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/* tp_magic_example.c
An example of a "Magic" tool plugin for Tux Paint
*/
/* Inclusion of header files: */
/* -------------------------- */
#include <stdio.h>
#include <string.h> // For "strdup()"
#include <libintl.h> // For "gettext()"
#include "tp_magic_api.h" // Tux Paint "Magic" tool API header
#include "SDL_image.h" // For IMG_Load(), to load our PNG icon
#include "SDL_mixer.h" // For Mix_LoadWAV(), to load our sound effects
/* Tool Enumerations: */
/* ------------------ */
/* What tools we contain: */
enum {
TOOL_ONE, // Becomes '0'
TOOL_TWO, // Becomes '1'
NUM_TOOLS // Becomes '2'
};
/* A list of filenames for sounds and icons to load at startup: */
const char * snd_filenames[NUM_TOOLS] = {
"one.wav",
"two.wav"
};
const char * icon_filenames[NUM_TOOLS] = {
"one.png",
"two.png"
};
// Below, we define a macro called "gettext_noop()" that does nothing in our
// code when compiled (it simply disappears; e.g., 'gettext_noop("foo")'
// becomes simply "foo"), but is useful because the gettext localization
// tools will look for it and create a catalog of strings that should be
// translated into other languages.
#ifndef gettext_noop
#define gettext_noop(String) String
#endif
// We'll use this macro below, in some arrays of strings (char *'s) that
// hold the names and descriptions of our "Magic" tools.
/* A list of names for the tools */
const char * names[NUM_TOOLS] = {
gettext_noop("A tool"),
gettext_noop("Another tool")
};
/* A list of descriptions of the tools */
const char * descs[NUM_TOOLS] = {
gettext_noop("This is example tool number 1."),
gettext_noop("This is example tool number 2.")
};
/* Our global variables: */
/* --------------------- */
/* Sound effects: */
Mix_Chunk * snd_effect[NUM_TOOLS];
/* The current color (an "RGB" value) the user has selected in Tux Paint: */
Uint8 example_r, example_g, example_b;
/* Our local function prototypes: */
/* ------------------------------ */
// These functions are called by other functions within our plugin,
// so we provide a 'prototype' of them, so the compiler knows what
// they accept and return. This lets us use them in other functions
// that are declared _before_ them.
void example_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y,
SDL_Rect * update_rect);
void example_line_callback(void * ptr, int which,
SDL_Surface * canvas, SDL_Surface * snapshot,
int x, int y);
/* Setup Functions: */
/* ---------------- */
// API Version check
//
// The running copy of Tux Paint that has loaded us first asks us what
// version of the Tux Paint "Magic" tool plugin API we were built against.
// If it deems us compatible, we'll be used!
//
// All we need to do here is return "TP_MAGIC_API_VERSION",
// which is #define'd in tp_magic_api.h.
Uint32 example_api_version(void)
{
return(TP_MAGIC_API_VERSION);
}
// Initialization
//
// This happens once, when Tux Paint starts up and is loading all of the
// "Magic" tool plugins. (Assuming what we returned from api_version() was
// acceptable!)
//
// All we're doing in this example is loading our sound effects,
// which we'll use later (in click(), drag() and release())
// when the user is using our Magic tools.
//
// The memory we allocate here to store the sounds will be
// freed (aka released, aka deallocated) when the user quits Tux Paint,
// when our shutdown() function is called.
int example_init(magic_api * api)
{
int i;
char fname[1024];
for (i = 0; i < NUM_TOOLS; i++)
{
// Assemble the filename from the "snd_filenames[]" array into
// a full path to a real file.
//
// Use "api->data_directory" to figure out where our sounds should be.
// (The "tp-magic-config --dataprefix" command would have told us when
// we installed our plugin and its data.)
snprintf(fname, sizeof(fname),
"%s/sounds/magic/%s",
api->data_directory, snd_filenames[i]);
printf("Trying to load %s sound file\n", fname);
// Try to load the file!
snd_effect[i] = Mix_LoadWAV(fname);
}
return(1);
}
// Report our tool count
//
// Tux Paint needs to know how many "Magic" tools we'll be providing.
// Return that number here. (We simply grab the value of "NUM_TOOLS"
// from our 'enum' above!)
//
// When Tux Paint is starting up and loading plugins, it will call
// some of the following setup functions once for each tool we report.
int example_get_tool_count(magic_api * api)
{
return(NUM_TOOLS);
}
// Load icons
//
// When Tux Paint is starting up and loading plugins, it asks us to
// provide icons for the "Magic" tool buttons.
SDL_Surface * example_get_icon(magic_api * api, int which)
{
char fname[1024];
// Assemble the filename from the "icon_filenames[]" array into
// a full path to a real file.
//
// Use "api->data_directory" to figure out where our sounds should be.
// (The "tp-magic-config --dataprefix" command would have told us when
// we installed our plugin and its data.)
//
// We use 'which' (which of our tools Tux Paint is asking about)
// as an index into the array.
snprintf(fname, sizeof(fname), "%s/images/magic/%s.png",
api->data_directory, icon_filenames[which]);
// Try to load the image, and return the results to Tux Paint:
return(IMG_Load(fname));
}
// Report our "Magic" tool names
//
// When Tux Paint is starting up and loading plugins, it asks us to
// provide names (labels) for the "Magic" tool buttons.
char * example_get_name(magic_api * api, int which)
{
const char * our_name_english;
const char * our_name_localized;
// Get our name from the "names[]" array.
//
// We use 'which' (which of our tools Tux Paint is asking about)
// as an index into the array.
our_name_english = names[which];
// Return a localized (aka translated) version of our name,
// if possible.
//
// We send "gettext()" the English version of the name from our array.
our_name_localized = gettext(our_name_english);
// Finally, duplicate the string into a new section of memory, and
// send it to Tux Paint. (Tux Paint keeps track of the string and
// will free it for us, so we have one less thing to keep track of.)
return(strdup(our_name_localized));
}
// Report our "Magic" tool descriptions
//
// When Tux Paint is starting up and loading plugins, it asks us to
// provide names (labels) for the "Magic" tool buttons.
char * example_get_description(magic_api * api, int which)
{
const char * our_desc_english;
const char * our_desc_localized;
// Get our desc from the "descs[]" array.
//
// We use 'which' (which of our tools Tux Paint is asking about)
// as an index into the array.
our_desc_english = descs[which];
// Return a localized (aka translated) version of our description,
// if possible.
//
// We send "gettext()" the English version of the description from our array.
our_desc_localized = gettext(our_desc_english);
// Finally, duplicate the string into a new section of memory, and
// send it to Tux Paint. (Tux Paint keeps track of the string and
// will free it for us, so we have one less thing to keep track of.)
return(strdup(our_desc_localized));
}
// Report whether we accept colors
int example_requires_colors(magic_api * api, int which)
{
// Both of our tools accept colors, so we're always returning '1' (for "true")
return 1;
}
// Shut down
//
// Tux Paint is quitting. When it quits, it asks all of the plugins
// to 'clean up' after themselves. We, for example, loaded some sound
// effects at startup (in our init() function), so we should free the
// memory used by them now.
void example_shutdown(magic_api * api)
{
int i;
// Free (aka release, aka deallocate) the memory used to store the
// sound effects that we loaded during init():
for (i = 0; i < NUM_TOOLS; i++)
Mix_FreeChunk(snd_effect[i]);
}
/* Functions that respond to events in Tux Paint: */
/* ---------------------------------------------- */
// Affect the canvas on click:
void example_click(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * snapshot,
int x, int y, SDL_Rect * update_rect)
{
// In our case, a single click (which is also the start of a drag!)
// is identical to what dragging does, but just at one point, rather
// than across a line.
//
// So we 'cheat' here, by calling our draw() function with
// (x,y) for both the beginning and end points of a line.
example_drag(api, which, canvas, snapshot, x, y, x, y, update_rect);
}
// Affect the canvas on drag:
void example_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y,
SDL_Rect * update_rect)
{
// Call Tux Paint's "line()" function.
//
// It will calculate a straight line between (ox,ox) and (x,y).
// Every N steps along that line (in this case, N is '1'), it
// will call _our_ function, "example_line_callback()", and send
// the current X,Y coordinates along the line, as well as other
// useful things (which of our "Magic" tools is being used and
// the current and snapshot canvases).
api->line((void *) api, which, canvas, snapshot,
ox, oy, x, y, 1, example_line_callback);
// If we need to, swap the X and/or Y values, so that
// (ox,oy) is always the top left, and (x,y) is always the bottom right,
// so the values we put inside "update_rect" make sense:
if (ox > x) { int tmp = ox; ox = x; x = tmp; }
if (oy > y) { int tmp = oy; oy = y; y = tmp; }
// Fill in the elements of the "update_rect" SDL_Rect structure
// that Tux Paint is sharing with us.
update_rect->x = ox - 4;
update_rect->y = oy - 4;
update_rect->w = (x + 4) - update_rect->x;
update_rect->h = (y + 4) - update_rect->h;
// Play the appropriate sound effect
//
// We're calculating a value between 0-255 for where the mouse is
// across the canvas (0 is the left, ~128 is the center, 255 is the right).
//
// These are the exact values Tux Paint's "playsound()" wants,
// to determine what speaker to play the sound in.
// (So the sound will pan from speaker to speaker as you drag the
// mouse around the canvas!)
api->playsound(snd_effect[which],
(x * 255) / canvas->w, // pan
255); // distance
}
// Affect the canvas on release:
void example_release(magic_api * api, int which,
SDL_Surface * canvas, SDL_Surface * snapshot,
int x, int y, SDL_Rect * update_rect)
{
// Neither of our effects do anything special when the mouse is released
// from a click or click-and-drag, so there's no code here...
}
// Accept colors
//
// When any of our "Magic" tools are activated by the user,
// if that tool accepts colors, the current color selection is sent to us.
//
// Additionally, if one of our color-accepting tools is active when the
// user changes colors, we'll be informed of that, as well.
//
// The color comes in as RGB values.
void example_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
{
// We simply store the RGB values in the global variables we
// declared at the top of this file.
example_r = r;
example_g = g;
example_b = b;
}
/* The Magic Effect Routines! */
/* -------------------------- */
// Our "callback" function
//
// We do the 'work' in this callback. Our plugin file has just one.
// Some "Magic" tool plugins may have more, depending on the tools they're
// providing. Some have none (since they're not click-and-drag
// painting-style tools).
//
// Our callback function gets called once for every point along a line between
// the mouse's previous and current position, as it's being dragged.
//
// It pays attention to 'which' to determine which of our plugin's tools
// is currently selected.
void example_line_callback(void * ptr, int which,
SDL_Surface * canvas, SDL_Surface * snapshot,
int x, int y)
{
// For technical reasons, we can't accept a pointer to the "magic_api"
// struct, like the other functions do.
//
// Instead, we receive a 'generic' pointer (a "void *").
// The line below declares a local "magic_api" pointer variable called "api",
// and then assigns it to the value of the 'generic' pointer we received.
//
// (The "(magic_api *)" casts the generic pointer into the 'type' of
// pointer we want, a pointer to a "magic_api".)
magic_api * api = (magic_api *) ptr;
int xx, yy;
// This function handles both of our tools, so we need to check which
// is being used right now. We compare the 'which' argument that
// Tux Paint sends to us with the values we enumerated above.
if (which == TOOL_ONE)
{
// Tool number 1 simply draws a single pixel at the (x,y) location.
// It's a 1x1 pixel brush
api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format,
example_r,
example_g,
example_b));
// We use "SDL_MapRGB()" to convert the RGB value we receive from Tux Paint
// for the user's current color selection to a 'Uint32' pixel value
// we can send to Tux Paint's "putpixel()" function.
}
else if (which == TOOL_TWO)
{
// Tool number 2 copies an 8x8 square of pixels from the opposite side
// of the canvas and puts it under the cursor
for (yy = -4; yy < 4; yy++)
{
for (xx = -4; xx < 4; xx++)
{
api->putpixel(canvas, x + xx, y + yy,
api->getpixel(snapshot,
canvas->w - x - xx,
canvas->h - y - yy));
// We simply use Tux Paint's "getpixel()" routine to pull pixel
// values from the 'snapshot', and then "putpixel()" to draw them
// right into the 'canvas'.
// Note: putpixel() and getpixel() are safe to use, even if your
// X,Y values are outside of the SDL surface (e.g., negative, or
// greater than the surface's width or height).
}
}
}
}
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