grafX2/src/graph.c
2018-03-19 16:49:32 +01:00

3655 lines
105 KiB
C

/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2018 Thomas Bernard
Copyright 2008 Franck Charlet
Copyright 2007-2017 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/>
********************************************************************************
Drawing functions and effects.
*/
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "global.h"
#include "struct.h"
#include "engine.h"
#include "buttons.h"
#include "pages.h"
#include "errors.h"
#include "sdlscreen.h"
#include "graph.h"
#include "misc.h"
#include "pxsimple.h"
#include "pxtall.h"
#include "pxwide.h"
#include "pxdouble.h"
#include "pxtriple.h"
#include "pxwide2.h"
#include "pxtall2.h"
#include "pxtall3.h"
#include "pxquad.h"
#include "windows.h"
#include "input.h"
#include "brush.h"
#include "tiles.h"
#if defined(__VBCC__) || defined(__GP2X__) || defined(__WIZ__) || defined(__CAANOO__)
#define M_PI 3.141592653589793238462643
#endif
// Generic pixel-drawing function.
static Func_pixel Pixel_figure;
void Set_Pixel_figure(Func_pixel func)
{
Pixel_figure = func;
}
typedef struct
{
long vertical_radius_squared;
long horizontal_radius_squared;
qword limit;
} T_Ellipse_limits;
// Calcule les valeurs suivantes en fonction des deux paramètres:
//
// Ellipse_vertical_radius_squared
// Ellipse_horizontal_radius_squared
// Ellipse_Limit_High
// Ellipse_Limit_Low
static void Ellipse_compute_limites(short horizontal_radius,short vertical_radius, T_Ellipse_limits * Ellipse)
{
Ellipse->horizontal_radius_squared = (long)horizontal_radius * horizontal_radius;
Ellipse->vertical_radius_squared = (long)vertical_radius * vertical_radius;
Ellipse->limit = (qword)Ellipse->horizontal_radius_squared * Ellipse->vertical_radius_squared;
}
// Indique si le pixel se trouvant à Ellipse_cursor_X pixels
// (Ellipse_cursor_X>0 = à droite, Ellipse_cursor_X<0 = à gauche) et à
// Ellipse_cursor_Y pixels (Ellipse_cursor_Y>0 = en bas,
// Ellipse_cursor_Y<0 = en haut) du centre se trouve dans l'ellipse en
// cours.
static byte Pixel_in_ellipse(long x, long y, const T_Ellipse_limits * Ellipse)
{
qword ediesi = (qword)x * x * Ellipse->vertical_radius_squared +
(qword)y * y * Ellipse->horizontal_radius_squared;
if((ediesi) <= Ellipse->limit) return 255;
return 0;
}
// Indique si le pixel se trouvant à Circle_cursor_X pixels
// (Circle_cursor_X>0 = à droite, Circle_cursor_X<0 = à gauche) et à
// Circle_cursor_Y pixels (Circle_cursor_Y>0 = en bas,
// Circle_cursor_Y<0 = en haut) du centre se trouve dans le cercle en
// cours.
static byte Pixel_in_circle(long x, long y, long limit)
{
if((x * x + y * y) <= limit)
return 255;
return 0;
}
/** Update the picture on screen, for the area passed in parameters.
*
* Takes into account the X/Y scrolling and zoom, and performs all safety checks so no updates will
* go outside the display area.
*/
void Update_part_of_screen(short x, short y, short width, short height)
{
short effective_w, effective_h;
short effective_X;
short effective_Y;
short diff;
// First make sure the zone is in forward direction (positive width/height)
if (width < 0)
{
x += width;
width = - width;
}
if (height < 0)
{
y += height;
height = - height;
}
// Round up to a multiple of 8 pixels, because some special modes (ZX, Thomson, ...) can change
// more pixels than expected (attribute clash)
x &= 0xFFF8;
y &= 0xFFF8;
width = ((width - 1) | 0x7) + 1;
height = ((height - 1) | 0x7) + 1;
// Update "normal" view
diff = x-Main.offset_X;
if (diff<0)
{
effective_w = width + diff;
effective_X = 0;
}
else
{
effective_w = width;
effective_X = diff;
}
diff = y-Main.offset_Y;
if (diff<0)
{
effective_h = height + diff;
effective_Y = 0;
}
else
{
effective_h = height;
effective_Y = diff;
}
// Clamp to actually visible area. All tools are normally constrained to this, but there are some
// exceptions:
// - Brush preview requests updates outside the visible screen,
// - ZX/Thomson constraints can lead to pixel changes outside the visible area.
if(Main.magnifier_mode && effective_X + effective_w > Main.separator_position)
effective_w = Main.separator_position - effective_X;
else if(effective_X + effective_w > Screen_width)
effective_w = Screen_width - effective_X;
if(effective_Y + effective_h > Menu_Y)
effective_h = Menu_Y - effective_Y;
/* (for debug purposes, highlight the rectangle that is updated)
SDL_Rect r;
r.x=effective_X;
r.y=effective_Y;
r.h=effective_h;
r.w=effective_w;
SDL_FillRect(Screen_SDL,&r,3);
*/
Update_rect(effective_X,effective_Y,effective_w,effective_h);
// Now update the "zoomed" part of the display
if(Main.magnifier_mode)
{
// Convert picture to zoomed-screen coordinates
effective_X = (x-Main.magnifier_offset_X)*Main.magnifier_factor;
effective_Y = (y-Main.magnifier_offset_Y)*Main.magnifier_factor;
effective_w = width * Main.magnifier_factor;
effective_h = height * Main.magnifier_factor;
// Apply horizontal clipping
if (effective_X < 0)
{
effective_w+=effective_X;
if (effective_w<0)
return;
effective_X = Main.separator_position + SEPARATOR_WIDTH*Menu_factor_X;
}
else
effective_X += Main.separator_position + SEPARATOR_WIDTH*Menu_factor_X;
diff = effective_X+effective_w-Min(Screen_width, Main.X_zoom+(Main.image_width-Main.magnifier_offset_X)*Main.magnifier_factor);
if (diff>0)
{
effective_w -=diff;
if (effective_w<0)
return;
}
// Vertical clipping
if (effective_Y < 0)
{
effective_h+=effective_Y;
if (effective_h<0)
return;
effective_Y = 0;
}
diff = effective_Y+effective_h-Min(Menu_Y, (Main.image_height-Main.magnifier_offset_Y)*Main.magnifier_factor);
if (diff>0)
{
effective_h -=diff;
if (effective_h<0)
return;
}
// Again, for debugging purposes, display the touched rectangle
/*SDL_Rect r;
r.x=effective_X;
r.y=effective_Y;
r.h=effective_h;
r.w=effective_w;
SDL_FillRect(Screen_SDL,&r,3);*/
// When the grid is displayed in Tilemap mode, this tests if
// one edge of the grid has been touched :
// In this case, the whole magnified area requires a refreshed grid.
// This could be optimized further, but at the moment this seemed
// fast enough.
if (Show_grid && Main.tilemap_mode && (
x/Snap_width <(x+width )/Snap_width ||
y/Snap_height<(y+height)/Snap_height))
{
short w,h;
w=Min(Screen_width-Main.X_zoom, (Main.image_width-Main.magnifier_offset_X)*Main.magnifier_factor);
h=Min(Menu_Y, (Main.image_height-Main.magnifier_offset_Y)*Main.magnifier_factor);
Redraw_grid(Main.X_zoom,0,w,h);
Update_rect(Main.X_zoom,0,w,h);
}
else
{
Redraw_grid(effective_X,effective_Y,effective_w,effective_h);
Update_rect(effective_X,effective_Y,effective_w,effective_h);
}
}
}
void Transform_point(short x, short y, float cos_a, float sin_a,
short * rx, short * ry)
{
*rx=Round(((float)x*cos_a)+((float)y*sin_a));
*ry=Round(((float)y*cos_a)-((float)x*sin_a));
}
//--------------------- Initialisation d'un mode vidéo -----------------------
int Init_mode_video(int width, int height, int fullscreen, int pix_ratio)
{
int index;
int factor;
int pix_width;
int pix_height;
byte screen_changed;
byte pixels_changed;
int absolute_mouse_x=Mouse_X*Pixel_width;
int absolute_mouse_y=Mouse_Y*Pixel_height;
static int Wrong_resize;
try_again:
switch (pix_ratio)
{
default:
case PIXEL_SIMPLE:
pix_width=1;
pix_height=1;
break;
case PIXEL_TALL:
pix_width=1;
pix_height=2;
break;
case PIXEL_WIDE:
pix_width=2;
pix_height=1;
break;
case PIXEL_DOUBLE:
pix_width=2;
pix_height=2;
break;
case PIXEL_TRIPLE:
pix_width=3;
pix_height=3;
break;
case PIXEL_WIDE2:
pix_width=4;
pix_height=2;
break;
case PIXEL_TALL2:
pix_width=2;
pix_height=4;
break;
case PIXEL_TALL3:
pix_width=3;
pix_height=4;
break;
case PIXEL_QUAD:
pix_width=4;
pix_height=4;
break;
}
screen_changed = (Screen_width*Pixel_width!=width ||
Screen_height*Pixel_height!=height ||
Video_mode[Current_resolution].Fullscreen != fullscreen);
// Valeurs raisonnables: minimum 320x200
if (!fullscreen)
{
if (Wrong_resize>20 && (width < 320*pix_width || height < 200*pix_height))
{
if(pix_ratio != PIXEL_SIMPLE) {
pix_ratio = PIXEL_SIMPLE;
Verbose_message("Error!", "Your WM is forcing GrafX2 to resize to something "
"smaller than the minimal resolution.\n"
"GrafX2 switched to a smaller\npixel scaler to avoid problems ");
goto try_again;
}
}
if (width > 320*pix_width && height > 200*pix_height)
Wrong_resize = 0;
if (width < 320*pix_width)
{
width = 320*pix_width;
screen_changed=1;
Wrong_resize++;
}
if (height < 200*pix_height)
{
height = 200*pix_height;
screen_changed=1;
Wrong_resize++;
}
Video_mode[0].Width = width;
Video_mode[0].Height = height;
}
else
{
if (width < 320*pix_width || height < 200*pix_height)
return 1;
}
// La largeur doit être un multiple de 4
#ifdef __amigaos4__
// On AmigaOS the systems adds some more constraints on that ...
width = (width + 15) & 0xFFFFFFF0;
#else
//width = (width + 3 ) & 0xFFFFFFFC;
#endif
pixels_changed = (Pixel_ratio!=pix_ratio);
if (!screen_changed && !pixels_changed)
{
Resize_width=0;
Resize_height=0;
return 0;
}
if (screen_changed)
{
Set_mode_SDL(&width, &height,fullscreen);
}
if (screen_changed || pixels_changed)
{
Pixel_ratio=pix_ratio;
Pixel_width=pix_width;
Pixel_height=pix_height;
switch (Pixel_ratio)
{
default:
case PIXEL_SIMPLE:
#define Display_line_on_screen_fast_simple Display_line_on_screen_simple
#define SETPIXEL(x) \
Pixel = Pixel_##x ; \
Read_pixel= Read_pixel_##x ; \
Display_screen = Display_part_of_screen_##x ; \
Block = Block_##x ; \
Pixel_preview_normal = Pixel_preview_normal_##x ; \
Pixel_preview_magnifier = Pixel_preview_magnifier_##x ; \
Horizontal_XOR_line = Horizontal_XOR_line_##x ; \
Vertical_XOR_line = Vertical_XOR_line_##x ; \
Display_brush_color = Display_brush_color_##x ; \
Display_brush_mono = Display_brush_mono_##x ; \
Clear_brush = Clear_brush_##x ; \
Remap_screen = Remap_screen_##x ; \
Display_line = Display_line_on_screen_##x ; \
Display_line_fast = Display_line_on_screen_fast_##x ; \
Read_line = Read_line_screen_##x ; \
Display_zoomed_screen = Display_part_of_screen_scaled_##x ; \
Display_brush_color_zoom = Display_brush_color_zoom_##x ; \
Display_brush_mono_zoom = Display_brush_mono_zoom_##x ; \
Clear_brush_scaled = Clear_brush_scaled_##x ; \
Display_brush = Display_brush_##x ;
SETPIXEL(simple)
break;
case PIXEL_TALL:
#define Display_line_on_screen_fast_tall Display_line_on_screen_tall
SETPIXEL(tall)
break;
case PIXEL_WIDE:
SETPIXEL(wide)
break;
case PIXEL_DOUBLE:
SETPIXEL(double)
break;
case PIXEL_TRIPLE:
SETPIXEL(triple)
break;
case PIXEL_WIDE2:
SETPIXEL(wide2)
break;
case PIXEL_TALL2:
SETPIXEL(tall2)
break;
case PIXEL_TALL3:
SETPIXEL(tall3)
break;
case PIXEL_QUAD:
SETPIXEL(quad)
break;
}
}
Screen_width = width/Pixel_width;
Screen_height = height/Pixel_height;
Clear_border(MC_Black); // Requires up-to-date Screen_* and Pixel_*
// Set menu size (software zoom)
if (Screen_width/320 > Screen_height/200)
factor=Screen_height/200;
else
factor=Screen_width/320;
switch (Config.Ratio)
{
case 1: // Always the biggest possible
Menu_factor_X=factor;
Menu_factor_Y=factor;
break;
case 2: // Only keep the aspect ratio
Menu_factor_X=factor-1;
if (Menu_factor_X<1) Menu_factor_X=1;
Menu_factor_Y=factor-1;
if (Menu_factor_Y<1) Menu_factor_Y=1;
break;
case 0: // Always smallest possible
Menu_factor_X=1;
Menu_factor_Y=1;
break;
default: // Stay below some reasonable size
if (factor>Max(Pixel_width,Pixel_height))
factor/=Max(Pixel_width,Pixel_height);
Menu_factor_X=Min(factor,abs(Config.Ratio));
Menu_factor_Y=Min(factor,abs(Config.Ratio));
}
if (Pixel_height>Pixel_width && Screen_width>=Menu_factor_X*2*320)
Menu_factor_X*=2;
else if (Pixel_width>Pixel_height && Screen_height>=Menu_factor_Y*2*200)
Menu_factor_Y*=2;
free(Horizontal_line_buffer);
Horizontal_line_buffer=(byte *)malloc(Pixel_width *
((Screen_width>Main.image_width)?Screen_width:Main.image_width));
Set_palette(Main.palette);
Current_resolution=0;
if (fullscreen)
{
for (index=1; index<Nb_video_modes; index++)
{
if (Video_mode[index].Width/Pixel_width==Screen_width &&
Video_mode[index].Height/Pixel_height==Screen_height)
{
Current_resolution=index;
break;
}
}
}
Change_palette_cells();
Menu_Y = Screen_height;
if (Menu_is_visible)
Menu_Y -= Menu_height * Menu_factor_Y;
Menu_status_Y = Screen_height-(Menu_factor_Y<<3);
Adjust_mouse_sensitivity(fullscreen);
Mouse_X=absolute_mouse_x/Pixel_width;
if (Mouse_X>=Screen_width)
Mouse_X=Screen_width-1;
Mouse_Y=absolute_mouse_y/Pixel_height;
if (Mouse_Y>=Screen_height)
Mouse_Y=Screen_height-1;
if (fullscreen)
Set_mouse_position();
Spare.offset_X=0; // | Il faut penser à éviter les incohérences
Spare.offset_Y=0; // |- de décalage du brouillon par rapport à
Spare.magnifier_mode=0; // | la résolution.
if (Main.magnifier_mode)
{
Pixel_preview=Pixel_preview_magnifier;
}
else
{
Pixel_preview=Pixel_preview_normal;
// Recaler la vue (meme clipping que dans Scroll_screen())
if (Main.offset_X+Screen_width>Main.image_width)
Main.offset_X=Main.image_width-Screen_width;
if (Main.offset_X<0)
Main.offset_X=0;
if (Main.offset_Y+Menu_Y>Main.image_height)
Main.offset_Y=Main.image_height-Menu_Y;
if (Main.offset_Y<0)
Main.offset_Y=0;
}
Compute_magnifier_data();
if (Main.magnifier_mode)
Position_screen_according_to_zoom();
Compute_limits();
Compute_paintbrush_coordinates();
Resize_width=0;
Resize_height=0;
return 0;
}
// -- Redimentionner l'image (nettoie l'écran virtuel) --
void Resize_image(word chosen_width,word chosen_height)
{
word old_width=Main.image_width;
word old_height=Main.image_height;
int i;
// +-+-+
// |C| | A+B+C = Ancienne image
// +-+A|
// |B| | C = Nouvelle image
// +-+-+
Upload_infos_page(&Main);
if (Backup_with_new_dimensions(chosen_width,chosen_height))
{
// La nouvelle page a pu être allouée, elle est pour l'instant pleine de
// 0s. Elle fait Main.image_width de large.
Main.image_is_modified=1;
// On copie donc maintenant la partie C dans la nouvelle image.
for (i=0; i<Main.backups->Pages->Nb_layers; i++)
{
Copy_part_of_image_to_another(
Main.backups->Pages->Next->Image[i].Pixels,0,0,Min(old_width,Main.image_width),
Min(old_height,Main.image_height),old_width,
Main.backups->Pages->Image[i].Pixels,0,0,Main.image_width);
}
Redraw_layered_image();
}
else
{
// Afficher un message d'erreur
Display_cursor();
Message_out_of_memory();
Hide_cursor();
}
}
void Remap_spare(void)
{
short x_pos; // Variable de balayage de la brosse
short y_pos; // Variable de balayage de la brosse
byte used[256]; // Tableau de booléens "La couleur est utilisée"
int color;
int layer;
// On commence par initialiser le tableau de booléens à faux
for (color=0;color<=255;color++)
used[color]=0;
// On calcule la table d'utilisation des couleurs
for (layer=0; layer<Spare.backups->Pages->Nb_layers; layer++)
for (y_pos=0;y_pos<Spare.image_height;y_pos++)
for (x_pos=0;x_pos<Spare.image_width;x_pos++)
used[*(Spare.backups->Pages->Image[layer].Pixels+(y_pos*Spare.image_width+x_pos))]=1;
// On va maintenant se servir de la table "used" comme table de
// conversion: pour chaque indice, la table donne une couleur de
// remplacement.
// Note : Seules les couleurs utilisées on besoin d'êtres recalculées: les
// autres ne seront jamais consultées dans la nouvelle table de
// conversion puisque elles n'existent pas dans l'image, donc elles
// ne seront pas utilisées par Remap_general_lowlevel.
for (color=0;color<=255;color++)
if (used[color])
used[color]=Best_color_perceptual(Spare.palette[color].R,Spare.palette[color].G,Spare.palette[color].B);
// Maintenant qu'on a une super table de conversion qui n'a que le nom
// qui craint un peu, on peut faire l'échange dans la brosse de toutes les
// teintes.
for (layer=0; layer<Spare.backups->Pages->Nb_layers; layer++)
Remap_general_lowlevel(used,Spare.backups->Pages->Image[layer].Pixels,Spare.backups->Pages->Image[layer].Pixels,Spare.image_width,Spare.image_height,Spare.image_width);
// Change transparent color index
Spare.backups->Pages->Transparent_color=used[Spare.backups->Pages->Transparent_color];
}
void Get_colors_from_brush(void)
{
short x_pos; // Variable de balayage de la brosse
short y_pos; // Variable de balayage de la brosse
byte brush_used[256]; // Tableau de booléens "La couleur est utilisée"
dword usage[256];
int color;
int image_color;
//if (Confirmation_box("Modify current palette ?"))
// Backup with unchanged layers, only palette is modified
Backup_layers(LAYER_NONE);
// Init array of new colors
for (color=0;color<=255;color++)
brush_used[color]=0;
// Tag used colors
for (y_pos=0;y_pos<Brush_height;y_pos++)
for (x_pos=0;x_pos<Brush_width;x_pos++)
brush_used[*(Brush_original_pixels + y_pos * Brush_width + x_pos)]=1;
// Check used colors in picture (to know which palette entries are free)
Count_used_colors(usage);
// First pass : omit colors that are already in palette
for (color=0; color<256; color++)
{
// For each color used in brush (to add in palette)
if (brush_used[color])
{
// Try locate it in current palette
for (image_color=0; image_color<256; image_color++)
{
if (Brush_original_palette[color].R==Main.palette[image_color].R
&& Brush_original_palette[color].G==Main.palette[image_color].G
&& Brush_original_palette[color].B==Main.palette[image_color].B)
{
// Color already in main palette:
// Tag as used, so that no new color will overwrite it
usage[image_color]=1;
// Tag as non-new, to avoid it in pass 2
brush_used[color]=0;
break;
}
}
}
}
// Second pass : For each color to add, find an empty slot in
// main palette to add it
image_color=0;
for (color=0; color<256 && image_color<256; color++)
{
// For each color used in brush
if (brush_used[color])
{
for (; image_color<256; image_color++)
{
if (!usage[image_color])
{
// Copy from color to image_color
Main.palette[image_color].R=Brush_original_palette[color].R;
Main.palette[image_color].G=Brush_original_palette[color].G;
Main.palette[image_color].B=Brush_original_palette[color].B;
image_color++;
break;
}
}
}
}
Remap_brush();
Set_palette(Main.palette);
Compute_optimal_menu_colors(Main.palette);
Hide_cursor();
Display_all_screen();
Display_menu();
Display_cursor();
End_of_modification();
Main.image_is_modified=1;
}
//////////////////////////////////////////////////////////////////////////////
////////////////////////////// GESTION DU FILLER /////////////////////////////
//////////////////////////////////////////////////////////////////////////////
void Fill(short * top_reached , short * bottom_reached,
short * left_reached, short * right_reached)
//
// Cette fonction fait un remplissage classique d'une zone délimitée de
// l'image. Les limites employées sont Limit_top, Limit_bottom, Limit_left
// et Limit_right. Le point de départ du remplissage est Paintbrush_X,Paintbrush_Y
// et s'effectue en théorie sur la couleur 1 et emploie la couleur 2 pour le
// remplissage. Ces restrictions sont dûes à l'utilisation qu'on en fait dans
// la fonction principale "Fill_general", qui se charge de faire une gestion de
// tous les effets.
// Cette fonction ne doit pas être directement appelée.
//
{
short x_pos; // Abscisse de balayage du segment, utilisée lors de l'"affichage"
short line; // Ordonnée de la ligne en cours de traitement
short start_x; // Abscisse de départ du segment traité
short end_x; // Abscisse de fin du segment traité
int changes_made; // Booléen "On a fait une modif dans le dernier passage"
int can_propagate; // Booléen "On peut propager la couleur dans le segment"
short current_limit_bottom; // Intervalle vertical restreint
short current_limit_top;
int line_is_modified; // Booléen "On a fait une modif dans la ligne"
changes_made=1;
current_limit_top=Paintbrush_Y;
current_limit_bottom =Min(Paintbrush_Y+1,Limit_bottom);
*left_reached=Paintbrush_X;
*right_reached=Paintbrush_X+1;
Pixel_in_current_layer(Paintbrush_X,Paintbrush_Y,2);
while (changes_made)
{
changes_made=0;
for (line=current_limit_top;line<=current_limit_bottom;line++)
{
line_is_modified=0;
// On va traiter le cas de la ligne n° line.
// On commence le traitement à la gauche de l'écran
start_x=Limit_left;
// Pour chaque segment de couleur 1 que peut contenir la ligne
while (start_x<=Limit_right)
{
// On cherche son début
while((start_x<=Limit_right) &&
(Read_pixel_from_current_layer(start_x,line)!=1))
start_x++;
if (start_x<=Limit_right)
{
// Un segment de couleur 1 existe et commence à la position start_x.
// On va donc en chercher la fin.
for (end_x=start_x+1;(end_x<=Limit_right) &&
(Read_pixel_from_current_layer(end_x,line)==1);end_x++);
// On sait qu'il existe un segment de couleur 1 qui commence en
// start_x et qui se termine en end_x-1.
// On va maintenant regarder si une couleur sur la périphérie
// permet de colorier ce segment avec la couleur 2.
can_propagate=(
// Test de la présence d'un point à gauche du segment
((start_x>Limit_left) &&
(Read_pixel_from_current_layer(start_x-1,line)==2)) ||
// Test de la présence d'un point à droite du segment
((end_x-1<Limit_right) &&
(Read_pixel_from_current_layer(end_x ,line)==2))
);
// Test de la présence d'un point en haut du segment
if (!can_propagate && (line>Limit_top))
for (x_pos=start_x;x_pos<end_x;x_pos++)
if (Read_pixel_from_current_layer(x_pos,line-1)==2)
{
can_propagate=1;
break;
}
if (can_propagate)
{
if (start_x<*left_reached)
*left_reached=start_x;
if (end_x>*right_reached)
*right_reached=end_x;
// On remplit le segment de start_x à end_x-1.
for (x_pos=start_x;x_pos<end_x;x_pos++)
Pixel_in_current_layer(x_pos,line,2);
// On vient d'effectuer des modifications.
changes_made=1;
line_is_modified=1;
}
start_x=end_x+1;
}
}
// Si on est en bas, et qu'on peut se propager vers le bas...
if ( (line==current_limit_bottom) &&
(line_is_modified) &&
(current_limit_bottom<Limit_bottom) )
current_limit_bottom++; // On descend cette limite vers le bas
}
// Pour le prochain balayage vers le haut, on va se permettre d'aller
// voir une ligne plus haut.
// Si on ne le fait pas, et que la première ligne (current_limit_top)
// n'était pas modifiée, alors cette limite ne serait pas remontée, donc
// le filler ne progresserait pas vers le haut.
if (current_limit_top>Limit_top)
current_limit_top--;
for (line=current_limit_bottom;line>=current_limit_top;line--)
{
line_is_modified=0;
// On va traiter le cas de la ligne n° line.
// On commence le traitement à la gauche de l'écran
start_x=Limit_left;
// Pour chaque segment de couleur 1 que peut contenir la ligne
while (start_x<=Limit_right)
{
// On cherche son début
for (;(start_x<=Limit_right) &&
(Read_pixel_from_current_layer(start_x,line)!=1);start_x++);
if (start_x<=Limit_right)
{
// Un segment de couleur 1 existe et commence à la position start_x.
// On va donc en chercher la fin.
for (end_x=start_x+1;(end_x<=Limit_right) &&
(Read_pixel_from_current_layer(end_x,line)==1);end_x++);
// On sait qu'il existe un segment de couleur 1 qui commence en
// start_x et qui se termine en end_x-1.
// On va maintenant regarder si une couleur sur la périphérie
// permet de colorier ce segment avec la couleur 2.
can_propagate=(
// Test de la présence d'un point à gauche du segment
((start_x>Limit_left) &&
(Read_pixel_from_current_layer(start_x-1,line)==2)) ||
// Test de la présence d'un point à droite du segment
((end_x-1<Limit_right) &&
(Read_pixel_from_current_layer(end_x ,line)==2))
);
// Test de la présence d'un point en bas du segment
if (!can_propagate && (line<Limit_bottom))
for (x_pos=start_x;x_pos<end_x;x_pos++)
if (Read_pixel_from_current_layer(x_pos,line+1)==2)
{
can_propagate=1;
break;
}
if (can_propagate)
{
if (start_x<*left_reached)
*left_reached=start_x;
if (end_x>*right_reached)
*right_reached=end_x;
// On remplit le segment de start_x à end_x-1.
for (x_pos=start_x;x_pos<end_x;x_pos++)
Pixel_in_current_layer(x_pos,line,2);
// On vient d'effectuer des modifications.
changes_made=1;
line_is_modified=1;
}
start_x=end_x+1;
}
}
// Si on est en haut, et qu'on peut se propager vers le haut...
if ( (line==current_limit_top) &&
(line_is_modified) &&
(current_limit_top>Limit_top) )
current_limit_top--; // On monte cette limite vers le haut
}
}
*top_reached=current_limit_top;
*bottom_reached =current_limit_bottom;
(*right_reached)--;
} // end de la routine de remplissage "Fill"
byte Read_pixel_from_backup_layer(word x,word y)
{
return *((y)*Main.image_width+(x)+Main.backups->Pages->Next->Image[Main.current_layer].Pixels);
}
void Fill_general(byte fill_color)
//
// Cette fonction fait un remplissage qui gère tous les effets. Elle fait
// appel à "Fill()".
//
{
byte cursor_shape_before_fill;
short x_pos,y_pos;
short top_reached ,bottom_reached;
short left_reached,right_reached;
byte replace_table[256];
int old_limit_right=Limit_right;
int old_limit_left=Limit_left;
int old_limit_top=Limit_top;
int old_limit_bottom=Limit_bottom;
// Avant toute chose, on vérifie que l'on n'est pas en train de remplir
// en dehors de l'image:
if ( (Paintbrush_X>=Limit_left) &&
(Paintbrush_X<=Limit_right) &&
(Paintbrush_Y>=Limit_top) &&
(Paintbrush_Y<=Limit_bottom) )
{
// If tilemap mode is ON, ignore action if it's outside grid limits
if (Main.tilemap_mode)
{
if (Paintbrush_X<Snap_offset_X)
return;
if (Paintbrush_X >= (Main.image_width-Snap_offset_X)/Snap_width*Snap_width+Snap_offset_X)
return;
if (Paintbrush_Y<Snap_offset_Y)
return;
if (Paintbrush_Y >= (Main.image_height-Snap_offset_Y)/Snap_height*Snap_height+Snap_offset_Y)
return;
}
// On suppose que le curseur est déjà caché.
// Hide_cursor();
// On va faire patienter l'utilisateur en lui affichant un joli petit
// sablier:
cursor_shape_before_fill=Cursor_shape;
Cursor_shape=CURSOR_SHAPE_HOURGLASS;
Display_cursor();
// On commence par effectuer un backup de l'image.
Backup();
// On fait attention au Feedback qui DOIT se faire avec le backup.
Update_FX_feedback(0);
// If tilemap mode is ON, adapt limits to current tile only
if (Main.tilemap_mode)
{
Limit_right = Min(Limit_right, (Paintbrush_X-Snap_offset_X)/Snap_width*Snap_width+Snap_width-1+Snap_offset_X);
Limit_left = Max(Limit_left, (Paintbrush_X-Snap_offset_X)/Snap_width*Snap_width+Snap_offset_X);
Limit_bottom = Min(Limit_bottom, (Paintbrush_Y-Snap_offset_Y)/Snap_height*Snap_height+Snap_height-1+Snap_offset_Y);
Limit_top = Max(Limit_top, (Paintbrush_Y-Snap_offset_Y)/Snap_height*Snap_height+Snap_offset_Y);
}
// On va maintenant "épurer" la zone visible de l'image:
memset(replace_table,0,256);
replace_table[Read_pixel_from_backup_layer(Paintbrush_X,Paintbrush_Y)]=1;
Replace_colors_within_limits(replace_table);
// On fait maintenant un remplissage classique de la couleur 1 avec la 2
Fill(&top_reached ,&bottom_reached,
&left_reached,&right_reached);
// On s'apprête à faire des opérations qui nécessitent un affichage. Il
// faut donc retirer de l'écran le curseur:
Hide_cursor();
Cursor_shape=cursor_shape_before_fill;
// Il va maintenant falloir qu'on "turn" ce gros caca "into" un truc qui
// ressemble un peu plus à ce à quoi l'utilisateur peut s'attendre.
if (top_reached>Limit_top)
Copy_part_of_image_to_another(Main.backups->Pages->Next->Image[Main.current_layer].Pixels, // source
Limit_left,Limit_top, // Pos X et Y dans source
(Limit_right-Limit_left)+1, // width copie
top_reached-Limit_top,// height copie
Main.image_width, // width de la source
Main.backups->Pages->Image[Main.current_layer].Pixels, // Destination
Limit_left,Limit_top, // Pos X et Y destination
Main.image_width); // width destination
if (bottom_reached<Limit_bottom)
Copy_part_of_image_to_another(Main.backups->Pages->Next->Image[Main.current_layer].Pixels,
Limit_left,bottom_reached+1,
(Limit_right-Limit_left)+1,
Limit_bottom-bottom_reached,
Main.image_width,Main.backups->Pages->Image[Main.current_layer].Pixels,
Limit_left,bottom_reached+1,Main.image_width);
if (left_reached>Limit_left)
Copy_part_of_image_to_another(Main.backups->Pages->Next->Image[Main.current_layer].Pixels,
Limit_left,top_reached,
left_reached-Limit_left,
(bottom_reached-top_reached)+1,
Main.image_width,Main.backups->Pages->Image[Main.current_layer].Pixels,
Limit_left,top_reached,Main.image_width);
if (right_reached<Limit_right)
Copy_part_of_image_to_another(Main.backups->Pages->Next->Image[Main.current_layer].Pixels,
right_reached+1,top_reached,
Limit_right-right_reached,
(bottom_reached-top_reached)+1,
Main.image_width,Main.backups->Pages->Image[Main.current_layer].Pixels,
right_reached+1,top_reached,Main.image_width);
// Restore image limits : this is needed by the tilemap effect,
// otherwise it will not display other modified tiles.
Limit_right=old_limit_right;
Limit_left=old_limit_left;
Limit_top=old_limit_top;
Limit_bottom=old_limit_bottom;
for (y_pos=top_reached;y_pos<=bottom_reached;y_pos++)
{
for (x_pos=left_reached;x_pos<=right_reached;x_pos++)
{
byte filled = Read_pixel_from_current_layer(x_pos,y_pos);
// First, restore the color.
Pixel_in_current_screen(x_pos,y_pos,Read_pixel_from_backup_layer(x_pos,y_pos));
if (filled==2)
{
// Update the color according to the fill color and all effects
Display_pixel(x_pos,y_pos,fill_color);
}
}
}
// Restore original feedback value
Update_FX_feedback(Config.FX_Feedback);
// A la fin, on n'a pas besoin de réafficher le curseur puisque c'est
// l'appelant qui s'en charge, et on n'a pas besoin de rafficher l'image
// puisque les seuls points qui ont changé dans l'image ont été raffichés
// par l'utilisation de "Display_pixel()", et que les autres... eh bein
// on n'y a jamais touché à l'écran les autres: ils sont donc corrects.
if(Main.magnifier_mode)
{
short w,h;
w=Min(Screen_width-Main.X_zoom, (Main.image_width-Main.magnifier_offset_X)*Main.magnifier_factor);
h=Min(Menu_Y, (Main.image_height-Main.magnifier_offset_Y)*Main.magnifier_factor);
Redraw_grid(Main.X_zoom,0,w,h);
}
Update_rect(0,0,0,0);
End_of_modification();
}
}
//////////////////////////////////////////////////////////////////////////////
////////////////// TRACéS DE FIGURES GéOMéTRIQUES STANDARDS //////////////////
////////////////////////// avec gestion de previews //////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Data used by ::Init_permanent_draw() and ::Pixel_figure_permanent()
static Uint32 Permanent_draw_next_refresh=0;
static int Permanent_draw_count=0;
void Init_permanent_draw(void)
{
Permanent_draw_count = 0;
Permanent_draw_next_refresh = SDL_GetTicks() + 100;
}
// Affichage d'un point de façon définitive (utilisation du pinceau)
void Pixel_figure_permanent(word x_pos,word y_pos,byte color)
{
Draw_paintbrush(x_pos,y_pos,color);
Permanent_draw_count ++;
// Check every 8 pixels
if (! (Permanent_draw_count&7))
{
Uint32 now = SDL_GetTicks();
SDL_PumpEvents();
if (now>= Permanent_draw_next_refresh)
{
Permanent_draw_next_refresh = now+100;
Flush_update();
}
}
}
// Affichage d'un point de façon définitive
void Pixel_clipped(word x_pos,word y_pos,byte color)
{
if ( (x_pos>=Limit_left) &&
(x_pos<=Limit_right) &&
(y_pos>=Limit_top) &&
(y_pos<=Limit_bottom) )
Display_pixel(x_pos,y_pos,color);
}
// Affichage d'un point pour une preview
void Pixel_figure_preview(word x_pos,word y_pos,byte color)
{
if ( (x_pos>=Limit_left) &&
(x_pos<=Limit_right) &&
(y_pos>=Limit_top) &&
(y_pos<=Limit_bottom) )
Pixel_preview(x_pos,y_pos,color);
}
// Affichage d'un point pour une preview, avec sa propre couleur
void Pixel_figure_preview_auto(word x_pos,word y_pos)
{
if ( (x_pos>=Limit_left) &&
(x_pos<=Limit_right) &&
(y_pos>=Limit_top) &&
(y_pos<=Limit_bottom) )
Pixel_preview(x_pos,y_pos,Read_pixel_from_current_screen(x_pos,y_pos));
}
// Affichage d'un point pour une preview en xor
void Pixel_figure_preview_xor(short x_pos,short y_pos,byte color)
{
(void)color; // unused
if ( (x_pos>=Limit_left) &&
(x_pos<=Limit_right) &&
(y_pos>=Limit_top) &&
(y_pos<=Limit_bottom) )
Pixel_preview(x_pos,y_pos,xor_lut[Read_pixel(x_pos-Main.offset_X,
y_pos-Main.offset_Y)]);
}
// Affichage d'un point pour une preview en xor additif
// (Il lit la couleur depuis la page backup)
void Pixel_figure_preview_xorback(word x_pos,word y_pos,byte color)
{
(void)color; // unused
if ( (x_pos>=Limit_left) &&
(x_pos<=Limit_right) &&
(y_pos>=Limit_top) &&
(y_pos<=Limit_bottom) )
Pixel_preview(x_pos,y_pos,xor_lut[Main_screen[x_pos+y_pos*Main.image_width]]);
}
// Effacement d'un point de preview
void Pixel_figure_clear_preview(word x_pos,word y_pos,byte color)
{
(void)color; // unused
if ( (x_pos>=Limit_left) &&
(x_pos<=Limit_right) &&
(y_pos>=Limit_top) &&
(y_pos<=Limit_bottom) )
Pixel_preview(x_pos,y_pos,Read_pixel_from_current_screen(x_pos,y_pos));
}
// Affichage d'un point dans la brosse
void Pixel_figure_in_brush(word x_pos,word y_pos,byte color)
{
x_pos-=Brush_offset_X;
y_pos-=Brush_offset_Y;
if ( (x_pos<Brush_width) && // Les pos sont des word donc jamais < 0 ...
(y_pos<Brush_height) )
Pixel_in_brush(x_pos,y_pos,color);
}
// -- Tracer général d'un cercle vide -------------------------------------
void Draw_empty_circle_general(short center_x,short center_y, long sqradius,byte color)
{
short start_x;
short start_y;
short x_pos;
short y_pos;
long x, y;
short radius;
radius = sqrt(sqradius);
// Ensuite, on va parcourire le quart haut gauche du cercle
start_x=center_x-radius;
start_y=center_y-radius;
// Affichage des extremitées du cercle sur chaque quart du cercle:
for (y_pos=start_y,y=-radius;y_pos<center_y;y_pos++,y++)
for (x_pos=start_x,x=-radius;x_pos<center_x;x_pos++,x++)
if (Pixel_in_circle(x, y, sqradius))
{
// On vient de tomber sur le premier point sur la ligne horizontale
// qui fait partie du cercle.
// Donc on peut l'afficher (lui et ses copains symétriques)
// Quart Haut-gauche
Pixel_figure(x_pos,y_pos,color);
// Quart Haut-droite
Pixel_figure((center_x<<1)-x_pos,y_pos,color);
// Quart Bas-droite
Pixel_figure((center_x<<1)-x_pos,(center_y<<1)-y_pos,color);
// Quart Bas-gauche
Pixel_figure(x_pos,(center_y<<1)-y_pos,color);
// On peut ensuite afficher tous les points qui le suivent dont le
// pixel voisin du haut n'appartient pas au cercle:
for (y--,x_pos++,x++;x_pos<center_x;x_pos++,x++)
if (!Pixel_in_circle(x, y, sqradius))
{
// Quart Haut-gauche
Pixel_figure(x_pos,y_pos,color);
// Quart Haut-droite
Pixel_figure((center_x<<1)-x_pos,y_pos,color);
// Quart Bas-gauche
Pixel_figure(x_pos,(center_y<<1)-y_pos,color);
// Quart Bas-droite
Pixel_figure((center_x<<1)-x_pos,(center_y<<1)-y_pos,color);
}
else
break;
y++;
break;
}
// On affiche à la fin les points cardinaux:
Pixel_figure(center_x,center_y-radius,color); // Haut
Pixel_figure(center_x-radius,center_y,color); // Gauche
Pixel_figure(center_x+radius,center_y,color); // Droite
Pixel_figure(center_x,center_y+radius,color); // Bas
}
// -- Tracé définitif d'un cercle vide --
void Draw_empty_circle_permanent(short center_x,short center_y,long sqradius,byte color)
{
short radius = sqrt(sqradius);
Pixel_figure=Pixel_figure_permanent;
Init_permanent_draw();
Draw_empty_circle_general(center_x,center_y,sqradius,color);
Update_part_of_screen(center_x - radius, center_y - radius, 2* radius+1, 2*radius+1);
}
// -- Tracer la preview d'un cercle vide --
void Draw_empty_circle_preview(short center_x,short center_y,long sqradius,byte color)
{
short radius = sqrt(sqradius);
Pixel_figure=Pixel_figure_preview;
Draw_empty_circle_general(center_x,center_y,sqradius,color);
Update_part_of_screen(center_x - radius, center_y - radius, 2* radius+1, 2*radius+1);
}
// -- Effacer la preview d'un cercle vide --
void Hide_empty_circle_preview(short center_x,short center_y,long sqradius)
{
short radius = sqrt(sqradius);
Pixel_figure=Pixel_figure_clear_preview;
Draw_empty_circle_general(center_x,center_y,sqradius,0);
Update_part_of_screen(center_x - radius, center_y - radius, 2* radius+1, 2*radius+1);
}
// -- Tracer un cercle plein --
void Draw_filled_circle(short center_x,short center_y,long sqradius,byte color)
{
short start_x;
short start_y;
short x_pos;
short y_pos;
short end_x;
short end_y;
long x, y;
short radius = sqrt(sqradius);
start_x=center_x-radius;
start_y=center_y-radius;
end_x=center_x+radius;
end_y=center_y+radius;
// Correction des bornes d'après les limites
if (start_y<Limit_top)
start_y=Limit_top;
if (end_y>Limit_bottom)
end_y=Limit_bottom;
if (start_x<Limit_left)
start_x=Limit_left;
if (end_x>Limit_right)
end_x=Limit_right;
// Affichage du cercle
for (y_pos=start_y,y=(long)start_y-center_y;y_pos<=end_y;y_pos++,y++)
for (x_pos=start_x,x=(long)start_x-center_x;x_pos<=end_x;x_pos++,x++)
if (Pixel_in_circle(x, y, sqradius))
Display_pixel(x_pos,y_pos,color);
Update_part_of_screen(start_x,start_y,end_x+1-start_x,end_y+1-start_y);
}
int Circle_squared_diameter(int diameter)
{
int result = diameter*diameter;
// Trick to make some circles rounder, even though
// mathematically incorrect.
if (diameter==3 || diameter==9)
return result-2;
if (diameter==11)
return result-6;
if (diameter==14)
return result-4;
return result;
}
// -- Tracer général d'une ellipse vide -----------------------------------
static void Draw_empty_ellipse_general(short center_x,short center_y,short horizontal_radius,short vertical_radius,byte color)
{
short start_x;
short start_y;
short x_pos;
short y_pos;
long x, y;
T_Ellipse_limits Ellipse;
start_x=center_x-horizontal_radius;
start_y=center_y-vertical_radius;
// Calcul des limites de l'ellipse
Ellipse_compute_limites(horizontal_radius+1, vertical_radius+1, &Ellipse);
// Affichage des extremitées de l'ellipse sur chaque quart de l'ellipse:
for (y_pos=start_y,y=-vertical_radius;y_pos<center_y;y_pos++,y++)
for (x_pos=start_x,x=-horizontal_radius;x_pos<center_x;x_pos++,x++)
if (Pixel_in_ellipse(x, y, &Ellipse))
{
// On vient de tomber sur le premier point qui sur la ligne
// horizontale fait partie de l'ellipse.
// Donc on peut l'afficher (lui et ses copains symétriques)
// Quart Haut-gauche
Pixel_figure(x_pos,y_pos,color);
// Quart Haut-droite
Pixel_figure((center_x<<1)-x_pos,y_pos,color);
// Quart Bas-gauche
Pixel_figure(x_pos,(center_y<<1)-y_pos,color);
// Quart Bas-droite
Pixel_figure((center_x<<1)-x_pos,(center_y<<1)-y_pos,color);
// On peut ensuite afficher tous les points qui le suivent dont le
// pixel voisin du haut n'appartient pas à l'ellipse:
for (y--,x_pos++,x++;x_pos<center_x;x_pos++,x++)
if (!Pixel_in_ellipse(x, y, &Ellipse))
{
// Quart Haut-gauche
Pixel_figure(x_pos,y_pos,color);
// Quart Haut-droite
Pixel_figure((center_x<<1)-x_pos,y_pos,color);
// Quart Bas-gauche
Pixel_figure(x_pos,(center_y<<1)-y_pos,color);
// Quart Bas-droite
Pixel_figure((center_x<<1)-x_pos,(center_y<<1)-y_pos,color);
}
else
break;
y++;
break;
}
// On affiche à la fin les points cardinaux:
// points verticaux:
x_pos=center_x;
x=-1;
for (y_pos=center_y+1-vertical_radius,y=-vertical_radius+1;y_pos<center_y+vertical_radius;y_pos++,y++)
if (!Pixel_in_ellipse(x, y, &Ellipse))
Pixel_figure(x_pos,y_pos,color);
// points horizontaux:
y_pos=center_y;
y=-1;
for (x_pos=center_x+1-horizontal_radius,x=-horizontal_radius+1;x_pos<center_x+horizontal_radius;x_pos++,x++)
if (!Pixel_in_ellipse(x, y, &Ellipse))
Pixel_figure(x_pos,y_pos,color);
Pixel_figure(center_x,center_y-vertical_radius,color); // Haut
Pixel_figure(center_x-horizontal_radius,center_y,color); // Gauche
Pixel_figure(center_x+horizontal_radius,center_y,color); // Droite
Pixel_figure(center_x,center_y+vertical_radius,color); // Bas
Update_part_of_screen(center_x-horizontal_radius,center_y-vertical_radius,2*horizontal_radius+1,2*vertical_radius+1);
}
static void Draw_inscribed_ellipse_general(short x1, short y1, short x2, short y2, byte color, byte filled)
{
short left, right, top, bottom;
short dbl_center_x; // double of center_x
short dbl_center_y; // double of center_y
short dbl_x_radius; // double of horizontal radius
short dbl_y_radius; // double of vertical radius
long sq_dbl_x_radius;
long sq_dbl_y_radius;
qword sq_dbl_radius_product;
short x_pos;
short y_pos;
short x_max;
if (x1 > x2)
{
left = x2;
right = x1;
}
else
{
left = x1;
right = x2;
}
if (y1 > y2)
{
top = y2;
bottom = y1;
}
else
{
top = y1;
bottom = y2;
}
dbl_center_x = left+right;
dbl_center_y = top+bottom;
dbl_x_radius = right-left+1;
dbl_y_radius = bottom-top+1;
if ((Selected_circle_ellipse_mode & MASK_CIRCLE_ELLIPSE) == MODE_CIRCLE)
{
if (dbl_x_radius > dbl_y_radius)
dbl_x_radius = dbl_y_radius;
else
dbl_y_radius = dbl_x_radius;
}
sq_dbl_x_radius = (long)dbl_x_radius*dbl_x_radius;
sq_dbl_y_radius = (long)dbl_y_radius*dbl_y_radius;
sq_dbl_radius_product = (qword)sq_dbl_x_radius * sq_dbl_y_radius;
x_max = right;
for (y_pos = top; y_pos <= (dbl_center_y >> 1); y_pos++)
{
long dbl_y = 2*y_pos - dbl_center_y;
long sq_dbl_y = dbl_y*dbl_y;
for (x_pos = left; x_pos <= (dbl_center_x >> 1); x_pos++)
{
long dbl_x = 2*x_pos - dbl_center_x;
long sq_dbl_x = dbl_x*dbl_x;
if (((qword)sq_dbl_x * sq_dbl_y_radius + (qword)sq_dbl_y * sq_dbl_x_radius) < sq_dbl_radius_product)
{
short x_pos_backup = x_pos;
do
{
Pixel_figure(x_pos,y_pos,color);
Pixel_figure(dbl_center_x - x_pos,y_pos,color);
Pixel_figure(x_pos,dbl_center_y - y_pos,color);
Pixel_figure(dbl_center_x - x_pos,dbl_center_y - y_pos,color);
x_pos++;
}
while (x_pos <= (dbl_center_x >> 1) && x_pos < x_max);
if (!filled && x_pos_backup < x_max)
x_max = x_pos_backup;
break;
}
}
}
Update_part_of_screen(left, top, right-left, bottom-top);
}
// -- Tracé définitif d'une ellipse vide --
void Draw_empty_ellipse_permanent(short center_x,short center_y,short horizontal_radius,short vertical_radius,byte color)
{
Pixel_figure=Pixel_figure_permanent;
Init_permanent_draw();
Draw_empty_ellipse_general(center_x,center_y,horizontal_radius,vertical_radius,color);
//Update_part_of_screen(center_x - horizontal_radius, center_y - vertical_radius, 2* horizontal_radius+1, 2*vertical_radius+1);
}
void Draw_empty_inscribed_ellipse_permanent(short x1,short y1,short x2, short y2,byte color)
{
Pixel_figure=Pixel_figure_permanent;
Init_permanent_draw();
Draw_inscribed_ellipse_general(x1, y1, x2, y2, color, 0);
}
// -- Tracer la preview d'une ellipse vide --
void Draw_empty_ellipse_preview(short center_x,short center_y,short horizontal_radius,short vertical_radius,byte color)
{
Pixel_figure=Pixel_figure_preview;
Draw_empty_ellipse_general(center_x,center_y,horizontal_radius,vertical_radius,color);
//Update_part_of_screen(center_x - horizontal_radius, center_y - vertical_radius, 2* horizontal_radius+1, 2*vertical_radius +1);
}
void Draw_empty_inscribed_ellipse_preview(short x1,short y1,short x2,short y2,byte color)
{
Pixel_figure=Pixel_figure_preview;
Draw_inscribed_ellipse_general(x1, y1, x2, y2, color, 0);
}
// -- Effacer la preview d'une ellipse vide --
void Hide_empty_ellipse_preview(short center_x,short center_y,short horizontal_radius,short vertical_radius)
{
Pixel_figure=Pixel_figure_clear_preview;
Draw_empty_ellipse_general(center_x,center_y,horizontal_radius,vertical_radius,0);
//Update_part_of_screen(center_x - horizontal_radius, center_y - vertical_radius, 2* horizontal_radius+1, 2*vertical_radius+1);
}
void Hide_empty_inscribed_ellipse_preview(short x1,short y1,short x2,short y2)
{
Pixel_figure=Pixel_figure_clear_preview;
Draw_inscribed_ellipse_general(x1,y1,x2,y2,0,0);
}
// -- Tracer une ellipse pleine --
void Draw_filled_ellipse(short center_x,short center_y,short horizontal_radius,short vertical_radius,byte color)
{
short start_x;
short start_y;
short x_pos;
short y_pos;
short end_x;
short end_y;
long x, y;
T_Ellipse_limits Ellipse;
start_x=center_x-horizontal_radius;
start_y=center_y-vertical_radius;
end_x=center_x+horizontal_radius;
end_y=center_y+vertical_radius;
// Calcul des limites de l'ellipse
Ellipse_compute_limites(horizontal_radius+1, vertical_radius+1, &Ellipse);
// Correction des bornes d'après les limites
if (start_y<Limit_top)
start_y=Limit_top;
if (end_y>Limit_bottom)
end_y=Limit_bottom;
if (start_x<Limit_left)
start_x=Limit_left;
if (end_x>Limit_right)
end_x=Limit_right;
// Affichage de l'ellipse
for (y_pos=start_y,y=start_y-center_y;y_pos<=end_y;y_pos++,y++)
for (x_pos=start_x,x=start_x-center_x;x_pos<=end_x;x_pos++,x++)
if (Pixel_in_ellipse(x, y, &Ellipse))
Display_pixel(x_pos,y_pos,color);
Update_part_of_screen(center_x-horizontal_radius,center_y-vertical_radius,2*horizontal_radius+1,2*vertical_radius+1);
}
void Draw_filled_inscribed_ellipse(short x1,short y1,short x2,short y2,byte color)
{
Pixel_figure = Pixel_clipped;
Draw_inscribed_ellipse_general(x1, y1, x2, y2, color, 1);
}
/******************
* TRACÉ DE LIGNES *
******************/
/// Alters bx and by so the (AX,AY)-(BX,BY) segment becomes either horizontal,
/// vertical, 45degrees, or isometrical for pixelart (ie 2:1 ratio)
void Clamp_coordinates_regular_angle(short ax, short ay, short* bx, short* by)
{
int dx, dy;
float angle;
dx = *bx-ax;
dy = *by-ay;
// No mouse move: no need to clamp anything
if (dx==0 || dy == 0) return;
// Determine angle (heading)
angle = atan2(dx, dy);
// Get absolute values, useful from now on:
//dx=abs(dx);
//dy=abs(dy);
// Negative Y
if (angle < M_PI*(-15.0/16.0) || angle > M_PI*(15.0/16.0))
{
*bx=ax;
*by=ay + dy;
}
// Iso close to negative Y
else if (angle < M_PI*(-13.0/16.0))
{
dy=dy | 1; // Round up to next odd number
*bx=ax + dy/2;
*by=ay + dy;
}
// 45deg
else if (angle < M_PI*(-11.0/16.0))
{
*by = (*by + ay + dx)/2;
*bx = ax - ay + *by;
}
// Iso close to negative X
else if (angle < M_PI*(-9.0/16.0))
{
dx=dx | 1; // Round up to next odd number
*bx=ax + dx;
*by=ay + dx/2;
}
// Negative X
else if (angle < M_PI*(-7.0/16.0))
{
*bx=ax + dx;
*by=ay;
}
// Iso close to negative X
else if (angle < M_PI*(-5.0/16.0))
{
dx=dx | 1; // Round up to next odd number
*bx=ax + dx;
*by=ay - dx/2;
}
// 45 degrees
else if (angle < M_PI*(-3.0/16.0))
{
*by = (*by + ay - dx)/2;
*bx = ax + ay - *by;
}
// Iso close to positive Y
else if (angle < M_PI*(-1.0/16.0))
{
dy=dy | 1; // Round up to next odd number
*bx=ax - dy/2;
*by=ay + dy;
}
// Positive Y
else if (angle < M_PI*(1.0/16.0))
{
*bx=ax;
*by=ay + dy;
}
// Iso close to positive Y
else if (angle < M_PI*(3.0/16.0))
{
dy=dy | 1; // Round up to next odd number
*bx=ax + dy/2;
*by=ay + dy;
}
// 45 degrees
else if (angle < M_PI*(5.0/16.0))
{
*by = (*by + ay + dx)/2;
*bx = ax - ay + *by;
}
// Iso close to positive X
else if (angle < M_PI*(7.0/16.0))
{
dx=dx | 1; // Round up to next odd number
*bx=ax + dx;
*by=ay + dx/2;
}
// Positive X
else if (angle < M_PI*(9.0/16.0))
{
*bx=ax + dx;
*by=ay;
}
// Iso close to positive X
else if (angle < M_PI*(11.0/16.0))
{
dx=dx | 1; // Round up to next odd number
*bx=ax + dx;
*by=ay - dx/2;
}
// 45 degrees
else if (angle < M_PI*(13.0/16.0))
{
*by = (*by + ay - dx)/2;
*bx = ax + ay - *by;
}
// Iso close to negative Y
else //if (angle < M_PI*(15.0/16.0))
{
dy=dy | 1; // Round up to next odd number
*bx=ax - dy/2;
*by=ay + dy;
}
return;
}
// -- Tracer général d'une ligne ------------------------------------------
void Draw_line_general(short start_x,short start_y,short end_x,short end_y, byte color)
{
short x_pos,y_pos;
short incr_x,incr_y;
short i,cumul;
short delta_x,delta_y;
x_pos=start_x;
y_pos=start_y;
if (start_x<end_x)
{
incr_x=+1;
delta_x=end_x-start_x;
}
else
{
incr_x=-1;
delta_x=start_x-end_x;
}
if (start_y<end_y)
{
incr_y=+1;
delta_y=end_y-start_y;
}
else
{
incr_y=-1;
delta_y=start_y-end_y;
}
if (delta_y>delta_x)
{
cumul=delta_y>>1;
for (i=1; i<delta_y; i++)
{
y_pos+=incr_y;
cumul+=delta_x;
if (cumul>=delta_y)
{
cumul-=delta_y;
x_pos+=incr_x;
}
Pixel_figure(x_pos,y_pos,color);
}
}
else
{
cumul=delta_x>>1;
for (i=1; i<delta_x; i++)
{
x_pos+=incr_x;
cumul+=delta_y;
if (cumul>=delta_x)
{
cumul-=delta_x;
y_pos+=incr_y;
}
Pixel_figure(x_pos,y_pos,color);
}
}
if ( (start_x!=end_x) || (start_y!=end_y) )
Pixel_figure(end_x,end_y,color);
}
// -- Tracer définitif d'une ligne --
void Draw_line_permanent(short start_x,short start_y,short end_x,short end_y, byte color)
{
int w = end_x-start_x, h = end_y - start_y;
Pixel_figure=Pixel_figure_permanent;
Init_permanent_draw();
Draw_line_general(start_x,start_y,end_x,end_y,color);
Update_part_of_screen((start_x<end_x)?start_x:end_x,(start_y<end_y)?start_y:end_y,abs(w)+1,abs(h)+1);
}
// -- Tracer la preview d'une ligne --
void Draw_line_preview(short start_x,short start_y,short end_x,short end_y,byte color)
{
int w = end_x-start_x, h = end_y - start_y;
Pixel_figure=Pixel_figure_preview;
Draw_line_general(start_x,start_y,end_x,end_y,color);
Update_part_of_screen((start_x<end_x)?start_x:end_x,(start_y<end_y)?start_y:end_y,abs(w)+1,abs(h)+1);
}
// -- Tracer la preview d'une ligne en xor --
void Draw_line_preview_xor(short start_x,short start_y,short end_x,short end_y,byte color)
{
int w, h;
Pixel_figure=(Func_pixel)Pixel_figure_preview_xor;
// Needed a cast because this function supports signed shorts,
// (it's usually in image space), while this time it's in screen space
// and some line endpoints can be out of screen.
Draw_line_general(start_x,start_y,end_x,end_y,color);
if (start_x<Limit_left)
start_x=Limit_left;
if (start_y<Limit_top)
start_y=Limit_top;
if (end_x<Limit_left)
end_x=Limit_left;
if (end_y<Limit_top)
end_y=Limit_top;
// bottom & right limits are handled by Update_part_of_screen()
w = end_x-start_x;
h = end_y-start_y;
Update_part_of_screen((start_x<end_x)?start_x:end_x,(start_y<end_y)?start_y:end_y,abs(w)+1,abs(h)+1);
}
// -- Tracer la preview d'une ligne en xor additif --
void Draw_line_preview_xorback(short start_x,short start_y,short end_x,short end_y,byte color)
{
int w = end_x-start_x, h = end_y - start_y;
Pixel_figure=Pixel_figure_preview_xorback;
Draw_line_general(start_x,start_y,end_x,end_y,color);
Update_part_of_screen((start_x<end_x)?start_x:end_x,(start_y<end_y)?start_y:end_y,abs(w)+1,abs(h)+1);
}
// -- Effacer la preview d'une ligne --
void Hide_line_preview(short start_x,short start_y,short end_x,short end_y)
{
int w = end_x-start_x, h = end_y - start_y;
Pixel_figure=Pixel_figure_clear_preview;
Draw_line_general(start_x,start_y,end_x,end_y,0);
Update_part_of_screen((start_x<end_x)?start_x:end_x,(start_y<end_y)?start_y:end_y,abs(w)+1,abs(h)+1);
}
// -- Tracer un rectangle vide --
void Draw_empty_rectangle(short start_x,short start_y,short end_x,short end_y,byte color)
{
short temp;
short x_pos;
short y_pos;
// On vérifie que les bornes soient dans le bon sens:
if (start_x>end_x)
{
temp=start_x;
start_x=end_x;
end_x=temp;
}
if (start_y>end_y)
{
temp=start_y;
start_y=end_y;
end_y=temp;
}
// On trace le rectangle:
Init_permanent_draw();
for (x_pos=start_x;x_pos<=end_x;x_pos++)
{
Pixel_figure_permanent(x_pos,start_y,color);
Pixel_figure_permanent(x_pos, end_y,color);
}
for (y_pos=start_y+1;y_pos<end_y;y_pos++)
{
Pixel_figure_permanent(start_x,y_pos,color);
Pixel_figure_permanent( end_x,y_pos,color);
}
#if defined(__macosx__) || defined(__FreeBSD__)
Update_part_of_screen(start_x,end_x,end_x-start_x,end_y-start_y);
#endif
}
// -- Tracer un rectangle plein --
void Draw_filled_rectangle(short start_x,short start_y,short end_x,short end_y,byte color)
{
short temp;
short x_pos;
short y_pos;
// On vérifie que les bornes sont dans le bon sens:
if (start_x>end_x)
{
temp=start_x;
start_x=end_x;
end_x=temp;
}
if (start_y>end_y)
{
temp=start_y;
start_y=end_y;
end_y=temp;
}
// Correction en cas de dépassement des limites de l'image
if (end_x>Limit_right)
end_x=Limit_right;
if (end_y>Limit_bottom)
end_y=Limit_bottom;
// On trace le rectangle:
for (y_pos=start_y;y_pos<=end_y;y_pos++)
for (x_pos=start_x;x_pos<=end_x;x_pos++)
// Display_pixel traite chaque pixel avec tous les effets ! (smear, ...)
// Donc on ne peut pas otimiser en traçant ligne par ligne avec memset :(
Display_pixel(x_pos,y_pos,color);
Update_part_of_screen(start_x,start_y,end_x-start_x,end_y-start_y);
}
// -- Tracer une courbe de Bézier --
void Draw_curve_general(short x1, short y1,
short x2, short y2,
short x3, short y3,
short x4, short y4,
byte color)
{
float delta,t,t2,t3;
short x,y,old_x,old_y;
word i;
int cx[4];
int cy[4];
// Calcul des vecteurs de coefficients
cx[0]= - x1 + 3*x2 - 3*x3 + x4;
cx[1]= + 3*x1 - 6*x2 + 3*x3;
cx[2]= - 3*x1 + 3*x2;
cx[3]= + x1;
cy[0]= - y1 + 3*y2 - 3*y3 + y4;
cy[1]= + 3*y1 - 6*y2 + 3*y3;
cy[2]= - 3*y1 + 3*y2;
cy[3]= + y1;
// Traçage de la courbe
old_x=x1;
old_y=y1;
Pixel_figure(old_x,old_y,color);
delta=0.05f; // 1.0/20
t=0;
for (i=1; i<=20; i++)
{
t=t+delta; t2=t*t; t3=t2*t;
x=Round(t3*cx[0] + t2*cx[1] + t*cx[2] + cx[3]);
y=Round(t3*cy[0] + t2*cy[1] + t*cy[2] + cy[3]);
Draw_line_general(old_x,old_y,x,y,color);
old_x=x;
old_y=y;
}
x = Min(Min(x1,x2),Min(x3,x4));
y = Min(Min(y1,y2),Min(y3,y4));
old_x = Max(Max(x1,x2),Max(x3,x4)) - x;
old_y = Max(Max(y1,y2),Max(y3,y4)) - y;
Update_part_of_screen(x,y,old_x+1,old_y+1);
}
// -- Tracer une courbe de Bézier définitivement --
void Draw_curve_permanent(short x1, short y1,
short x2, short y2,
short x3, short y3,
short x4, short y4,
byte color)
{
Pixel_figure=Pixel_figure_permanent;
Init_permanent_draw();
Draw_curve_general(x1,y1,x2,y2,x3,y3,x4,y4,color);
}
// -- Tracer la preview d'une courbe de Bézier --
void Draw_curve_preview(short x1, short y1,
short x2, short y2,
short x3, short y3,
short x4, short y4,
byte color)
{
Pixel_figure=Pixel_figure_preview;
Draw_curve_general(x1,y1,x2,y2,x3,y3,x4,y4,color);
}
// -- Effacer la preview d'une courbe de Bézier --
void Hide_curve_preview(short x1, short y1,
short x2, short y2,
short x3, short y3,
short x4, short y4,
byte color)
{
Pixel_figure=Pixel_figure_clear_preview;
Draw_curve_general(x1,y1,x2,y2,x3,y3,x4,y4,color);
}
// -- Spray : un petit coup de Pschiitt! --
void Airbrush(short clicked_button)
{
short x_pos,y_pos;
short radius=Airbrush_size>>1;
long radius_squared=(long)radius*radius;
short index,count;
byte color_index;
byte direction;
Hide_cursor();
if (Airbrush_mode)
{
for (count=1; count<=Airbrush_mono_flow; count++)
{
x_pos=(rand()%Airbrush_size)-radius;
y_pos=(rand()%Airbrush_size)-radius;
if ( (x_pos*x_pos)+(y_pos*y_pos) <= radius_squared )
{
x_pos+=Paintbrush_X;
y_pos+=Paintbrush_Y;
if (clicked_button==1)
Draw_paintbrush(x_pos,y_pos,Fore_color);
else
Draw_paintbrush(x_pos,y_pos,Back_color);
}
}
}
else
{
// On essaye de se balader dans la table des flux de façon à ce que ce
// ne soit pas toujours la dernière couleur qui soit affichée en dernier
// Pour ça, on part d'une couleur au pif dans une direction aléatoire.
direction=rand()&1;
for (index=0,color_index=rand()/*%256*/; index<256; index++)
{
for (count=1; count<=Airbrush_multi_flow[color_index]; count++)
{
x_pos=(rand()%Airbrush_size)-radius;
y_pos=(rand()%Airbrush_size)-radius;
if ( (x_pos*x_pos)+(y_pos*y_pos) <= radius_squared )
{
x_pos+=Paintbrush_X;
y_pos+=Paintbrush_Y;
if (clicked_button==LEFT_SIDE)
Draw_paintbrush(x_pos,y_pos,color_index);
else
Draw_paintbrush(x_pos,y_pos,Back_color);
}
}
if (direction)
color_index++;
else
color_index--;
}
}
Display_cursor();
}
//////////////////////////////////////////////////////////////////////////
////////////////////////// GESTION DES DEGRADES //////////////////////////
//////////////////////////////////////////////////////////////////////////
// -- Gestion d'un dégradé de base (le plus moche) --
void Gradient_basic(long index,short x_pos,short y_pos)
{
long position;
// On fait un premier calcul partiel
position=(index*Gradient_bounds_range);
// On gère un déplacement au hasard
position+=(Gradient_total_range*(rand()%Gradient_random_factor)) >>6;
position-=(Gradient_total_range*Gradient_random_factor) >>7;
position/=Gradient_total_range;
// On va vérifier que nos petites idioties n'ont pas éjecté la valeur hors
// des valeurs autorisées par le dégradé défini par l'utilisateur.
if (position<0)
position=0;
else if (position>=Gradient_bounds_range)
position=Gradient_bounds_range-1;
// On ramène ensuite la position dans le dégradé vers un numéro de couleur
if (Gradient_is_inverted)
Gradient_pixel(x_pos,y_pos,Gradient_upper_bound-position);
else
Gradient_pixel(x_pos,y_pos,Gradient_lower_bound+position);
}
// -- Gestion d'un dégradé par trames simples --
void Gradient_dithered(long index,short x_pos,short y_pos)
{
long position_in_gradient;
long position_in_segment;
//
// But de l'opération: en plus de calculer la position de base (désignée
// dans cette procédure par "position_in_gradient", on calcule la position
// de l'indice dans le schéma suivant:
//
// | Les indices qui traînent de ce côté du segment se voient subir
// | une incrémentation conditionnelle à leur position dans l'écran.
// v
// |---|---|---|---- - - -
// ^
// |_ Les indices qui traînent de ce côté du segment se voient subir une
// décrémentation conditionnelle à leur position dans l'écran.
// On fait d'abord un premier calcul partiel
position_in_gradient=(index*Gradient_bounds_range);
// On gère un déplacement au hasard...
position_in_gradient+=(Gradient_total_range*(rand()%Gradient_random_factor)) >>6;
position_in_gradient-=(Gradient_total_range*Gradient_random_factor) >>7;
if (position_in_gradient<0)
position_in_gradient=0;
// ... qui nous permet de calculer la position dans le segment
position_in_segment=((position_in_gradient<<2)/Gradient_total_range)&3;
// On peut ensuite terminer le calcul de l'indice dans le dégradé
position_in_gradient/=Gradient_total_range;
// On va pouvoir discuter de la valeur de position_in_gradient en fonction
// de la position dans l'écran et de la position_in_segment.
switch (position_in_segment)
{
case 0 : // On est sur la gauche du segment
if (((x_pos+y_pos)&1)==0)
position_in_gradient--;
break;
// On n'a pas à traiter les cas 1 et 2 car ils représentent des valeurs
// suffisament au centre du segment pour ne pas avoir à subir la trame
case 3 : // On est sur la droite du segment
if (((x_pos+y_pos)&1)!=0) // Note: on doit faire le test inverse au cas gauche pour synchroniser les 2 côtés de la trame.
position_in_gradient++;
}
// On va vérifier que nos petites idioties n'ont pas éjecté la valeur hors
// des valeurs autorisées par le dégradé défini par l'utilisateur.
if (position_in_gradient<0)
position_in_gradient=0;
else if (position_in_gradient>=Gradient_bounds_range)
position_in_gradient=Gradient_bounds_range-1;
// On ramène ensuite la position dans le dégradé vers un numéro de couleur
if (Gradient_is_inverted)
position_in_gradient=Gradient_upper_bound-position_in_gradient;
else
position_in_gradient=Gradient_lower_bound+position_in_gradient;
Gradient_pixel(x_pos,y_pos,position_in_gradient);
}
// -- Gestion d'un dégradé par trames étendues --
void Gradient_extra_dithered(long index,short x_pos,short y_pos)
{
long position_in_gradient;
long position_in_segment;
//
// But de l'opération: en plus de calculer la position de base (désignée
// dans cette procédure par "position_in_gradient", on calcule la position
// de l'indice dans le schéma suivant:
//
// | Les indices qui traînent de ce côté du segment se voient subir
// | une incrémentation conditionnelle à leur position dans l'écran.
// v
// |---|---|---|---- - - -
// ^
// |_ Les indices qui traînent de ce côté du segment se voient subir une
// décrémentation conditionnelle à leur position dans l'écran.
// On fait d'abord un premier calcul partiel
position_in_gradient=(index*Gradient_bounds_range);
// On gère un déplacement au hasard
position_in_gradient+=(Gradient_total_range*(rand()%Gradient_random_factor)) >>6;
position_in_gradient-=(Gradient_total_range*Gradient_random_factor) >>7;
if (position_in_gradient<0)
position_in_gradient=0;
// Qui nous permet de calculer la position dans le segment
position_in_segment=((position_in_gradient<<3)/Gradient_total_range)&7;
// On peut ensuite terminer le calcul de l'indice dans le dégradé
position_in_gradient/=Gradient_total_range;
// On va pouvoir discuter de la valeur de position_in_gradient en fonction
// de la position dans l'écran et de la position_in_segment.
switch (position_in_segment)
{
case 0 : // On est sur l'extrême gauche du segment
if (((x_pos+y_pos)&1)==0)
position_in_gradient--;
break;
case 1 : // On est sur la gauche du segment
case 2 : // On est sur la gauche du segment
if (((x_pos & 1)==0) && ((y_pos & 1)==0))
position_in_gradient--;
break;
// On n'a pas à traiter les cas 3 et 4 car ils représentent des valeurs
// suffisament au centre du segment pour ne pas avoir à subir la trame
case 5 : // On est sur la droite du segment
case 6 : // On est sur la droite du segment
if (((x_pos & 1)==0) && ((y_pos & 1)!=0))
position_in_gradient++;
break;
case 7 : // On est sur l'extreme droite du segment
if (((x_pos+y_pos)&1)!=0) // Note: on doit faire le test inverse au cas gauche pour synchroniser les 2 côtés de la trame.
position_in_gradient++;
}
// On va vérifier que nos petites idioties n'ont pas éjecté la valeur hors
// des valeurs autorisées par le dégradé défini par l'utilisateur.
if (position_in_gradient<0)
position_in_gradient=0;
else if (position_in_gradient>=Gradient_bounds_range)
position_in_gradient=Gradient_bounds_range-1;
// On ramène ensuite la position dans le dégradé vers un numéro de couleur
if (Gradient_is_inverted)
position_in_gradient=Gradient_upper_bound-position_in_gradient;
else
position_in_gradient=Gradient_lower_bound+position_in_gradient;
Gradient_pixel(x_pos,y_pos,position_in_gradient);
}
// -- Tracer un cercle degradé (une sphère) --
void Draw_grad_circle(short center_x,short center_y,long sqradius,short spot_x,short spot_y)
{
long start_x;
long start_y;
long x_pos;
long y_pos;
long end_x;
long end_y;
long distance_x; // Distance (au carré) sur les X du point en cours au centre d'éclairage
long distance_y; // Distance (au carré) sur les Y du point en cours au centre d'éclairage
long x, y;
short radius = sqrt(sqradius);
start_x=center_x-radius;
start_y=center_y-radius;
end_x=center_x+radius;
end_y=center_y+radius;
// Correction des bornes d'après les limites
if (start_y<Limit_top)
start_y=Limit_top;
if (end_y>Limit_bottom)
end_y=Limit_bottom;
if (start_x<Limit_left)
start_x=Limit_left;
if (end_x>Limit_right)
end_x=Limit_right;
Gradient_total_range=sqradius+
((center_x-spot_x)*(center_x-spot_x))+
((center_y-spot_y)*(center_y-spot_y))+
(2L*radius*sqrt(
((center_x-spot_x)*(center_x-spot_x))+
((center_y-spot_y)*(center_y-spot_y))));
if (Gradient_total_range==0)
Gradient_total_range=1;
// Affichage du cercle
for (y_pos=start_y,y=(long)start_y-center_y;y_pos<=end_y;y_pos++,y++)
{
distance_y =(y_pos-spot_y);
distance_y*=distance_y;
for (x_pos=start_x,x=(long)start_x-center_x;x_pos<=end_x;x_pos++,x++)
if (Pixel_in_circle(x, y, sqradius))
{
distance_x =(x_pos-spot_x);
distance_x*=distance_x;
Gradient_function(distance_x+distance_y,x_pos,y_pos);
}
}
Update_part_of_screen(center_x-radius,center_y-radius,2*radius+1,2*radius+1);
}
// -- Tracer une ellipse degradée --
void Draw_grad_ellipse(short center_x,short center_y,short horizontal_radius,short vertical_radius,short spot_x,short spot_y)
{
long start_x;
long start_y;
long x_pos;
long y_pos;
long end_x;
long end_y;
long distance_x; // Distance (au carré) sur les X du point en cours au centre d'éclairage
long distance_y; // Distance (au carré) sur les Y du point en cours au centre d'éclairage
long x, y;
T_Ellipse_limits Ellipse;
start_x=center_x-horizontal_radius;
start_y=center_y-vertical_radius;
end_x=center_x+horizontal_radius;
end_y=center_y+vertical_radius;
// Calcul des limites de l'ellipse
Ellipse_compute_limites(horizontal_radius+1, vertical_radius+1, &Ellipse);
// On calcule la distance maximale:
Gradient_total_range=(horizontal_radius*horizontal_radius)+
(vertical_radius*vertical_radius)+
((center_x-spot_x)*(center_x-spot_x))+
((center_y-spot_y)*(center_y-spot_y))+
(2L
*sqrt(
(horizontal_radius*horizontal_radius)+
(vertical_radius *vertical_radius ))
*sqrt(
((center_x-spot_x)*(center_x-spot_x))+
((center_y-spot_y)*(center_y-spot_y))));
if (Gradient_total_range==0)
Gradient_total_range=1;
// Correction des bornes d'après les limites
if (start_y<Limit_top)
start_y=Limit_top;
if (end_y>Limit_bottom)
end_y=Limit_bottom;
if (start_x<Limit_left)
start_x=Limit_left;
if (end_x>Limit_right)
end_x=Limit_right;
// Affichage de l'ellipse
for (y_pos=start_y,y=start_y-center_y;y_pos<=end_y;y_pos++,y++)
{
distance_y =(y_pos-spot_y);
distance_y*=distance_y;
for (x_pos=start_x,x=start_x-center_x;x_pos<=end_x;x_pos++,x++)
if (Pixel_in_ellipse(x, y, &Ellipse))
{
distance_x =(x_pos-spot_x);
distance_x*=distance_x;
Gradient_function(distance_x+distance_y,x_pos,y_pos);
}
}
Update_part_of_screen(start_x,start_y,end_x-start_x+1,end_y-start_y+1);
}
void Draw_grad_inscribed_ellipse(short x1, short y1, short x2, short y2, short spot_x, short spot_y)
{
short left, right, top, bottom;
short dbl_center_x; // double of center_x
short dbl_center_y; // double of center_y
short dbl_x_radius; // double of horizontal radius
short dbl_y_radius; // double of vertical radius
long sq_dbl_x_radius;
long sq_dbl_y_radius;
qword sq_dbl_radius_product;
short x_pos;
short y_pos;
long sq_dist_x; // Square horizontal distance with the lightning point
long sq_dist_y; // Square vertical distance with the lightning point
if (x1 > x2)
{
left = x2;
right = x1;
}
else
{
left = x1;
right = x2;
}
if (y1 > y2)
{
top = y2;
bottom = y1;
}
else
{
top = y1;
bottom = y2;
}
dbl_center_x = left+right;
dbl_center_y = top+bottom;
dbl_x_radius = right-left+1;
dbl_y_radius = bottom-top+1;
if ((Selected_circle_ellipse_mode & MASK_CIRCLE_ELLIPSE) == MODE_CIRCLE)
{
if (dbl_x_radius > dbl_y_radius)
dbl_x_radius = dbl_y_radius;
else
dbl_y_radius = dbl_x_radius;
}
sq_dbl_x_radius = (long)dbl_x_radius*dbl_x_radius;
sq_dbl_y_radius = (long)dbl_y_radius*dbl_y_radius;
sq_dbl_radius_product = (qword)sq_dbl_x_radius * sq_dbl_y_radius;
// calculate grandient range
Gradient_total_range= (sq_dbl_x_radius + sq_dbl_y_radius) / 4 +
((dbl_center_x/2-spot_x)*(dbl_center_x/2-spot_x))+
((dbl_center_y/2-spot_y)*(dbl_center_y/2-spot_y))+
(sqrt(sq_dbl_x_radius + sq_dbl_y_radius)
*sqrt(
((dbl_center_x/2-spot_x)*(dbl_center_x/2-spot_x))+
((dbl_center_y/2-spot_y)*(dbl_center_y/2-spot_y))));
if (Gradient_total_range==0)
Gradient_total_range=1;
for (y_pos = top; y_pos <= bottom; y_pos++)
{
long dbl_y = 2*y_pos - dbl_center_y;
long sq_dbl_y = dbl_y*dbl_y;
sq_dist_y =(y_pos-spot_y);
sq_dist_y *= sq_dist_y;
for (x_pos = left; x_pos <= right; x_pos++)
{
long dbl_x = 2*x_pos - dbl_center_x;
long sq_dbl_x = dbl_x*dbl_x;
if (((qword)sq_dbl_x * sq_dbl_y_radius + (qword)sq_dbl_y * sq_dbl_x_radius) < sq_dbl_radius_product)
{
sq_dist_x =(x_pos-spot_x);
sq_dist_x *= sq_dist_x;
Gradient_function(sq_dist_x+sq_dist_y,x_pos,y_pos);
}
}
}
Update_part_of_screen(left, top, right-left+1, bottom-top+1);
}
// Tracé d'un rectangle (rax ray - rbx rby) dégradé selon le vecteur (vax vay - vbx - vby)
void Draw_grad_rectangle(short rax,short ray,short rbx,short rby,short vax,short vay, short vbx, short vby)
{
short y_pos, x_pos;
// On commence par s'assurer que le rectangle est à l'endroit
if(rbx < rax)
{
x_pos = rbx;
rbx = rax;
rax = x_pos;
}
if(rby < ray)
{
y_pos = rby;
rby = ray;
ray = y_pos;
}
// Correction des bornes d'après les limites
if (ray<Limit_top)
ray=Limit_top;
if (rby>Limit_bottom)
rby=Limit_bottom;
if (rax<Limit_left)
rax=Limit_left;
if (rbx>Limit_right)
rbx=Limit_right;
if(vbx == vax)
{
// Le vecteur est vertical, donc on évite la partie en dessous qui foirerait avec une division par 0...
if (vby == vay) return; // L'utilisateur fait n'importe quoi
Gradient_total_range = abs(vby - vay);
for(y_pos=ray;y_pos<=rby;y_pos++)
for(x_pos=rax;x_pos<=rbx;x_pos++)
Gradient_function(abs(vby - y_pos),x_pos,y_pos);
}
else
{
float a;
float b;
float distance_x, distance_y;
Gradient_total_range = sqrt(pow(vby - vay,2)+pow(vbx - vax,2));
a = (float)(vby - vay)/(float)(vbx - vax);
b = vay - a*vax;
for (y_pos=ray;y_pos<=rby;y_pos++)
for (x_pos = rax;x_pos<=rbx;x_pos++)
{
// On calcule ou on en est dans le dégradé
distance_x = pow((y_pos - vay),2)+pow((x_pos - vax),2);
distance_y = pow((-a * x_pos + y_pos - b),2)/(a*a+1);
Gradient_function((int)sqrt(distance_x - distance_y),x_pos,y_pos);
}
}
Update_part_of_screen(rax,ray,rbx,rby);
}
// -- Tracer un polygône plein --
typedef struct T_Polygon_edge /* an active edge */
{
short top; /* top y position */
short bottom; /* bottom y position */
float x, dx; /* floating point x position and gradient */
float w; /* width of line segment */
struct T_Polygon_edge *prev; /* doubly linked list */
struct T_Polygon_edge *next;
} T_Polygon_edge;
/* Fill_edge_structure:
* Polygon helper function: initialises an edge structure for the 2d
* rasteriser.
*/
void Fill_edge_structure(T_Polygon_edge *edge, short *i1, short *i2)
{
short *it;
if (i2[1] < i1[1])
{
it = i1;
i1 = i2;
i2 = it;
}
edge->top = i1[1];
edge->bottom = i2[1] - 1;
edge->dx = ((float) i2[0] - (float) i1[0]) / ((float) i2[1] - (float) i1[1]);
edge->x = i1[0] + 0.4999999;
edge->prev = NULL;
edge->next = NULL;
if (edge->dx+1 < 0.0)
edge->x += edge->dx+1;
if (edge->dx >= 0.0)
edge->w = edge->dx;
else
edge->w = -(edge->dx);
if (edge->w-1.0<0.0)
edge->w = 0.0;
else
edge->w = edge->w-1;
}
/* Add_edge:
* Adds an edge structure to a linked list, returning the new head pointer.
*/
T_Polygon_edge * Add_edge(T_Polygon_edge *list, T_Polygon_edge *edge, int sort_by_x)
{
T_Polygon_edge *pos = list;
T_Polygon_edge *prev = NULL;
if (sort_by_x)
{
while ( (pos) && ((pos->x+((pos->w+pos->dx)/2)) < (edge->x+((edge->w+edge->dx)/2))) )
{
prev = pos;
pos = pos->next;
}
}
else
{
while ((pos) && (pos->top < edge->top))
{
prev = pos;
pos = pos->next;
}
}
edge->next = pos;
edge->prev = prev;
if (pos)
pos->prev = edge;
if (prev)
{
prev->next = edge;
return list;
}
else
return edge;
}
/* Remove_edge:
* Removes an edge structure from a list, returning the new head pointer.
*/
T_Polygon_edge * Remove_edge(T_Polygon_edge *list, T_Polygon_edge *edge)
{
if (edge->next)
edge->next->prev = edge->prev;
if (edge->prev)
{
edge->prev->next = edge->next;
return list;
}
else
return edge->next;
}
/* polygon:
* Draws a filled polygon with an arbitrary number of corners. Pass the
* number of vertices, then an array containing a series of x, y points
* (a total of vertices*2 values).
*/
void Polyfill_general(int vertices, short * points, int color)
{
short c;
short top;
short bottom;
short *i1, *i2;
short x_pos,end_x;
T_Polygon_edge *edge, *next_edge, *initial_edge;
T_Polygon_edge *active_edges = NULL;
T_Polygon_edge *inactive_edges = NULL;
if (vertices < 1)
return;
top = bottom = points[1];
/* allocate some space and fill the edge table */
initial_edge=edge=(T_Polygon_edge *) malloc(sizeof(T_Polygon_edge) * vertices);
i1 = points;
i2 = points + ((vertices-1)<<1);
for (c=0; c<vertices; c++)
{
if (i1[1] != i2[1])
{
Fill_edge_structure(edge, i1, i2);
if (edge->bottom >= edge->top)
{
if (edge->top < top)
top = edge->top;
if (edge->bottom > bottom)
bottom = edge->bottom;
inactive_edges = Add_edge(inactive_edges, edge, 0);
edge++;
}
}
i2 = i1;
i1 += 2;
}
/* for each scanline in the polygon... */
for (c=top; c<=bottom; c++)
{
/* check for newly active edges */
edge = inactive_edges;
while ((edge) && (edge->top == c))
{
next_edge = edge->next;
inactive_edges = Remove_edge(inactive_edges, edge);
active_edges = Add_edge(active_edges, edge, 1);
edge = next_edge;
}
/* draw horizontal line segments */
if ((c>=Limit_top) && (c<=Limit_bottom))
{
edge = active_edges;
while ((edge) && (edge->next))
{
x_pos=/*Round*/(edge->x);
end_x=/*Round*/(edge->next->x+edge->next->w);
if (x_pos<Limit_left)
x_pos=Limit_left;
if (end_x>Limit_right)
end_x=Limit_right;
for (; x_pos<=end_x; x_pos++)
Pixel_figure(x_pos,c,color);
edge = edge->next->next;
}
}
/* update edges, sorting and removing dead ones */
edge = active_edges;
while (edge)
{
next_edge = edge->next;
if (c >= edge->bottom)
active_edges = Remove_edge(active_edges, edge);
else
{
edge->x += edge->dx;
while ((edge->prev) && ( (edge->x+(edge->w/2)) < (edge->prev->x+(edge->prev->w/2))) )
{
if (edge->next)
edge->next->prev = edge->prev;
edge->prev->next = edge->next;
edge->next = edge->prev;
edge->prev = edge->prev->prev;
edge->next->prev = edge;
if (edge->prev)
edge->prev->next = edge;
else
active_edges = edge;
}
}
edge = next_edge;
}
}
free(initial_edge);
initial_edge = NULL;
// On ne connait pas simplement les xmin et xmax ici, mais de toutes façon ce n'est pas utilisé en preview
Update_part_of_screen(0,top,Main.image_width,bottom-top+1);
}
void Polyfill(int vertices, short * points, int color)
{
int index;
Pixel_clipped(points[0],points[1],color);
if (vertices==1)
{
Update_part_of_screen(points[0],points[1],1,1);
return;
}
// Comme pour le Fill, cette operation fait un peu d'"overdraw"
// (pixels dessinés plus d'une fois) alors on force le FX Feedback à OFF
Update_FX_feedback(0);
Pixel_figure=Pixel_clipped;
Polyfill_general(vertices,points,color);
// Remarque: pour dessiner la bordure avec la brosse en cours au lieu
// d'un pixel de couleur premier-plan, il suffit de mettre ici:
// Pixel_figure=Pixel_figure_permanent;
// Dessin du contour
for (index=0; index<vertices-1;index+=1)
Draw_line_general(points[index*2],points[index*2+1],points[index*2+2],points[index*2+3],color);
Draw_line_general(points[0],points[1],points[index*2],points[index*2+1],color);
// Restore original feedback value
Update_FX_feedback(Config.FX_Feedback);
}
//------------ Remplacement de la couleur pointée par une autre --------------
void Replace(byte new_color)
{
byte old_color;
if ((Paintbrush_X<Main.image_width)
&& (Paintbrush_Y<Main.image_height))
{
old_color=Read_pixel_from_current_layer(Paintbrush_X,Paintbrush_Y);
if ( (old_color!=new_color)
&& ((!Stencil_mode) || (!Stencil[old_color])) )
{
word x;
word y;
// Update all pixels
for (y=0; y<Main.image_height; y++)
for (x=0; x<Main.image_width; x++)
if (Read_pixel_from_current_layer(x,y) == old_color)
Pixel_in_current_screen(x,y,new_color);
}
}
}
/******************************************************************************/
/********************************** SHADES ************************************/
// Transformer une liste de shade en deux tables de conversion
void Shade_list_to_lookup_tables(word * list,short step,byte mode,byte * table_inc,byte * table_dec)
{
int index;
int first;
int last;
int color;
int temp;
// On initialise les deux tables de conversion en Identité
for (index=0;index<256;index++)
{
table_inc[index]=index;
table_dec[index]=index;
}
// On s'apprête à examiner l'ensemble de la liste
for (index=0;index<512;index++)
{
// On recherche la première case de la liste non vide (et non inhibée)
while ((index<512) && (list[index]>255))
index++;
// On note la position de la première case de la séquence
first=index;
// On recherche la position de la dernière case de la séquence
for (last=first;list[last+1]<256;last++);
// Pour toutes les cases non vides (et non inhibées) qui suivent
switch (mode)
{
case SHADE_MODE_NORMAL :
for (;(index<512) && (list[index]<256);index++)
{ // On met à jour les tables de conversion
color=list[index];
table_inc[color]=list[(index+step<=last)?index+step:last];
table_dec[color]=list[(index-step>=first)?index-step:first];
}
break;
case SHADE_MODE_LOOP :
temp=1+last-first;
for (;(index<512) && (list[index]<256);index++)
{ // On met à jour les tables de conversion
color=list[index];
table_inc[color]=list[first+((step+index-first)%temp)];
table_dec[color]=list[first+(((temp-step)+index-first)%temp)];
}
break;
default : // SHADE_MODE_NOSAT
for (;(index<512) && (list[index]<256);index++)
{ // On met à jour les tables de conversion
color=list[index];
if (index+step<=last)
table_inc[color]=list[index+step];
if (index-step>=first)
table_dec[color]=list[index-step];
}
}
}
}
// -- Interface avec l'image, affectée par le facteur de grossissement -------
// fonction d'affichage "Pixel" utilisée pour les opérations définitivement
// Ne doit à aucune condition être appelée en dehors de la partie visible
// de l'image dans l'écran (ça pourrait être grave)
void Display_pixel(word x,word y,byte color)
// x & y sont la position d'un point dans l'IMAGE
// color est la couleur du point
// Le Stencil est géré.
// Les effets sont gérés par appel à Effect_function().
// La Loupe est gérée par appel à Pixel_preview().
{
if ( ( (!Sieve_mode) || (Effect_sieve(x,y)) )
&& (!((Stencil_mode) && (Stencil[Read_pixel_from_current_layer(x,y)])))
&& (!((Mask_mode) && (Mask_table[Read_pixel_from_spare_screen(x,y)]))) )
{
color=Effect_function(x,y,color);
if (Main.tilemap_mode)
{
Tilemap_draw(x,y, color);
}
else
Pixel_in_current_screen_with_preview(x,y,color);
}
}
// -- Calcul des différents effets -------------------------------------------
// -- Aucun effet en cours --
byte No_effect(word x, word y, byte color)
{
(void)x; // unused
(void)y; // unused
return color;
}
// -- Effet de Shading --
byte Effect_shade(word x,word y,byte color)
{
(void)color; // unused
return Shade_table[Read_pixel_from_feedback_screen(x,y)];
}
byte Effect_quick_shade(word x,word y,byte color)
{
int c=color=Read_pixel_from_feedback_screen(x,y);
int direction=(Fore_color<=Back_color);
byte start,end;
int width;
if (direction)
{
start=Fore_color;
end =Back_color;
}
else
{
start=Back_color;
end =Fore_color;
}
if ((c>=start) && (c<=end) && (start!=end))
{
width=1+end-start;
if ( ((Shade_table==Shade_table_left) && direction) || ((Shade_table==Shade_table_right) && (!direction)) )
c-=Quick_shade_step%width;
else
c+=Quick_shade_step%width;
if (c<start)
switch (Quick_shade_loop)
{
case SHADE_MODE_NORMAL : return start;
case SHADE_MODE_LOOP : return (width+c);
default : return color;
}
if (c>end)
switch (Quick_shade_loop)
{
case SHADE_MODE_NORMAL : return end;
case SHADE_MODE_LOOP : return (c-width);
default : return color;
}
}
return c;
}
// -- Effet de Tiling --
byte Effect_tiling(word x,word y,byte color)
{
(void)color; // unused
return Read_pixel_from_brush((x+Brush_width-Tiling_offset_X)%Brush_width,
(y+Brush_height-Tiling_offset_Y)%Brush_height);
}
// -- Effet de Smooth --
byte Effect_smooth(word x,word y,byte color)
{
int r,g,b;
byte c;
int weight,total_weight;
byte x2=((x+1)<Main.image_width);
byte y2=((y+1)<Main.image_height);
(void)color; // unused
// On commence par le pixel central
c=Read_pixel_from_feedback_screen(x,y);
total_weight=Smooth_matrix[1][1];
r=total_weight*Main.palette[c].R;
g=total_weight*Main.palette[c].G;
b=total_weight*Main.palette[c].B;
if (x)
{
c=Read_pixel_from_feedback_screen(x-1,y);
total_weight+=(weight=Smooth_matrix[0][1]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
if (y)
{
c=Read_pixel_from_feedback_screen(x-1,y-1);
total_weight+=(weight=Smooth_matrix[0][0]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
if (y2)
{
c=Read_pixel_from_feedback_screen(x-1,y+1);
total_weight+=(weight=Smooth_matrix[0][2]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
}
}
}
if (x2)
{
c=Read_pixel_from_feedback_screen(x+1,y);
total_weight+=(weight=Smooth_matrix[2][1]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
if (y)
{
c=Read_pixel_from_feedback_screen(x+1,y-1);
total_weight+=(weight=Smooth_matrix[2][0]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
if (y2)
{
c=Read_pixel_from_feedback_screen(x+1,y+1);
total_weight+=(weight=Smooth_matrix[2][2]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
}
}
}
if (y)
{
c=Read_pixel_from_feedback_screen(x,y-1);
total_weight+=(weight=Smooth_matrix[1][0]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
}
if (y2)
{
c=Read_pixel_from_feedback_screen(x,y+1);
total_weight+=(weight=Smooth_matrix[1][2]);
r+=weight*Main.palette[c].R;
g+=weight*Main.palette[c].G;
b+=weight*Main.palette[c].B;
}
return (total_weight)? // On regarde s'il faut éviter le 0/0.
Best_color(Round_div(r,total_weight),
Round_div(g,total_weight),
Round_div(b,total_weight)):
Read_pixel_from_current_screen(x,y); // C'est bien l'écran courant et pas
// l'écran feedback car il s'agit de ne
} // pas modifier l'écran courant.
byte Effect_layer_copy(word x,word y,byte color)
{
if (color<Main.backups->Pages->Nb_layers)
{
return *((y)*Main.image_width+(x)+Main.backups->Pages->Image[color].Pixels);
}
return Read_pixel_from_feedback_screen(x,y);
}
void Horizontal_grid_line(word x_pos,word y_pos,word width)
{
int x;
for (x=!(x_pos&1);x<width;x+=2)
Pixel(x_pos+x, y_pos, xor_lut[*((y_pos-1)*Pixel_height*VIDEO_LINE_WIDTH+x_pos*Pixel_width+Screen_pixels+x*Pixel_width)]);
}
void Vertical_grid_line(word x_pos,word y_pos,word height)
{
int y;
for (y=!(y_pos&1);y<height;y+=2)
Pixel(x_pos, y_pos+y, xor_lut[*(Screen_pixels+(x_pos*Pixel_width-1)+(y_pos*Pixel_height+y*Pixel_height)*VIDEO_LINE_WIDTH)]);
}
// Tile Grid
void Redraw_grid(short x, short y, unsigned short w, unsigned short h)
{
int row, col;
if (!Show_grid)
return;
row=y+((Snap_height*1000-(y-0)/Main.magnifier_factor-Main.magnifier_offset_Y+Snap_offset_Y-1)%Snap_height)*Main.magnifier_factor+Main.magnifier_factor-1;
while (row < y+h)
{
Horizontal_grid_line(x, row, w);
row+= Snap_height*Main.magnifier_factor;
}
col=x+((Snap_width*1000-(x-Main.X_zoom)/Main.magnifier_factor-Main.magnifier_offset_X+Snap_offset_X-1)%Snap_width)*Main.magnifier_factor+Main.magnifier_factor-1;
while (col < x+w)
{
Vertical_grid_line(col, y, h);
col+= Snap_width*Main.magnifier_factor;
}
}
byte Read_pixel_from_current_screen (word x,word y)
{
byte depth;
byte color;
if (Main.backups->Pages->Image_mode == IMAGE_MODE_ANIMATION)
{
return *((y)*Main.image_width+(x)+Main.backups->Pages->Image[Main.current_layer].Pixels);
}
if (Main.backups->Pages->Image_mode == IMAGE_MODE_MODE5)
if (Main.current_layer==4)
return *(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width);
color = *(Main_screen+y*Main.image_width+x);
if (color != Main.backups->Pages->Transparent_color) // transparent color
return color;
depth = *(Main_visible_image_depth_buffer.Image+x+y*Main.image_width);
return *(Main.backups->Pages->Image[depth].Pixels + x+y*Main.image_width);
}
/// Paint a a single pixel in image only : as-is.
void Pixel_in_screen_direct(word x,word y,byte color)
{
*((y)*Main.image_width+(x)+Main.backups->Pages->Image[Main.current_layer].Pixels)=color;
}
/// Paint a a single pixel in image and on screen: as-is.
void Pixel_in_screen_direct_with_preview(word x,word y,byte color)
{
*((y)*Main.image_width+(x)+Main.backups->Pages->Image[Main.current_layer].Pixels)=color;
Pixel_preview(x,y,color);
}
/// Paint a a single pixel in image only : using layered display.
void Pixel_in_screen_layered(word x,word y,byte color)
{
byte depth = *(Main_visible_image_depth_buffer.Image+x+y*Main.image_width);
*(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width)=color;
if ( depth <= Main.current_layer)
{
if (color == Main.backups->Pages->Transparent_color) // transparent color
// fetch pixel color from the topmost visible layer
color=*(Main.backups->Pages->Image[depth].Pixels + x+y*Main.image_width);
*(x+y*Main.image_width+Main_screen)=color;
}
}
/// Paint a a single pixel in image and on screen : using layered display.
void Pixel_in_screen_layered_with_preview(word x,word y,byte color)
{
byte depth = *(Main_visible_image_depth_buffer.Image+x+y*Main.image_width);
*(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width)=color;
if ( depth <= Main.current_layer)
{
if (color == Main.backups->Pages->Transparent_color) // transparent color
// fetch pixel color from the topmost visible layer
color=*(Main.backups->Pages->Image[depth].Pixels + x+y*Main.image_width);
*(x+y*Main.image_width+Main_screen)=color;
Pixel_preview(x,y,color);
}
}
void Pixel_in_screen_egx(word x,word y,byte color)
{
uint8_t mask;
if (Main.backups->Pages->Image_mode == IMAGE_MODE_EGX)
{
mask = 0xF3;
} else {
mask = 0xFD;
}
if (y & 1)
{
Pixel_in_screen_layered(x & ~1,y,color);
Pixel_in_screen_layered(x | 1,y,color);
}
else
Pixel_in_screen_layered(x,y,color & mask);
}
void Pixel_in_screen_egx_with_preview(word x,word y,byte color)
{
uint8_t mask;
if (Main.backups->Pages->Image_mode == IMAGE_MODE_EGX)
{
mask = 0xF3;
} else {
mask = 0xFD;
}
if (y & 1)
{
Pixel_in_screen_layered_with_preview(x & ~1,y,color);
Pixel_in_screen_layered_with_preview(x | 1,y,color);
}
else
Pixel_in_screen_layered_with_preview(x,y,color & mask);
}
void Pixel_in_screen_thomson(word x,word y,byte color)
{
word start = x & 0xFFF8;
word x2;
uint8_t c1, c2;
// The color we are going to replace
c1 = *(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width);
if (c1 == color)
return;
for (x2 = 0; x2 < 8; x2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels + (x2+start)+y*Main.image_width);
if (c2 == color)
continue;
if (c2 != c1)
break;
}
if (c2 == c1 || c2 == color)
{
// There was only one color, so we can add a second one.
Pixel_in_screen_layered(x,y,color);
return;
}
for (x2 = 0; x2 < 8; x2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels + (x2+start)+y*Main.image_width);
if (c2 == c1) {
Pixel_in_screen_layered(x2+start,y,color);
}
}
}
void Pixel_in_screen_thomson_with_preview(word x,word y,byte color)
{
word start = x & 0xFFF8;
word x2;
uint8_t c1, c2;
// The color we are going to replace
c1 = *(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width);
if (c1 == color)
return;
for (x2 = 0; x2 < 8; x2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels + (x2+start)+y*Main.image_width);
if (c2 == color)
continue;
if (c2 != c1)
break;
}
if (c2 == c1 || c2 == color)
{
// There was only one color, so we can add a second one.
Pixel_in_screen_layered_with_preview(x,y,color);
return;
}
for (x2 = 0; x2 < 8; x2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels + (x2+start)+y*Main.image_width);
if (c2 == c1) {
Pixel_in_screen_layered_with_preview(x2+start,y,color);
}
}
}
void Pixel_in_screen_zx(word x,word y,byte color)
{
word start = x & 0xFFF8;
word starty = y & 0xFFF8;
word x2, y2;
uint8_t c1, c2;
// The color we are going to replace
c1 = *(Main.backups->Pages->Image[Main.current_layer].Pixels
+ x + y * Main.image_width);
if (c1 == color)
return;
// find if there is another color in the cell
for (x2 = 0; x2 < 8; x2++)
for (y2 = 0; y2 < 8; y2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels
+ (x2 + start) + (y2 + starty) * Main.image_width);
// Pixel is already of the color we are going to add, it is no problem
if (c2 == color)
continue;
// We have found another color, which is the one we will keep from the cell
if (c2 != c1)
goto done;
}
done:
if ((c2 == c1 || c2 == color))
{
// There was only one color, so we can add a second one
// First make sure we have a single brightness
if ((c2 & 8) != (color & 8))
{
for (x2 = 0; x2 < 8; x2++)
for (y2 = 0; y2 < 8; y2++)
{
Pixel_in_screen_layered(x2+start,y2+starty,c2 ^ 8);
}
}
Pixel_in_screen_layered(x,y,color);
return;
}
// Now replace all pixels which are of color c1, with color c2
for (x2 = 0; x2 < 8; x2++)
for (y2 = 0; y2 < 8; y2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels
+ (x2 + start) + (y2 + starty) * Main.image_width);
if (c2 == c1) {
Pixel_in_screen_layered(x2+start,y2+starty,color);
} else {
// Force the brightness bit
Pixel_in_screen_layered(x2+start,y2+starty,(c2 & ~8) | (color & 8));
}
}
}
void Pixel_in_screen_zx_with_preview(word x,word y,byte color)
{
word start = x & 0xFFF8;
word starty = y & 0xFFF8;
word x2,y2;
uint8_t c1, c2;
// The color we are going to replace
c1 = *(Main.backups->Pages->Image[Main.current_layer].Pixels
+ x + y * Main.image_width);
// Pixel is already of the wanted color: nothing to do
if (c1 == color)
return;
// Check the whole cell
for (x2 = 0; x2 < 8; x2++)
for (y2 = 0; y2 < 8; y2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels
+ (x2 + start) + (y2 + starty) * Main.image_width);
// Pixel is already of the color we are going to add, it is no problem
if (c2 == color)
continue;
// We have found another color, which is the one we will keep from the cell
if (c2 != c1)
goto done;
}
done:
if ((c2 == c1 || c2 == color))
{
// There was only one color, so we can add a second one
// First make sure we have a single brightness
if ((c2 & 8) != (color & 8))
{
for (x2 = 0; x2 < 8; x2++)
for (y2 = 0; y2 < 8; y2++)
{
Pixel_in_screen_layered_with_preview(x2+start,y2+starty,c2 ^ 8);
}
}
Pixel_in_screen_layered_with_preview(x,y,color);
return;
}
// Replace all C1 with color
for (x2 = 0; x2 < 8; x2++)
for (y2 = 0; y2 < 8; y2++)
{
c2 = *(Main.backups->Pages->Image[Main.current_layer].Pixels
+ (x2 + start) + (y2 + starty) * Main.image_width);
if (c2 == c1) {
Pixel_in_screen_layered_with_preview(x2+start,y2+starty,color);
} else {
// Force the brightness bit
Pixel_in_screen_layered_with_preview(x2+start,y2+starty,(c2 & ~8) | (color & 8));
}
}
}
/// Paint a a single pixel in image only : in a layer under one that acts as a layer-selector (mode 5).
void Pixel_in_screen_underlay(word x,word y,byte color)
{
byte depth;
// Paste in layer
*(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width)=color;
// Search depth
depth = *(Main.backups->Pages->Image[4].Pixels + x+y*Main.image_width);
if ( depth == Main.current_layer)
{
// Draw that color on the visible image buffer
*(x+y*Main.image_width+Main_screen)=color;
}
}
/// Paint a a single pixel in image and on screen : in a layer under one that acts as a layer-selector (mode 5).
void Pixel_in_screen_underlay_with_preview(word x,word y,byte color)
{
byte depth;
// Paste in layer
*(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width)=color;
// Search depth
depth = *(Main.backups->Pages->Image[4].Pixels + x+y*Main.image_width);
if ( depth == Main.current_layer)
{
// Draw that color on the visible image buffer
*(x+y*Main.image_width+Main_screen)=color;
Pixel_preview(x,y,color);
}
}
/// Paint a a single pixel in image only : in a layer that acts as a layer-selector (mode 5).
void Pixel_in_screen_overlay(word x,word y,byte color)
{
if (color<4)
{
// Paste in layer
*(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width)=color;
// Paste in depth buffer
*(Main_visible_image_depth_buffer.Image+x+y*Main.image_width)=color;
// Fetch pixel color from the target raster layer
if (Main.layers_visible & (1 << color))
color=*(Main.backups->Pages->Image[color].Pixels + x+y*Main.image_width);
// Draw that color on the visible image buffer
*(x+y*Main.image_width+Main_screen)=color;
}
}
/// Paint a a single pixel in image and on screen : in a layer that acts as a layer-selector (mode 5).
void Pixel_in_screen_overlay_with_preview(word x,word y,byte color)
{
if (color<4)
{
// Paste in layer
*(Main.backups->Pages->Image[Main.current_layer].Pixels + x+y*Main.image_width)=color;
// Paste in depth buffer
*(Main_visible_image_depth_buffer.Image+x+y*Main.image_width)=color;
// Fetch pixel color from the target raster layer
if (Main.layers_visible & (1 << color))
color=*(Main.backups->Pages->Image[color].Pixels + x+y*Main.image_width);
// Draw that color on the visible image buffer
*(x+y*Main.image_width+Main_screen)=color;
Pixel_preview(x,y,color);
}
}
Func_pixel Pixel_in_current_screen=Pixel_in_screen_direct;
Func_pixel Pixel_in_current_screen_with_preview=Pixel_in_screen_direct_with_preview;
void Pixel_in_spare(word x,word y, byte color)
{
*((y)*Spare.image_width+(x)+Spare.backups->Pages->Image[Spare.current_layer].Pixels)=color;
}
void Pixel_in_current_layer(word x,word y, byte color)
{
*((y)*Main.image_width+(x)+Main.backups->Pages->Image[Main.current_layer].Pixels)=color;
}
byte Read_pixel_from_current_layer(word x,word y)
{
return *((y)*Main.image_width+(x)+Main.backups->Pages->Image[Main.current_layer].Pixels);
}
void Update_pixel_renderer(void)
{
if (Main.backups->Pages->Image_mode == IMAGE_MODE_ANIMATION)
{
// direct
Pixel_in_current_screen = Pixel_in_screen_direct;
Pixel_in_current_screen_with_preview = Pixel_in_screen_direct_with_preview;
}
else
if (Main.backups->Pages->Image_mode == IMAGE_MODE_LAYERED)
{
// layered
Pixel_in_current_screen = Pixel_in_screen_layered;
Pixel_in_current_screen_with_preview = Pixel_in_screen_layered_with_preview;
}
else
if (Main.backups->Pages->Image_mode == IMAGE_MODE_EGX
|| Main.backups->Pages->Image_mode == IMAGE_MODE_EGX2)
{
// special "EGX" mode
Pixel_in_current_screen = Pixel_in_screen_egx;
Pixel_in_current_screen_with_preview = Pixel_in_screen_egx_with_preview;
}
else
if (Main.backups->Pages->Image_mode == IMAGE_MODE_THOMSON)
{
Pixel_in_current_screen = Pixel_in_screen_thomson;
Pixel_in_current_screen_with_preview = Pixel_in_screen_thomson_with_preview;
}
else
if (Main.backups->Pages->Image_mode == IMAGE_MODE_ZX)
{
Pixel_in_current_screen = Pixel_in_screen_zx;
Pixel_in_current_screen_with_preview = Pixel_in_screen_zx_with_preview;
}
// Implicit else : Image_mode must be IMAGE_MODE_MODE5
else if ( Main.current_layer == 4)
{
// overlay
Pixel_in_current_screen = Pixel_in_screen_overlay;
Pixel_in_current_screen_with_preview = Pixel_in_screen_overlay_with_preview;
}
else if (Main.current_layer<4 && (Main.layers_visible & (1<<4)))
{
// underlay
Pixel_in_current_screen = Pixel_in_screen_underlay;
Pixel_in_current_screen_with_preview = Pixel_in_screen_underlay_with_preview;
}
else
{
// layered (again, for layers > 4 in MODE5)
Pixel_in_current_screen = Pixel_in_screen_layered;
Pixel_in_current_screen_with_preview = Pixel_in_screen_layered_with_preview;
}
}