*sizeof(byte));
// Initialize these as "unset"
memset(line_color,no_color,200*sizeof(byte));
memset(block_color,no_color,25*40*sizeof(byte));
// Examine all 4-pixel blocks to fill used_colors[][]
for (row=0;row<200;row++)
{
for (col=0;col<40;col++)
{
for (x=0;x<4;x++)
{
byte c=*((row)*Main_image_width+(col*4+x)+Main_backups->Pages->Image[2].Pixels);
used_colors[row][col] |= 1<<c;
}
}
}
// Get "mandatory colors" from layer 1
for (row=0;row<200;row++)
{
byte c=*((row)*Main_image_width+0+Main_backups->Pages->Image[0].Pixels);
if (c<16)
{
line_color[row]=c;
for (col=0;col<40;col++)
{
// Remove that color from the sets
used_colors[row][col] &= ~(1<<c);
}
}
}
// Get "mandatory colors" from layer 2
for (row=0;row<200;row+=8)
{
for (col=0;col<40;col++)
{
byte c=*((row)*Main_image_width+(col*4)+Main_backups->Pages->Image[1].Pixels);
if (c<16)
{
block_color[row/8][col]=c;
// Remove that color from the sets
for (y=0; y<8;y++)
used_colors[row+y][col] &= ~(1<<c);
}
}
}
// Now count the "remaining colors".
for (row=0;row<200;row++)
{
memset(usage,0,16*sizeof(dword));
for (col=0;col<40;col++)
{
used_colors_count[row][col]=Popcount_word(used_colors[row][col]);
// Count which colors are used 3 times
if (used_colors_count[row][col]==3)
{
for (i=0; i<16; i++)
if (used_colors[row][col] & (1<<i))
usage[i]+=1;
}
// Count which colors are used 4 times (important)
else if (used_colors_count[row][col]==4)
{
for (i=0; i<16; i++)
if (used_colors[row][col] & (1<<i))
usage[i]+=2;
}
}
// A complete line has been examined. Pick the color which has been tagged most, and set it as
// the line color (unless it already was set.)
if (line_color[row]==no_color)
{
best_color_count=0;
best_color=no_color;
for (i=0; i<16; i++)
{
if (usage[i]>best_color_count)
{
best_color_count=usage[i];
best_color=i;
}
}
line_color[row]=best_color;
// Remove that color from the sets
for (col=0;col<40;col++)
{
if (used_colors[row][col] & (1<<best_color))
{
used_colors[row][col] &= ~(1<<best_color);
// Update count
used_colors_count[row][col]--;
}
}
}
}
// Now check all 4*8 blocks
for (col=0;col<40;col++)
{
for (row=0;row<200;row+=8)
{
// If there wasn't a preset color for this block
if (block_color[row/8][col]==no_color)
{
word filter=0xFFFF;
// Count used colors
memset(usage,0,16*sizeof(dword));
for (y=0;y<8;y++)
{
if (used_colors_count[row+y][col]>2)
{
filter &= used_colors[row+y][col];
for (i=0; i<16; i++)
{
if (used_colors[row+y][col] & (1<<i))
usage[i]+=1;
}
}
}
if (filter != 0 && Popcount_word(filter) == 1)
{
// Only one color matched all needs: Use it.
i=1;
best_color=0;
while (! (filter & i))
{
best_color++;
i= i << 1;
}
}
else
{
if (filter==0)
{
// No color in common from multiple lines with 3+ colors...
// Keep them all for the usage sort.
filter=0xFFFF;
}
// Pick the color which has been tagged most, and set it as
// the block color
best_color_count=0;
best_color=no_color;
for (i=0; i<16; i++)
{
if (filter & (1<<i))
{
if (usage[i]>best_color_count)
{
best_color_count=usage[i];
best_color=i;
}
}
}
}
block_color[row/8][col]=best_color;
// Remove that color from the sets
for (y=0;y<8;y++)
{
if (used_colors[row+y][col] & (1<<best_color))
{
used_colors[row+y][col] &= ~(1<<best_color);
// Update count
used_colors_count[row+y][col]--;
}
}
}
}
}
// At this point, the following arrays are filled:
// - block_color[][]
// - line_color[]
// They contain either a color 0-16, or no_color if no color is mandatory.
// It's now possible to scan the whole image and choose how to encode it.
// TODO: Draw problematic places on layer 4, with one of the available colors
/*
if (bitmap!=NULL)
{
for (row=0;row<200;row++)
{
for (col=0;col<40;col++)
{
}
}
}
*/
// Output background
if (background!=NULL)
{
for (row=0;row<200;row++)
{
if (line_color[row]==no_color)
background[row]=0; // Unneeded line is black
else
background[row]=line_color[row];
}
}
// Output Color RAM
if (color_ram!=NULL)
{
for (col=0;col<40;col++)
{
for (row=0;row<25;row++)
{
if (block_color[row][col]==no_color)
color_ram[row*40+col]=0; // Unneeded block is black
else
color_ram[row*40+col]=block_color[row][col];
}
}
}
for(row=0; row<25; row++)
{
for(col=0; col<40; col++)
{
for(y=0; y<8; y++)
{
byte c1, c2;
// Find 2 colors in used_colors[row*8+y][col]
for (c1=0; c1<16 && !(used_colors[row*8+y][col] & (1<<c1)); c1++)
;
for (c2=c1+1; c2<16 && !(used_colors[row*8+y][col] & (1<<c2)); c2++)
;
if (c1>15)
c1=16;
if (c2>15)
c2=16;
// Output Screen RAMs
if (screen_ram!=NULL)
screen_ram[y*1024+row*40+col] = (c1&15) | ((c2&15)<<4);
// Output bitmap
if (bitmap!=NULL)
{
for(x=0; x<4; x++)
{
byte bits;
byte c=*((row*8+y)*Main_image_width+(col*4+x)+Main_backups->Pages->Image[2].Pixels);
if (c==line_color[row*8+y])
// BG color
bits=0;
else if (c==block_color[row][col])
// block color
bits=3;
else if (c==c1)
// Color 1
bits=2;
else if (c==c2)
// Color 2
bits=1;
else // problem
bits=0;
// clear target bits
//bitmap[row*320+col*8+y] &= ~(3<<((3-x)*2));
// set them
bitmap[row*320+col*8+y] |= bits<<((3-x)*2);
}
}
}
}
}
//memset(background,3,200);
//memset(color_ram,5,8000);
//memset(screen_ram,(9<<4) | 7,8192);
return 0;
}
byte C64_FLI_enforcer(void)
{
byte background[200];
byte bitmap[8000];
byte screen_ram[8192];
byte color_ram[1000];
int row, col, x, y;
byte c[4];
// Checks
if (Main_image_width != 160)
return 1;
if (Main_image_height != 200)
return 1;
if (Main_backups->Pages->Nb_layers != 4)
return 2;
Backup_layers(3);
memset(bitmap,0,8000);
memset(background,0,200);
memset(color_ram,0,1000);
memset(screen_ram,0,8192);
C64_FLI(bitmap, screen_ram, color_ram, background);
for(row=0; row<25; row++)
{
for(col=0; col<40; col++)
{
c[3]=color_ram[row*40+col]&15;
for(y=0; y<8; y++)
{
int pixel=bitmap[row*320+col*8+y];
c[0]=background[row*8+y]&15;
c[1]=screen_ram[y*1024+row*40+col]>>4;
c[2]=screen_ram[y*1024+row*40+col]&15;
for(x=0; x<4; x++)
{
int color=c[(pixel&3)];
pixel>>=2;
Pixel_in_layer(col*4+(3-x),row*8+y,3,color);
}
}
}
}
End_of_modification();
// Visible feedback:
// If the "check" layer was visible, manually update the whole thing
if (Main_layers_visible & (1<<3))
{
Hide_cursor();
Redraw_layered_image();
Display_all_screen();
Display_layerbar();
Display_cursor();
}
else
// Otherwise, simply toggle the layer visiblity
Layer_activate(3,RIGHT_SIDE);
return 0;
}
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2008 Yves Rizoud
Copyright 2008 Franck Charlet
Copyright 2007 Adrien Destugues
Copyright 1996-2001 Sunset Design (Guillaume Dorme & Karl Maritaud)
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
#include <SDL.h>
#include <string.h>
#include <strings.h>
#include <stdlib.h>
#include <math.h>
#include "struct.h"
#include "global.h"
#include "errors.h"
#include "misc.h"
#include "palette.h"
#include "pages.h"
#include "windows.h"
#include "layers.h"
void Pixel_in_layer(word x,word y, byte layer, byte color)
{
*((y)*Main_image_width+(x)+Main_backups->Pages->Image[layer].Pixels)=color;
}
byte C64_FLI(byte *bitmap, byte *screen_ram, byte *color_ram, byte *background)
{
word used_colors[200][40];
word block_used_colors[25][40];
word line_used_colors[200];
byte used_colors_count[200][40];
dword usage[16];
word x,y,row,col;
int i;
byte line_color[200];
byte block_color[25][40];
word best_color_count;
byte best_color;
const byte no_color=16;
// Prerequisites
if (Main_backups->Pages->Nb_layers < 3)
return 1;
if (Main_image_width != 160 || Main_image_height != 200)
return 2;
memset(used_colors,0,200*40*sizeof(word));
memset(block_used_colors,0,25*40*sizeof(word));
memset(line_used_colors,0,200*sizeof(word));
memset(used_colors_count,0,200*40*sizeof(byte));
// Initialize these as "unset"
memset(line_color,no_color,200*sizeof(byte));
memset(block_color,no_color,25*40*sizeof(byte));
// Examine all 4-pixel blocks to fill used_colors[][]
for (row=0;row<200;row++)
{
for (col=0;col<40;col++)
{
for (x=0;x<4;x++)
{
byte c=*((row)*Main_image_width+(col*4+x)+Main_backups->Pages->Image[2].Pixels);
used_colors[row][col] |= 1<<c;
}
}
}
// Get "mandatory colors" from layer 1
for (row=0;row<200;row++)
{
byte c=*((row)*Main_image_width+0+Main_backups->Pages->Image[0].Pixels);
if (c<16)
{
line_color[row]=c;
for (col=0;col<40;col++)
{
// Remove that color from the sets
used_colors[row][col] &= ~(1<<c);
}
}
}
// Get "mandatory colors" from layer 2
for (row=0;row<200;row+=8)
{
for (col=0;col<40;col++)
{
byte c=*((row)*Main_image_width+(col*4)+Main_backups->Pages->Image[1].Pixels);
if (c<16)
{
block_color[row/8][col]=c;
// Remove that color from the sets
for (y=0; y<8;y++)
used_colors[row+y][col] &= ~(1<<c);
}
}
}
// Now count the "remaining colors".
for (row=0;row<200;row++)
{
memset(usage,0,16*sizeof(dword));
for (col=0;col<40;col++)
{
used_colors_count[row][col]=Popcount_word(used_colors[row][col]);
// Count which colors are used 3 times
if (used_colors_count[row][col]==3)
{
for (i=0; i<16; i++)
if (used_colors[row][col] & (1<<i))
usage[i]+=1;
}
// Count which colors are used 4 times (important)
else if (used_colors_count[row][col]==4)
{
for (i=0; i<16; i++)
if (used_colors[row][col] & (1<<i))
usage[i]+=2;
}
}
// A complete line has been examined. Pick the color which has been tagged most, and set it as
// the line color (unless it already was set.)
if (line_color[row]==no_color)
{
best_color_count=0;
best_color=no_color;
for (i=0; i<16; i++)
{
if (usage[i]>best_color_count)
{
best_color_count=usage[i];
best_color=i;
}
}
line_color[row]=best_color;
// Remove that color from the sets
for (col=0;col<40;col++)
{
if (used_colors[row][col] & (1<<best_color))
{
used_colors[row][col] &= ~(1<<best_color);
// Update count
used_colors_count[row][col]--;
}
}
}
}
// Now check all 4*8 blocks
for (col=0;col<40;col++)
{
for (row=0;row<200;row+=8)
{
// If there wasn't a preset color for this block
if (block_color[row/8][col]==no_color)
{
word filter=0xFFFF;
// Count used colors
memset(usage,0,16*sizeof(dword));
for (y=0;y<8;y++)
{
if (used_colors_count[row+y][col]>2)
{
filter &= used_colors[row+y][col];
for (i=0; i<16; i++)
{
if (used_colors[row+y][col] & (1<<i))
usage[i]+=1;
}
}
}
if (filter != 0 && Popcount_word(filter) == 1)
{
// Only one color matched all needs: Use it.
i=1;
best_color=0;
while (! (filter & i))
{
best_color++;
i= i << 1;
}
}
else
{
if (filter==0)
{
// No color in common from multiple lines with 3+ colors...
// Keep them all for the usage sort.
filter=0xFFFF;
}
// Pick the color which has been tagged most, and set it as
// the block color
best_color_count=0;
best_color=no_color;
for (i=0; i<16; i++)
{
if (filter & (1<<i))
{
if (usage[i]>best_color_count)
{
best_color_count=usage[i];
best_color=i;
}
}
}
}
block_color[row/8][col]=best_color;
// Remove that color from the sets
for (y=0;y<8;y++)
{
if (used_colors[row+y][col] & (1<<best_color))
{
used_colors[row+y][col] &= ~(1<<best_color);
// Update count
used_colors_count[row+y][col]--;
}
}
}
}
}
// At this point, the following arrays are filled:
// - block_color[][]
// - line_color[]
// They contain either a color 0-16, or no_color if no color is mandatory.
// It's now possible to scan the whole image and choose how to encode it.
// TODO: Draw problematic places on layer 4, with one of the available colors
/*
if (bitmap!=NULL)
{
for (row=0;row<200;row++)
{
for (col=0;col<40;col++)
{
}
}
}
*/
// Output background
if (background!=NULL)
{
for (row=0;row<200;row++)
{
if (line_color[row]==no_color)
background[row]=0; // Unneeded line is black
else
background[row]=line_color[row];
}
}
// Output Color RAM
if (color_ram!=NULL)
{
for (col=0;col<40;col++)
{
for (row=0;row<25;row++)
{
if (block_color[row][col]==no_color)
color_ram[row*40+col]=0; // Unneeded block is black
else
color_ram[row*40+col]=block_color[row][col];
}
}
}
for(row=0; row<25; row++)
{
for(col=0; col<40; col++)
{
for(y=0; y<8; y++)
{
byte c1, c2;
// Find 2 colors in used_colors[row*8+y][col]
for (c1=0; c1<16 && !(used_colors[row*8+y][col] & (1<<c1)); c1++)
;
for (c2=c1+1; c2<16 && !(used_colors[row*8+y][col] & (1<<c2)); c2++)
;
if (c1>15)
c1=16;
if (c2>15)
c2=16;
// Output Screen RAMs
if (screen_ram!=NULL)
screen_ram[y*1024+row*40+col] = (c1&15) | ((c2&15)<<4);
// Output bitmap
if (bitmap!=NULL)
{
for(x=0; x<4; x++)
{
byte bits;
byte c=*((row*8+y)*Main_image_width+(col*4+x)+Main_backups->Pages->Image[2].Pixels);
if (c==line_color[row*8+y])
// BG color
bits=0;
else if (c==block_color[row][col])
// block color
bits=3;
else if (c==c1)
// Color 1
bits=2;
else if (c==c2)
// Color 2
bits=1;
else // problem
bits=0;
// clear target bits
//bitmap[row*320+col*8+y] &= ~(3<<((3-x)*2));
// set them
bitmap[row*320+col*8+y] |= bits<<((3-x)*2);
}
}
}
}
}
//memset(background,3,200);
//memset(color_ram,5,8000);
//memset(screen_ram,(9<<4) | 7,8192);
return 0;
}
byte C64_FLI_enforcer(void)
{
byte background[200];
byte bitmap[8000];
byte screen_ram[8192];
byte color_ram[1000];
int row, col, x, y;
byte c[4];
// Checks
if (Main_image_width != 160)
return 1;
if (Main_image_height != 200)
return 1;
if (Main_backups->Pages->Nb_layers != 4)
return 2;
Backup_layers(3);
memset(bitmap,0,8000);
memset(background,0,200);
memset(color_ram,0,1000);
memset(screen_ram,0,8192);
C64_FLI(bitmap, screen_ram, color_ram, background);
for(row=0; row<25; row++)
{
for(col=0; col<40; col++)
{
c[3]=color_ram[row*40+col]&15;
for(y=0; y<8; y++)
{
int pixel=bitmap[row*320+col*8+y];
c[0]=background[row*8+y]&15;
c[1]=screen_ram[y*1024+row*40+col]>>4;
c[2]=screen_ram[y*1024+row*40+col]&15;
for(x=0; x<4; x++)
{
int color=c[(pixel&3)];
pixel>>=2;
Pixel_in_layer(col*4+(3-x),row*8+y,3,color);
}
}
}
}
End_of_modification();
// Visible feedback:
// If the "check" layer was visible, manually update the whole thing
if (Main_layers_visible & (1<<3))
{
Hide_cursor();
Redraw_layered_image();
Display_all_screen();
Display_layerbar();
Display_cursor();
}
else
// Otherwise, simply toggle the layer visiblity
Layer_activate(3,RIGHT_SIDE);
return 0;
}

View File

@ -1,24 +1,24 @@
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2008 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
byte C64_FLI(byte *bitmap, byte *screen_ram, byte *color_ram, byte *background);
byte C64_FLI_enforcer(void);
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2008 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
byte C64_FLI(byte *bitmap, byte *screen_ram, byte *color_ram, byte *background);
byte C64_FLI_enforcer(void);

View File

@ -1,426 +1,426 @@
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2011 Yves Rizoud
Copyright 2010-2011 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
#include "struct.h"
#include "global.h"
#include "graph.h"
#include "sdlscreen.h"
#include "engine.h"
#include "windows.h"
#include "input.h"
#include "misc.h"
#include "tiles.h"
// These helpers are only needed internally at the moment
#define TILE_FOR_COORDS(x,y) (((y)-Snap_offset_Y)/Snap_height*Main_tilemap_width+((x)-Snap_offset_X)/Snap_width)
#define TILE_AT(x,y) (y)*Main_tilemap_width+(x)
#define TILE_X(t) (((t)%Main_tilemap_width)*Snap_width+Snap_offset_X)
#define TILE_Y(t) (((t)/Main_tilemap_width)*Snap_height+Snap_offset_Y)
enum TILE_FLIPPED
{
TILE_FLIPPED_NONE = 0,
TILE_FLIPPED_X = 1,
TILE_FLIPPED_Y = 2,
TILE_FLIPPED_XY = 3, // needs be TILE_FLIPPED_X|TILE_FLIPPED_Y
};
// globals
/// Tilemap for the main screen
T_Tile * Main_tilemap;
/// Number of tiles (horizontally) for the main page's tilemap
short Main_tilemap_width;
/// Number of tiles (vertically) for the main page's tilemap
short Main_tilemap_height;
/// Tilemap for the spare
T_Tile * Spare_tilemap;
/// Number of tiles (horizontally) for the spare page's tilemap
short Spare_tilemap_width;
/// Number of tiles (vertically) for the spare page's tilemap
short Spare_tilemap_height;
///
/// Draw a pixel while Tilemap mode is active : This will paint on all
/// similar tiles of the layer, visible on the screen or not.
void Tilemap_draw(word x, word y, byte color)
{
int tile, first_tile;
int rel_x, rel_y;
if (x < Snap_offset_X
|| y < Snap_offset_Y
|| x >= Snap_offset_X + Main_tilemap_width*Snap_width
|| y >= Snap_offset_Y + Main_tilemap_height*Snap_height)
return;
tile = first_tile = TILE_FOR_COORDS(x,y);
rel_x = (x - Snap_offset_X + Snap_width) % Snap_width;
rel_y = (y - Snap_offset_Y + Snap_height) % Snap_height;
do
{
int xx,yy;
switch(Main_tilemap[tile].Flipped ^ Main_tilemap[first_tile].Flipped)
{
case 0: // no
default:
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + rel_x;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + rel_y;
break;
case 1: // horizontal
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + Snap_width-rel_x-1;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + rel_y;
break;
case 2: // vertical
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + rel_x;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + Snap_height - rel_y - 1;
break;
case 3: // both
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + Snap_width-rel_x-1;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + Snap_height - rel_y - 1;
break;
}
if (yy>=Limit_top&&yy<=Limit_bottom&&xx>=Limit_left&&xx<=Limit_right)
Pixel_in_current_screen_with_preview(xx,yy,color);
else
Pixel_in_current_screen(xx,yy,color);
tile = Main_tilemap[tile].Next;
} while (tile != first_tile);
Update_rect(0,0,0,0);
}
///
int Tile_is_same(int t1, int t2)
{
byte *bmp1,*bmp2;
int y;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2))*Main_image_width+(TILE_X(t2));
for (y=0; y < Snap_height; y++)
{
if (memcmp(bmp1+y*Main_image_width, bmp2+y*Main_image_width, Snap_width))
return 0;
}
return 1;
}
///
int Tile_is_same_flipped_x(int t1, int t2)
{
byte *bmp1,*bmp2;
int y, x;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2))*Main_image_width+(TILE_X(t2)+Snap_width-1);
for (y=0; y < Snap_height; y++)
{
for (x=0; x < Snap_width; x++)
if (*(bmp1+y*Main_image_width+x) != *(bmp2+y*Main_image_width-x))
return 0;
}
return 1;
}
///
int Tile_is_same_flipped_y(int t1, int t2)
{
byte *bmp1,*bmp2;
int y;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2)+Snap_height-1)*Main_image_width+(TILE_X(t2));
for (y=0; y < Snap_height; y++)
{
if (memcmp(bmp1+y*Main_image_width, bmp2-y*Main_image_width, Snap_width))
return 0;
}
return 1;
}
///
int Tile_is_same_flipped_xy(int t1, int t2)
{
byte *bmp1,*bmp2;
int y, x;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2)+Snap_height-1)*Main_image_width+(TILE_X(t2)+Snap_width-1);
for (y=0; y < Snap_height; y++)
{
for (x=0; x < Snap_width; x++)
if (*(bmp1+y*Main_image_width+x) != *(bmp2-y*Main_image_width-x))
return 0;
}
return 1;
}
/// Create or update a tilemap based on current screen (layer)'s pixels.
void Tilemap_update(void)
{
int width;
int height;
int tile;
int count=1;
T_Tile * tile_ptr;
int wait_window=0;
byte old_cursor=0;
if (!Main_tilemap_mode)
return;
width=(Main_image_width-Snap_offset_X)/Snap_width;
height=(Main_image_height-Snap_offset_Y)/Snap_height;
if (width<1 || height<1 || width*height>1000000l
|| (tile_ptr=(T_Tile *)malloc(width*height*sizeof(T_Tile))) == NULL)
{
// Cannot enable tilemap because either the image is too small
// for the grid settings (and I don't want to implement partial tiles)
// Or the number of tiles seems unreasonable (one million) : This can
// happen if you set grid 1x1 for example.
Disable_main_tilemap();
return;
}
if (Main_tilemap)
{
// Recycle existing tilemap
free(Main_tilemap);
Main_tilemap=NULL;
}
Main_tilemap=tile_ptr;
Main_tilemap_width=width;
Main_tilemap_height=height;
if (width*height > 1000 || Config.Tilemap_show_count)
{
wait_window=1;
old_cursor=Cursor_shape;
Open_window(180,36,"Creating tileset");
Print_in_window(26, 20, "Please wait...",MC_Black,MC_Light);
Cursor_shape=CURSOR_SHAPE_HOURGLASS;
Update_window_area(0,0,Window_width, Window_height);
Display_cursor();
Get_input(0);
}
// Initialize array with all tiles unique by default
for (tile=0; tile<width*height; tile++)
{
Main_tilemap[tile].Previous = tile;
Main_tilemap[tile].Next = tile;
Main_tilemap[tile].Flipped = 0;
}
// Now find similar tiles and link them in circular linked list
//It will be used to modify all tiles whenever you draw on one.
for (tile=1; tile<width*height; tile++)
{
int ref_tile;
// Try normal comparison
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
// Try flipped-y comparison
if (Config.Tilemap_allow_flipped_y)
{
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same_flipped_y(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped ^ TILE_FLIPPED_Y;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
}
// Try flipped-x comparison
if (Config.Tilemap_allow_flipped_x)
{
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same_flipped_x(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped ^ TILE_FLIPPED_X;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
}
// Try flipped-xy comparison
if (Config.Tilemap_allow_flipped_x && Config.Tilemap_allow_flipped_y)
{
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same_flipped_xy(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped ^ TILE_FLIPPED_XY;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
}
// This tile is really unique.
// Nothing to do at this time: the initialization
// has already set the right data for Main_tilemap[tile].
count++;
}
if (wait_window)
{
char str[8];
Uint32 end;
if (Config.Tilemap_show_count)
{
Num2str(count,str,7);
Hide_cursor();
Print_in_window(6, 20, "Unique tiles: ",MC_Black,MC_Light);
Print_in_window(6+8*14,20,str,MC_Black,MC_Light);
Display_cursor();
// Wait a moment to display count
end = SDL_GetTicks()+750;
do
{
Get_input(20);
} while (SDL_GetTicks()<end);
}
Close_window();
Cursor_shape=old_cursor;
Display_cursor();
}
}
///
/// This exchanges the tilemap settings of the main and spare, it should
/// be called when swapping pages.
void Swap_tilemap(void)
{
SWAP_BYTES(Main_tilemap_mode, Spare_tilemap_mode)
{
T_Tile * a;
a=Main_tilemap;
Main_tilemap=Spare_tilemap;
Spare_tilemap=a;
}
SWAP_SHORTS(Main_tilemap_width, Spare_tilemap_width)
SWAP_SHORTS(Main_tilemap_height, Spare_tilemap_height)
}
///
/// Clears all tilemap data and settings for the main page.
/// Safe to call again.
void Disable_main_tilemap(void)
{
if (Main_tilemap)
{
// Recycle existing tilemap
free(Main_tilemap);
Main_tilemap=NULL;
}
Main_tilemap_width=0;
Main_tilemap_height=0;
Main_tilemap_mode=0;
}
///
/// Clears all tilemap data and settings for the spare.
/// Safe to call again.
void Disable_spare_tilemap(void)
{
if (Spare_tilemap)
{
// Recycle existing tilemap
free(Spare_tilemap);
Spare_tilemap=NULL;
}
Spare_tilemap_width=0;
Spare_tilemap_height=0;
Spare_tilemap_mode=0;
}
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2011 Yves Rizoud
Copyright 2010-2011 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
#include "struct.h"
#include "global.h"
#include "graph.h"
#include "sdlscreen.h"
#include "engine.h"
#include "windows.h"
#include "input.h"
#include "misc.h"
#include "tiles.h"
// These helpers are only needed internally at the moment
#define TILE_FOR_COORDS(x,y) (((y)-Snap_offset_Y)/Snap_height*Main_tilemap_width+((x)-Snap_offset_X)/Snap_width)
#define TILE_AT(x,y) (y)*Main_tilemap_width+(x)
#define TILE_X(t) (((t)%Main_tilemap_width)*Snap_width+Snap_offset_X)
#define TILE_Y(t) (((t)/Main_tilemap_width)*Snap_height+Snap_offset_Y)
enum TILE_FLIPPED
{
TILE_FLIPPED_NONE = 0,
TILE_FLIPPED_X = 1,
TILE_FLIPPED_Y = 2,
TILE_FLIPPED_XY = 3, // needs be TILE_FLIPPED_X|TILE_FLIPPED_Y
};
// globals
/// Tilemap for the main screen
T_Tile * Main_tilemap;
/// Number of tiles (horizontally) for the main page's tilemap
short Main_tilemap_width;
/// Number of tiles (vertically) for the main page's tilemap
short Main_tilemap_height;
/// Tilemap for the spare
T_Tile * Spare_tilemap;
/// Number of tiles (horizontally) for the spare page's tilemap
short Spare_tilemap_width;
/// Number of tiles (vertically) for the spare page's tilemap
short Spare_tilemap_height;
///
/// Draw a pixel while Tilemap mode is active : This will paint on all
/// similar tiles of the layer, visible on the screen or not.
void Tilemap_draw(word x, word y, byte color)
{
int tile, first_tile;
int rel_x, rel_y;
if (x < Snap_offset_X
|| y < Snap_offset_Y
|| x >= Snap_offset_X + Main_tilemap_width*Snap_width
|| y >= Snap_offset_Y + Main_tilemap_height*Snap_height)
return;
tile = first_tile = TILE_FOR_COORDS(x,y);
rel_x = (x - Snap_offset_X + Snap_width) % Snap_width;
rel_y = (y - Snap_offset_Y + Snap_height) % Snap_height;
do
{
int xx,yy;
switch(Main_tilemap[tile].Flipped ^ Main_tilemap[first_tile].Flipped)
{
case 0: // no
default:
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + rel_x;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + rel_y;
break;
case 1: // horizontal
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + Snap_width-rel_x-1;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + rel_y;
break;
case 2: // vertical
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + rel_x;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + Snap_height - rel_y - 1;
break;
case 3: // both
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + Snap_width-rel_x-1;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + Snap_height - rel_y - 1;
break;
}
if (yy>=Limit_top&&yy<=Limit_bottom&&xx>=Limit_left&&xx<=Limit_right)
Pixel_in_current_screen_with_preview(xx,yy,color);
else
Pixel_in_current_screen(xx,yy,color);
tile = Main_tilemap[tile].Next;
} while (tile != first_tile);
Update_rect(0,0,0,0);
}
///
int Tile_is_same(int t1, int t2)
{
byte *bmp1,*bmp2;
int y;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2))*Main_image_width+(TILE_X(t2));
for (y=0; y < Snap_height; y++)
{
if (memcmp(bmp1+y*Main_image_width, bmp2+y*Main_image_width, Snap_width))
return 0;
}
return 1;
}
///
int Tile_is_same_flipped_x(int t1, int t2)
{
byte *bmp1,*bmp2;
int y, x;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2))*Main_image_width+(TILE_X(t2)+Snap_width-1);
for (y=0; y < Snap_height; y++)
{
for (x=0; x < Snap_width; x++)
if (*(bmp1+y*Main_image_width+x) != *(bmp2+y*Main_image_width-x))
return 0;
}
return 1;
}
///
int Tile_is_same_flipped_y(int t1, int t2)
{
byte *bmp1,*bmp2;
int y;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2)+Snap_height-1)*Main_image_width+(TILE_X(t2));
for (y=0; y < Snap_height; y++)
{
if (memcmp(bmp1+y*Main_image_width, bmp2-y*Main_image_width, Snap_width))
return 0;
}
return 1;
}
///
int Tile_is_same_flipped_xy(int t1, int t2)
{
byte *bmp1,*bmp2;
int y, x;
bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2)+Snap_height-1)*Main_image_width+(TILE_X(t2)+Snap_width-1);
for (y=0; y < Snap_height; y++)
{
for (x=0; x < Snap_width; x++)
if (*(bmp1+y*Main_image_width+x) != *(bmp2-y*Main_image_width-x))
return 0;
}
return 1;
}
/// Create or update a tilemap based on current screen (layer)'s pixels.
void Tilemap_update(void)
{
int width;
int height;
int tile;
int count=1;
T_Tile * tile_ptr;
int wait_window=0;
byte old_cursor=0;
if (!Main_tilemap_mode)
return;
width=(Main_image_width-Snap_offset_X)/Snap_width;
height=(Main_image_height-Snap_offset_Y)/Snap_height;
if (width<1 || height<1 || width*height>1000000l
|| (tile_ptr=(T_Tile *)malloc(width*height*sizeof(T_Tile))) == NULL)
{
// Cannot enable tilemap because either the image is too small
// for the grid settings (and I don't want to implement partial tiles)
// Or the number of tiles seems unreasonable (one million) : This can
// happen if you set grid 1x1 for example.
Disable_main_tilemap();
return;
}
if (Main_tilemap)
{
// Recycle existing tilemap
free(Main_tilemap);
Main_tilemap=NULL;
}
Main_tilemap=tile_ptr;
Main_tilemap_width=width;
Main_tilemap_height=height;
if (width*height > 1000 || Config.Tilemap_show_count)
{
wait_window=1;
old_cursor=Cursor_shape;
Open_window(180,36,"Creating tileset");
Print_in_window(26, 20, "Please wait...",MC_Black,MC_Light);
Cursor_shape=CURSOR_SHAPE_HOURGLASS;
Update_window_area(0,0,Window_width, Window_height);
Display_cursor();
Get_input(0);
}
// Initialize array with all tiles unique by default
for (tile=0; tile<width*height; tile++)
{
Main_tilemap[tile].Previous = tile;
Main_tilemap[tile].Next = tile;
Main_tilemap[tile].Flipped = 0;
}
// Now find similar tiles and link them in circular linked list
//It will be used to modify all tiles whenever you draw on one.
for (tile=1; tile<width*height; tile++)
{
int ref_tile;
// Try normal comparison
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
// Try flipped-y comparison
if (Config.Tilemap_allow_flipped_y)
{
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same_flipped_y(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped ^ TILE_FLIPPED_Y;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
}
// Try flipped-x comparison
if (Config.Tilemap_allow_flipped_x)
{
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same_flipped_x(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped ^ TILE_FLIPPED_X;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
}
// Try flipped-xy comparison
if (Config.Tilemap_allow_flipped_x && Config.Tilemap_allow_flipped_y)
{
for (ref_tile=0; ref_tile<tile; ref_tile++)
{
if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same_flipped_xy(ref_tile, tile))
{
break; // stop loop on ref_tile
}
}
if (ref_tile<tile)
{
// New occurence of a known tile
// Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next=ref_tile;
Main_tilemap[tile].Flipped=Main_tilemap[ref_tile].Flipped ^ TILE_FLIPPED_XY;
Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
continue; // next tile
}
}
// This tile is really unique.
// Nothing to do at this time: the initialization
// has already set the right data for Main_tilemap[tile].
count++;
}
if (wait_window)
{
char str[8];
Uint32 end;
if (Config.Tilemap_show_count)
{
Num2str(count,str,7);
Hide_cursor();
Print_in_window(6, 20, "Unique tiles: ",MC_Black,MC_Light);
Print_in_window(6+8*14,20,str,MC_Black,MC_Light);
Display_cursor();
// Wait a moment to display count
end = SDL_GetTicks()+750;
do
{
Get_input(20);
} while (SDL_GetTicks()<end);
}
Close_window();
Cursor_shape=old_cursor;
Display_cursor();
}
}
///
/// This exchanges the tilemap settings of the main and spare, it should
/// be called when swapping pages.
void Swap_tilemap(void)
{
SWAP_BYTES(Main_tilemap_mode, Spare_tilemap_mode)
{
T_Tile * a;
a=Main_tilemap;
Main_tilemap=Spare_tilemap;
Spare_tilemap=a;
}
SWAP_SHORTS(Main_tilemap_width, Spare_tilemap_width)
SWAP_SHORTS(Main_tilemap_height, Spare_tilemap_height)
}
///
/// Clears all tilemap data and settings for the main page.
/// Safe to call again.
void Disable_main_tilemap(void)
{
if (Main_tilemap)
{
// Recycle existing tilemap
free(Main_tilemap);
Main_tilemap=NULL;
}
Main_tilemap_width=0;
Main_tilemap_height=0;
Main_tilemap_mode=0;
}
///
/// Clears all tilemap data and settings for the spare.
/// Safe to call again.
void Disable_spare_tilemap(void)
{
if (Spare_tilemap)
{
// Recycle existing tilemap
free(Spare_tilemap);
Spare_tilemap=NULL;
}
Spare_tilemap_width=0;
Spare_tilemap_height=0;
Spare_tilemap_mode=0;
}

View File

@ -1,63 +1,63 @@
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2011 Yves Rizoud
Copyright 2011 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
//////////////////////////////////////////////////////////////////////////////
///@file tiles.h
/// Functions for tilemap effect
//////////////////////////////////////////////////////////////////////////////
/// Create or update a tilemap based on current screen pixels.
void Tilemap_update(void);
///
/// Draw a pixel while Tilemap mode is active : This will paint on all
/// similar tiles of the layer, visible on the screen or not.
void Tilemap_draw(word x, word y, byte color);
///
/// This exchanges the tilemap settings of the main and spare, it should
/// be called when swapping pages.
void Swap_tilemap(void);
///
/// Clears all tilemap data and settings for the main page.
/// Safe to call again.
void Disable_main_tilemap(void);
///
/// Clears all tilemap data and settings for the spare.
/// Safe to call again.
void Disable_spare_tilemap(void);
/// Tilemap for the main screen
extern T_Tile * Main_tilemap;
/// Number of tiles (horizontally) for the main page's tilemap
extern short Main_tilemap_width;
/// Number of tiles (vertically) for the main page's tilemap
extern short Main_tilemap_height;
/// Tilemap for the spare
extern T_Tile * Spare_tilemap;
/// Number of tiles (horizontally) for the spare page's tilemap
extern short Spare_tilemap_width;
/// Number of tiles (vertically) for the spare page's tilemap
extern short Spare_tilemap_height;
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2011 Yves Rizoud
Copyright 2011 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
//////////////////////////////////////////////////////////////////////////////
///@file tiles.h
/// Functions for tilemap effect
//////////////////////////////////////////////////////////////////////////////
/// Create or update a tilemap based on current screen pixels.
void Tilemap_update(void);
///
/// Draw a pixel while Tilemap mode is active : This will paint on all
/// similar tiles of the layer, visible on the screen or not.
void Tilemap_draw(word x, word y, byte color);
///
/// This exchanges the tilemap settings of the main and spare, it should
/// be called when swapping pages.
void Swap_tilemap(void);
///
/// Clears all tilemap data and settings for the main page.
/// Safe to call again.
void Disable_main_tilemap(void);
///
/// Clears all tilemap data and settings for the spare.
/// Safe to call again.
void Disable_spare_tilemap(void);
/// Tilemap for the main screen
extern T_Tile * Main_tilemap;
/// Number of tiles (horizontally) for the main page's tilemap
extern short Main_tilemap_width;
/// Number of tiles (vertically) for the main page's tilemap
extern short Main_tilemap_height;
/// Tilemap for the spare
extern T_Tile * Spare_tilemap;
/// Number of tiles (horizontally) for the spare page's tilemap
extern short Spare_tilemap_width;
/// Number of tiles (vertically) for the spare page's tilemap
extern short Spare_tilemap_height;