Commit c26be513 authored by Vianney BOYER's avatar Vianney BOYER Committed by Jean-Baptiste Kempf

Puzzle: piece management and drawing

Signed-off-by: default avatarJean-Baptiste Kempf <jb@videolan.org>
parent ab6bcb28
/*****************************************************************************
* puzzle_pce.c : Puzzle game filter - pieces functions
*****************************************************************************
* Copyright (C) 2013 Vianney Boyer
* $Id$
*
* Author: Vianney Boyer <vlcvboyer -at- gmail -dot- com>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
/*****************************************************************************
* Preamble
*****************************************************************************/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include <vlc_common.h>
#include <vlc_plugin.h>
#include <vlc_filter.h>
#include <vlc_rand.h>
#include "filter_picture.h"
#include "puzzle_bezier.h"
#include "puzzle_lib.h"
#include "puzzle_pce.h"
#define SHAPES_QTY 20
#define PIECE_TYPE_NBR (4*2*(1+SHAPES_QTY))
/*****************************************************************************
* puzzle_bake_pieces_shapes: allocate and compute shapes
*****************************************************************************/
int puzzle_bake_pieces_shapes( filter_t *p_filter)
{
/* note:
* piece_shape_t **ps_pieces_shapes; * array [each piece type (PCE_TYPE_NBR * 4 ( * negative ): top, left,right,btm)][each plane] of piece definition
* 0 => left border
* 1 => left border (negative, never used)
* 2 => top border
* .....
* 8 => bezier left
* 9 => bezier left negative
* 10 => bezier top
* 11 => bezier top negative
* 12 => bezier btm
* 13 => bezier btm negative
* 14 => bezier right
* 15 => bezier right negative
* .....
*/
filter_sys_t *p_sys = p_filter->p_sys;
puzzle_free_ps_pieces_shapes(p_filter);
p_sys->ps_pieces_shapes = malloc( sizeof( piece_shape_t *) * PIECE_TYPE_NBR );
if( !p_sys->ps_pieces_shapes )
return VLC_ENOMEM;
for (int32_t i_piece = 0; i_piece < PIECE_TYPE_NBR; i_piece++) {
p_sys->ps_pieces_shapes[i_piece] = malloc( sizeof( piece_shape_t) * p_sys->s_allocated.i_planes );
if( !p_sys->ps_pieces_shapes[i_piece] )
return VLC_ENOMEM;
for (uint8_t i_plane = 0; i_plane < p_filter->p_sys->s_allocated.i_planes; i_plane++) {
p_sys->ps_pieces_shapes[i_piece][i_plane].i_row_nbr = 0;
p_sys->ps_pieces_shapes[i_piece][i_plane].ps_piece_shape_row = NULL;
}
}
int32_t i_currect_shape = 0;
for (uint8_t i_plane = 0; i_plane < p_filter->p_sys->s_allocated.i_planes; i_plane++) {
int i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+0][i_plane], i_plane, puzzle_SHAPE_LEFT);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+1][i_plane], i_plane, puzzle_SHAPE_LEFT);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+2][i_plane], i_plane, puzzle_SHAPE_TOP);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+3][i_plane], i_plane, puzzle_SHAPE_TOP);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+4][i_plane], i_plane, puzzle_SHAPE_BTM);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+5][i_plane], i_plane, puzzle_SHAPE_BTM);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+6][i_plane], i_plane, puzzle_SHAPE_RIGHT);
if (i_ret != VLC_SUCCESS) return i_ret;
i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+7][i_plane], i_plane, puzzle_SHAPE_RIGHT);
if (i_ret != VLC_SUCCESS) return i_ret;
}
i_currect_shape += 8;
int32_t i_width = p_sys->ps_desk_planes[0].i_pce_max_width;
int32_t i_lines = p_sys->ps_desk_planes[0].i_pce_max_lines;
for (int32_t i_shape = 0; i_shape<SHAPES_QTY; i_shape++) {
point_t *ps_scale_pts_H = puzzle_scale_curve_H(i_width, i_lines, 7, p_sys->ps_bezier_pts_H[i_shape], p_sys->s_allocated.i_shape_size);
point_t *ps_scale_pts_V = puzzle_H_2_scale_curve_V(i_width, i_lines, 7, p_sys->ps_bezier_pts_H[i_shape], p_sys->s_allocated.i_shape_size);
point_t *ps_neg_pts_H = puzzle_curve_H_2_negative(7, ps_scale_pts_H);
point_t *ps_neg_pts_V = puzzle_curve_V_2_negative(7, ps_scale_pts_V);
if (!ps_scale_pts_H || !ps_scale_pts_V || !ps_neg_pts_H || !ps_neg_pts_V)
return VLC_EGENERIC;
int i_ret;
for (uint8_t i_plane = 0; i_plane < p_filter->p_sys->s_allocated.i_planes; i_plane++) {
i_ret = puzzle_generate_sect_bezier( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape][i_plane], 7, ps_scale_pts_V, i_plane, puzzle_SHAPE_LEFT);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sect_bezier( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+1][i_plane], 7, ps_neg_pts_V, i_plane, puzzle_SHAPE_LEFT);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sect_bezier( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+2][i_plane], 7, ps_scale_pts_H, i_plane, puzzle_SHAPE_TOP);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sect_bezier( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+3][i_plane], 7, ps_neg_pts_H, i_plane, puzzle_SHAPE_TOP);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sectTop2Btm( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+4][i_plane], &p_sys->ps_pieces_shapes[i_currect_shape+2][i_plane], i_plane);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sectTop2Btm( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+5][i_plane], &p_sys->ps_pieces_shapes[i_currect_shape+3][i_plane], i_plane);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sectLeft2Right( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+6][i_plane], &p_sys->ps_pieces_shapes[i_currect_shape][i_plane], i_plane);
if (i_ret != VLC_SUCCESS) break;
i_ret = puzzle_generate_sectLeft2Right( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+7][i_plane], &p_sys->ps_pieces_shapes[i_currect_shape+1][i_plane], i_plane);
if (i_ret != VLC_SUCCESS) break;
}
free(ps_scale_pts_H);
free(ps_scale_pts_V);
free(ps_neg_pts_H);
free(ps_neg_pts_V);
if (i_ret != VLC_SUCCESS) return i_ret;
i_currect_shape += 8;
}
p_sys->b_shape_init = true;
return VLC_SUCCESS;
}
/* free allocated shapes data */
void puzzle_free_ps_pieces_shapes( filter_t *p_filter)
{
filter_sys_t *p_sys = p_filter->p_sys;
if (p_sys->ps_pieces_shapes == NULL)
return;
for (int32_t p = 0; p < p_sys->s_allocated.i_piece_types; p++) {
for (uint8_t i_plane = 0; i_plane < p_sys->s_allocated.i_planes; i_plane++) {
for (int32_t r = 0; r < p_sys->ps_pieces_shapes[p][i_plane].i_row_nbr; r++)
free( p_sys->ps_pieces_shapes[p][i_plane].ps_piece_shape_row[r].ps_row_section );
free( p_sys->ps_pieces_shapes[p][i_plane].ps_piece_shape_row );
}
free( p_sys->ps_pieces_shapes[p] );
}
free( p_sys->ps_pieces_shapes );
p_sys->ps_pieces_shapes = NULL;
}
/*****************************************************************************
* puzzle_find_piece: use piece corners to find the piece selected
* by mouse cursor
*****************************************************************************/
int puzzle_find_piece( filter_t *p_filter, int32_t i_x, int32_t i_y, int32_t i_except) {
filter_sys_t *p_sys = p_filter->p_sys;
for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
piece_t *ps_current_piece = &p_sys->ps_pieces[i];
if (( ps_current_piece->i_min_x <= i_x ) &&
( ps_current_piece->i_max_x >= i_x ) &&
( ps_current_piece->i_min_y <= i_y ) &&
( ps_current_piece->i_max_y >= i_y ) &&
( (int32_t)i != i_except ) )
{
return i;
}
}
return -1;
}
/*****************************************************************************
* puzzle_calculate_corners: calculate corners location & regen geometry data
*****************************************************************************/
void puzzle_calculate_corners( filter_t *p_filter, int32_t i_piece )
{
filter_sys_t *p_sys = p_filter->p_sys;
piece_t *ps_piece = &p_sys->ps_pieces[i_piece];
switch ( ps_piece->i_actual_angle)
{
case 0:
ps_piece->i_step_x_x = ps_piece->i_actual_mirror;
ps_piece->i_step_x_y = 0;
ps_piece->i_step_y_y = 1;
ps_piece->i_step_y_x = 0;
break;
case 1:
ps_piece->i_step_x_x = 0;
ps_piece->i_step_x_y = -ps_piece->i_actual_mirror; /* x offset on original pict creates negative y offset on desk */
ps_piece->i_step_y_y = 0;
ps_piece->i_step_y_x = 1;
break;
case 2:
ps_piece->i_step_x_x = -ps_piece->i_actual_mirror;
ps_piece->i_step_x_y = 0;
ps_piece->i_step_y_y = -1;
ps_piece->i_step_y_x = 0;
break;
case 3:
ps_piece->i_step_x_x = 0;
ps_piece->i_step_x_y = ps_piece->i_actual_mirror;
ps_piece->i_step_y_y = 0;
ps_piece->i_step_y_x = -1;
break;
}
/* regen geometry */
for (uint8_t i_plane = 1; i_plane < p_sys->s_allocated.i_planes; i_plane++) {
ps_piece->ps_piece_in_plane[i_plane].i_actual_x =
ps_piece->ps_piece_in_plane[0].i_actual_x * p_sys->ps_desk_planes[i_plane].i_width / p_sys->ps_desk_planes[0].i_width;
ps_piece->ps_piece_in_plane[i_plane].i_actual_y =
ps_piece->ps_piece_in_plane[0].i_actual_y * p_sys->ps_desk_planes[i_plane].i_lines / p_sys->ps_desk_planes[0].i_lines;
}
/* regen location of grabed piece's corners */
int32_t i_width = ps_piece->ps_piece_in_plane[0].i_width;
int32_t i_lines = ps_piece->ps_piece_in_plane[0].i_lines;
ps_piece->i_TLx = ps_piece->ps_piece_in_plane[0].i_actual_x;
ps_piece->i_TLy = ps_piece->ps_piece_in_plane[0].i_actual_y;
ps_piece->i_TRx = ps_piece->i_TLx + ( i_width - 1 ) * ps_piece->i_step_x_x;
ps_piece->i_TRy = ps_piece->i_TLy + ( i_width - 1 ) * ps_piece->i_step_x_y;
ps_piece->i_BRx = ps_piece->i_TLx + ( i_width - 1 ) * ps_piece->i_step_x_x + ( i_lines - 1 ) * ps_piece->i_step_y_x;
ps_piece->i_BRy = ps_piece->i_TLy + ( i_width - 1 ) * ps_piece->i_step_x_y + ( i_lines - 1 ) * ps_piece->i_step_y_y;
ps_piece->i_BLx = ps_piece->i_TLx + ( i_lines - 1 ) * ps_piece->i_step_y_x;
ps_piece->i_BLy = ps_piece->i_TLy + ( i_lines - 1 ) * ps_piece->i_step_y_y;
ps_piece->i_max_x = __MAX( __MAX( ps_piece->i_TLx, ps_piece->i_TRx ), __MAX( ps_piece->i_BLx, ps_piece->i_BRx ) );
ps_piece->i_min_x = __MIN( __MIN( ps_piece->i_TLx, ps_piece->i_TRx ), __MIN( ps_piece->i_BLx, ps_piece->i_BRx ) );
ps_piece->i_max_y = __MAX( __MAX( ps_piece->i_TLy, ps_piece->i_TRy ), __MAX( ps_piece->i_BLy, ps_piece->i_BRy ) );
ps_piece->i_min_y = __MIN( __MIN( ps_piece->i_TLy, ps_piece->i_TRy ), __MIN( ps_piece->i_BLy, ps_piece->i_BRy ) );
ps_piece->i_center_x = ( ps_piece->i_max_x + ps_piece->i_min_x ) / 2;
ps_piece->i_center_y = ( ps_piece->i_max_y + ps_piece->i_min_y ) / 2;
int32_t pce_overlap = puzzle_find_piece( p_filter, ps_piece->i_center_x, ps_piece->i_center_y, i_piece);
if ( ( pce_overlap != NO_PCE ) && ( p_sys->pi_group_qty[ps_piece->i_group_ID] == 1 ) )
ps_piece->b_overlap = true;
}
/*****************************************************************************
* rotate piece when user click on mouse
*****************************************************************************/
void puzzle_rotate_pce( filter_t *p_filter, int32_t i_piece, int8_t i_rotate_mirror, int32_t i_center_x, int32_t i_center_y, bool b_avoid_mirror )
{
filter_sys_t *p_sys = p_filter->p_sys;
piece_t *ps_piece = &p_sys->ps_pieces[i_piece];
if ( p_sys->s_current_param.i_rotate == 0 )
return;
if ( p_sys->s_current_param.i_rotate == 1 && (i_rotate_mirror != 2) )
return;
for ( uint8_t i=0; i < abs( i_rotate_mirror ); i++) {
int32_t i_tempx, i_tempy;
/* piece has to be rotated by 90 */
if ( i_rotate_mirror > 0 ) {
ps_piece->i_actual_angle++;
ps_piece->i_actual_angle &= 0x03;
i_tempx = -( i_center_y - ps_piece->ps_piece_in_plane[0].i_actual_y ) + i_center_x;
i_tempy = +( i_center_x - ps_piece->ps_piece_in_plane[0].i_actual_x ) + i_center_y;
}
else {
ps_piece->i_actual_angle--;
ps_piece->i_actual_angle &= 0x03;
i_tempx = +( i_center_y - ps_piece->ps_piece_in_plane[0].i_actual_y ) + i_center_x;
i_tempy = -( i_center_x - ps_piece->ps_piece_in_plane[0].i_actual_x ) + i_center_y;
}
ps_piece->ps_piece_in_plane[0].i_actual_x = i_tempx;
ps_piece->ps_piece_in_plane[0].i_actual_y = i_tempy;
if ( ps_piece->i_actual_angle == 0 && p_sys->s_current_param.i_rotate == 3 && !b_avoid_mirror ) {
ps_piece->ps_piece_in_plane[0].i_actual_x = 2 * i_center_x - ps_piece->ps_piece_in_plane[0].i_actual_x;
ps_piece->i_actual_mirror *= -1;
}
puzzle_calculate_corners( p_filter, i_piece );
}
}
/*****************************************************************************
* move group of joined pieces when user drag'n drop it with mouse
*****************************************************************************/
void puzzle_move_group( filter_t *p_filter, int32_t i_piece, int32_t i_dx, int32_t i_dy)
{
filter_sys_t *p_sys = p_filter->p_sys;
uint32_t i_group_ID = p_sys->ps_pieces[i_piece].i_group_ID;
for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
piece_t *ps_piece = &p_sys->ps_pieces[i];
if (ps_piece->i_group_ID == i_group_ID) {
ps_piece->b_finished = false;
ps_piece->ps_piece_in_plane[0].i_actual_x += i_dx;
ps_piece->ps_piece_in_plane[0].i_actual_y += i_dy;
puzzle_calculate_corners( p_filter, i );
}
}
}
/*****************************************************************************
* draw straight rectangular piece in the specified plane
*****************************************************************************/
void puzzle_drw_basic_pce_in_plane( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out, uint8_t i_plane, piece_t *ps_piece)
{
/* basic version rectangular & angle = 0 */
filter_sys_t *p_sys = p_filter->p_sys;
if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL) || (ps_piece == NULL))
return;
const int32_t i_src_pitch = p_pic_in->p[i_plane].i_pitch;
const int32_t i_dst_pitch = p_pic_out->p[i_plane].i_pitch;
const int32_t i_src_width = p_pic_in->p[i_plane].i_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
const int32_t i_dst_width = p_pic_out->p[i_plane].i_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
const int32_t i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
const int32_t i_src_visible_lines = p_pic_in->p[i_plane].i_visible_lines;
const int32_t i_dst_visible_lines = p_pic_out->p[i_plane].i_visible_lines;
uint8_t *p_src = p_pic_in->p[i_plane].p_pixels;
uint8_t *p_dst = p_pic_out->p[i_plane].p_pixels;
const int32_t i_desk_start_x = ps_piece->ps_piece_in_plane[i_plane].i_actual_x;
const int32_t i_desk_start_y = ps_piece->ps_piece_in_plane[i_plane].i_actual_y;
const int32_t i_pic_start_x = ps_piece->ps_piece_in_plane[i_plane].i_original_x;
const int32_t i_pic_start_y = ps_piece->ps_piece_in_plane[i_plane].i_original_y;
const int32_t i_width = ps_piece->ps_piece_in_plane[i_plane].i_width;
const int32_t i_lines = ps_piece->ps_piece_in_plane[i_plane].i_lines;
const int32_t i_ofs_x = __MAX(0, __MAX(-i_desk_start_x,-i_pic_start_x));
const int32_t i_count_x = i_width - __MAX(0, __MAX(i_desk_start_x + i_width - i_dst_width, i_pic_start_x + i_width - i_src_width ));
const int32_t i_ofs_y = __MAX(0, __MAX(-i_desk_start_y,-i_pic_start_y));
const int32_t i_count_y = i_lines - __MAX(0, __MAX(i_desk_start_y + i_lines - i_dst_visible_lines, i_pic_start_y + i_lines - i_src_visible_lines ));
for (int32_t i_y = i_ofs_y; i_y < i_count_y; i_y++) {
memcpy( p_dst + (i_desk_start_y + i_y) * i_dst_pitch + ( i_desk_start_x + i_ofs_x ) * i_pixel_pitch,
p_src + (i_pic_start_y + i_y) * i_src_pitch + ( i_pic_start_x + i_ofs_x ) * i_pixel_pitch,
( i_count_x - i_ofs_x ) * i_pixel_pitch );
}
return;
}
/*****************************************************************************
* draw oriented rectangular piece in the specified plane
*****************************************************************************/
void puzzle_drw_adv_pce_in_plane( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out, uint8_t i_plane, piece_t *ps_piece)
{
/* here we still have rectangular shape but angle is not 0 */
filter_sys_t *p_sys = p_filter->p_sys;
if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL) || (ps_piece == NULL))
return;
const int32_t i_src_pitch = p_pic_in->p[i_plane].i_pitch;
const int32_t i_dst_pitch = p_pic_out->p[i_plane].i_pitch;
const int32_t i_src_width = p_pic_in->p[i_plane].i_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
const int32_t i_dst_width = p_pic_out->p[i_plane].i_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
const int32_t i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
const int32_t i_src_visible_lines = p_pic_in->p[i_plane].i_visible_lines;
const int32_t i_dst_visible_lines = p_pic_out->p[i_plane].i_visible_lines;
uint8_t *p_src = p_pic_in->p[i_plane].p_pixels;
uint8_t *p_dst = p_pic_out->p[i_plane].p_pixels;
const int32_t i_desk_start_x = ps_piece->ps_piece_in_plane[i_plane].i_actual_x;
const int32_t i_desk_start_y = ps_piece->ps_piece_in_plane[i_plane].i_actual_y;
const int32_t i_pic_start_x = ps_piece->ps_piece_in_plane[i_plane].i_original_x;
const int32_t i_pic_start_y = ps_piece->ps_piece_in_plane[i_plane].i_original_y;
const int32_t i_width = ps_piece->ps_piece_in_plane[i_plane].i_width;
const int32_t i_lines = ps_piece->ps_piece_in_plane[i_plane].i_lines;
for (int32_t i_y = 0; i_y < i_lines; i_y++) {
int32_t i_current_src_y = i_pic_start_y + i_y;
if ( ( i_current_src_y >= 0 ) && ( i_current_src_y < i_src_visible_lines ) ) {
for (int32_t i_x = 0; i_x < i_width; i_x++) {
int32_t i_current_dst_x = i_desk_start_x + i_x * ps_piece->i_step_x_x + i_y * ps_piece->i_step_y_x;
int32_t i_current_dst_y = i_desk_start_y + i_x * ps_piece->i_step_x_y + i_y * ps_piece->i_step_y_y;
int32_t i_current_src_x = i_pic_start_x + i_x;
if ( ( i_current_dst_x >= 0 ) && ( i_current_src_x >= 0 )
&& ( i_current_dst_x < i_dst_width ) && ( i_current_src_x < i_src_width )
&& ( i_current_dst_y >= 0 ) && ( i_current_dst_y < i_dst_visible_lines ) )
{
memcpy( p_dst + i_current_dst_y * i_dst_pitch + i_current_dst_x * i_pixel_pitch,
p_src + i_current_src_y * i_src_pitch + i_current_src_x * i_pixel_pitch,
i_pixel_pitch );
}
}
}
}
return;
}
/*****************************************************************************
* draw complex shape in the specified plane
*****************************************************************************/
void puzzle_drw_complex_pce_in_plane( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out, uint8_t i_plane, piece_t *ps_piece, uint32_t i_pce)
{
/* "puzzle" shape and maybe angle != 0 */
filter_sys_t *p_sys = p_filter->p_sys;
if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL) || (ps_piece == NULL))
return;
const int32_t i_src_pitch = p_pic_in->p[i_plane].i_pitch;
const int32_t i_dst_pitch = p_pic_out->p[i_plane].i_pitch;
const int32_t i_src_width = p_pic_in->p[i_plane].i_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
const int32_t i_dst_width = p_pic_out->p[i_plane].i_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
const int32_t i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
const int32_t i_src_visible_lines = p_pic_in->p[i_plane].i_visible_lines;
const int32_t i_dst_visible_lines = p_pic_out->p[i_plane].i_visible_lines;
uint8_t *p_src = p_pic_in->p[i_plane].p_pixels;
uint8_t *p_dst = p_pic_out->p[i_plane].p_pixels;
const int32_t i_desk_start_x = ps_piece->ps_piece_in_plane[i_plane].i_actual_x;
const int32_t i_desk_start_y = ps_piece->ps_piece_in_plane[i_plane].i_actual_y;
const int32_t i_pic_start_x = ps_piece->ps_piece_in_plane[i_plane].i_original_x;
const int32_t i_pic_start_y = ps_piece->ps_piece_in_plane[i_plane].i_original_y;
piece_shape_t *ps_top_shape = &p_sys->ps_pieces_shapes[ps_piece->i_top_shape][i_plane];
piece_shape_t *ps_btm_shape = &p_sys->ps_pieces_shapes[ps_piece->i_btm_shape][i_plane];
piece_shape_t *ps_right_shape = &p_sys->ps_pieces_shapes[ps_piece->i_right_shape][i_plane];
piece_shape_t *ps_left_shape = &p_sys->ps_pieces_shapes[ps_piece->i_left_shape][i_plane];
piece_shape_t *ps_shape;
int32_t i_min_y = ps_top_shape->i_first_row_offset;
int32_t i_max_y = ps_btm_shape->i_first_row_offset + ps_btm_shape->i_row_nbr - 1;
for (int32_t i_y = i_min_y; i_y <= i_max_y; i_y++) {
int32_t i_current_src_y = i_pic_start_y + i_y;
if ( ( i_current_src_y >= 0 ) && ( i_current_src_y < i_src_visible_lines ) ) {
int32_t i_sect_start_x = 0;
/* process each sub shape (each quarter) */
for (int8_t i_shape=0; i_shape < 4; i_shape++) {
switch ( i_shape )
{
case 0:
ps_shape = ps_left_shape;
break;
case 1:
ps_shape = ps_top_shape;
break;
case 2:
ps_shape = ps_btm_shape;
break;
case 3:
ps_shape = ps_right_shape;
break;
}
int32_t i_r = i_y - ps_shape->i_first_row_offset;
if (i_r <0 || i_r >= ps_shape->i_row_nbr)
continue;
piece_shape_row_t *ps_piece_shape_row = &ps_shape->ps_piece_shape_row[i_r];
for (int32_t i_s = 0; i_s < ps_piece_shape_row->i_section_nbr; i_s++) {
uint8_t i_type = ps_piece_shape_row->ps_row_section[i_s].i_type;
int32_t i_width = ps_piece_shape_row->ps_row_section[i_s].i_width;
if (i_type == 0) {
/* copy pixel line from input image to puzzle desk */
for (int32_t i_x = 0; i_x < i_width; i_x++) {
int32_t i_current_dst_x = i_desk_start_x + (i_sect_start_x + i_x) * ps_piece->i_step_x_x + i_y * ps_piece->i_step_y_x;
int32_t i_current_dst_y = i_desk_start_y + (i_sect_start_x + i_x) * ps_piece->i_step_x_y + i_y * ps_piece->i_step_y_y;
int32_t i_current_src_x = i_pic_start_x + (i_sect_start_x + i_x);
if ( i_current_dst_x < 0 || i_current_dst_x >= i_dst_width
|| i_current_src_x < 0 || i_current_src_x >= i_src_width
|| i_current_dst_y < 0 || i_current_dst_y >= i_dst_visible_lines )
continue;
memcpy( p_dst + i_current_dst_y * i_dst_pitch + i_current_dst_x * i_pixel_pitch,
p_src + i_current_src_y * i_src_pitch + i_current_src_x * i_pixel_pitch,
i_pixel_pitch );
/* Check if mouse pointer is over this pixel
* Yes: set i_pointed_pce = current drawn piece
*/
if ((i_plane == 0) && (p_sys->i_mouse_x == i_current_dst_x )
&& (p_sys->i_mouse_y == i_current_dst_y ))
p_sys->i_pointed_pce = i_pce;
}
}
i_sect_start_x += i_width;
}
}
}
}
return;
}
/*****************************************************************************
* draw all puzzle pieces on the desk
*****************************************************************************/
void puzzle_draw_pieces( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out)
{
filter_sys_t *p_sys = p_filter->p_sys;
if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL))
return;
for( uint8_t i_plane = 0; i_plane < p_pic_out->i_planes; i_plane++ ) {
for ( int32_t i = p_sys->s_allocated.i_pieces_nbr-1; i >= 0 ; i-- ) {
piece_t *ps_piece = &p_sys->ps_pieces[i];
if (!p_sys->s_current_param.b_advanced
|| (ps_piece->i_actual_mirror == 1 && ps_piece->i_actual_angle == 0
&& p_sys->s_current_param.i_shape_size == 0))
{
puzzle_drw_basic_pce_in_plane(p_filter, p_pic_in, p_pic_out, i_plane, ps_piece);
}
else if ( ( p_sys->s_current_param.i_shape_size == 0) || !p_sys->b_shape_init
|| (p_sys->ps_pieces_shapes == NULL) || (!p_sys->b_shape_init) )
{
puzzle_drw_adv_pce_in_plane(p_filter, p_pic_in, p_pic_out, i_plane, ps_piece);
}
else {
puzzle_drw_complex_pce_in_plane(p_filter, p_pic_in, p_pic_out, i_plane, ps_piece, i);
}
}
}
return;
}
/*****************************************************************************
* when generating shape data: determine limit between sectors to be drawn
*****************************************************************************/
int32_t puzzle_diagonal_limit( filter_t *p_filter, int32_t i_y, bool b_left, uint8_t i_plane )
{
filter_sys_t *p_sys = p_filter->p_sys;
if (b_left ^ (i_y >= p_sys->ps_desk_planes[i_plane].i_pce_max_lines / 2))
return ( i_y * p_sys->ps_desk_planes[i_plane].i_pce_max_width) / p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
else
return p_sys->ps_desk_planes[i_plane].i_pce_max_width - ( ( i_y * p_sys->ps_desk_planes[i_plane].i_pce_max_width) / p_sys->ps_desk_planes[i_plane].i_pce_max_lines);
}
#define MAX_SECT 10
/*****************************************************************************
* generate data which will be used to draw each line of a piece sector with
* flat border
*****************************************************************************/
int puzzle_generate_sect_border( filter_t *p_filter, piece_shape_t *ps_piece_shape, uint8_t i_plane, uint8_t i_border)
{
/* generate data required to draw a sector of border puzzle piece */
if (!ps_piece_shape)
return VLC_EGENERIC;
filter_sys_t *p_sys = p_filter->p_sys;
int32_t i_width = p_sys->ps_desk_planes[i_plane].i_pce_max_width;
int32_t i_lines = p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
/* process each horizontal pixel lines */
int32_t i_min_y = (i_border != puzzle_SHAPE_BTM) ? 0 : floor( i_lines / 2 );
int32_t i_nb_y = (i_border != puzzle_SHAPE_TOP)?
(i_lines - i_min_y) : (i_lines /2 - i_min_y);
/* allocate memory */
ps_piece_shape->i_row_nbr = i_nb_y;
ps_piece_shape->i_first_row_offset = i_min_y;
ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * i_nb_y );
if (!ps_piece_shape->ps_piece_shape_row)
return VLC_ENOMEM;
for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
uint8_t i_sect = 0;
int32_t pi_sects[MAX_SECT];
int32_t i_row = i_y - i_min_y;
/* ...fill from border to next junction */
switch (i_border)
{
case puzzle_SHAPE_TOP:
case puzzle_SHAPE_BTM:
pi_sects[i_sect] = puzzle_diagonal_limit( p_filter, i_y, false, i_plane ) - 1
- (puzzle_diagonal_limit( p_filter, i_y, true, i_plane ) - 1);
break;
case puzzle_SHAPE_RIGHT:
pi_sects[i_sect] = i_width - puzzle_diagonal_limit( p_filter, i_y, false, i_plane );
break;
case puzzle_SHAPE_LEFT:
default:
pi_sects[i_sect] = puzzle_diagonal_limit( p_filter, i_y, true, i_plane );
}
i_sect++;
/* ...allocate memory and copy final values */
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
for (uint8_t i=0; i < i_sect; i++) {
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = i % 2; /* 0 = fill ; 1 = offset */
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
}
}
return VLC_SUCCESS;
}
/*****************************************************************************
* generate data which will be used to draw each line of a piece sector based
* on bezier curve
*****************************************************************************/
int puzzle_generate_sect_bezier( filter_t *p_filter, piece_shape_t *ps_piece_shape, uint8_t i_pts_nbr, point_t *ps_pt, uint8_t i_plane, uint8_t i_border)
{
/* generate data required to draw a sector of puzzle piece using bezier shape */
if ((!ps_pt) || (!ps_piece_shape))
return VLC_EGENERIC;
filter_sys_t *p_sys = p_filter->p_sys;
int32_t i_width = p_sys->ps_desk_planes[i_plane].i_pce_max_width;
int32_t i_lines = p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
int32_t i_size_x_0 = p_sys->ps_desk_planes[0].i_pce_max_width;
int32_t i_size_y_0 = p_sys->ps_desk_planes[0].i_pce_max_lines;
float f_x_ratio = ((float) i_width) / ((float) i_size_x_0);
float f_y_ratio = ((float) i_lines) / ((float) i_size_y_0);
/* first: get min x and min y */
float f_min_curve_x, f_min_curve_y;
puzzle_get_min_bezier(&f_min_curve_x, &f_min_curve_y, f_x_ratio, f_y_ratio, ps_pt, i_pts_nbr);
f_min_curve_y = __MIN(0,floor(f_min_curve_y));
f_min_curve_x = __MIN(0,floor(f_min_curve_x));
/* next: process each horizontal pixel lines */
int32_t i_min_y = (i_border==puzzle_SHAPE_TOP)?floor(f_min_curve_y):0;
int32_t i_nb_y = (i_border==puzzle_SHAPE_TOP)?(i_lines / 2 - i_min_y):i_lines;
/* allocate memory */
ps_piece_shape->i_row_nbr = i_nb_y;
ps_piece_shape->i_first_row_offset = i_min_y;
ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * ps_piece_shape->i_row_nbr );
if (!ps_piece_shape->ps_piece_shape_row)
return VLC_ENOMEM;
return puzzle_generate_shape_lines(p_filter, ps_piece_shape, i_min_y, i_nb_y, f_x_ratio, f_y_ratio, ps_pt, i_pts_nbr, i_border, i_plane);
}
/*****************************************************************************
* when generating shape data: determine minimum bezier value
*****************************************************************************/
void puzzle_get_min_bezier(float *f_min_curve_x, float *f_min_curve_y, float f_x_ratio, float f_y_ratio, point_t *ps_pt, uint8_t i_pts_nbr)
{
*f_min_curve_y = ps_pt[0].f_y * f_y_ratio;
*f_min_curve_x = ps_pt[0].f_x * f_x_ratio;
for (float f_t = 0; f_t <= i_pts_nbr - 1; f_t += 0.1 ) {
int8_t i_main_t = floor(f_t);
if ( i_main_t == i_pts_nbr - 1 )
i_main_t = i_pts_nbr - 2;
float f_sub_t = f_t - i_main_t;
*f_min_curve_x = __MIN(*f_min_curve_x,bezier_val(ps_pt,f_sub_t,i_main_t,x) * f_x_ratio);
*f_min_curve_y = __MIN(*f_min_curve_y,bezier_val(ps_pt,f_sub_t,i_main_t,y) * f_y_ratio);
}
}
/*****************************************************************************
* proceed with each line in order to generate data which will be used
* to draw each line of a piece sector
*****************************************************************************/
int puzzle_generate_shape_lines( filter_t *p_filter, piece_shape_t *ps_piece_shape, int32_t i_min_y, int32_t i_nb_y, float f_x_ratio, float f_y_ratio, point_t *ps_pt, uint8_t i_pts_nbr, uint8_t i_border, uint8_t i_plane)
{
/* generate data required to draw a line of a piece sector */
for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
int32_t i_row = i_y - i_min_y;
int32_t pi_sects[MAX_SECT];
uint8_t i_sect = puzzle_detect_curve( p_filter, i_y, f_x_ratio, f_y_ratio, ps_pt, i_pts_nbr, i_border, i_plane, pi_sects);
/* ...we have to convert absolute values to offsets and take into account min_curve_x */
int8_t i_s = 0;
int32_t i_last_x = (i_border==puzzle_SHAPE_TOP && (i_y>=0))?puzzle_diagonal_limit( p_filter, i_y, true, i_plane ):0;
for (i_s = 0; i_s<i_sect; i_s++) {
int32_t i_current_x = pi_sects[i_s];
int32_t i_delta = i_current_x - i_last_x;
pi_sects[i_s] = i_delta;
i_last_x = i_current_x;
}
switch (i_border)
{
case puzzle_SHAPE_TOP:
/* ...allocate memory and copy final values */
/* note for y > 0 we have to ignore the first offset as it is included in "Left" piece shape */
if ( i_y >= 0 ) {
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
for (uint8_t i=0; i < i_sect; i++) {
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = i % 2; /* 0 = fill ; 1 = offset */
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
}
}
else {
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
for (uint8_t i=0; i < i_sect; i++) {
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = (i + 1) % 2; /* 0 = fill ; 1 = offset */
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
}
}
break;
case puzzle_SHAPE_LEFT:
/* ...allocate memory and copy final values */
/* note for y > 0 we have to ignore the first offset as it is included in "Left" piece shape */
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
for (uint8_t i=0; i < i_sect; i++) {
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = (i+1) % 2; /* 0 = fill ; 1 = offset */
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
}
}
}
return VLC_SUCCESS;
}
/*****************************************************************************
* when generating shape data: detect all bezier curve intersections with
* current line
*****************************************************************************/
int puzzle_detect_curve( filter_t *p_filter, int32_t i_y, float f_x_ratio, float f_y_ratio, point_t *ps_pt, uint8_t i_pts_nbr, uint8_t i_border, uint8_t i_plane, int32_t *pi_sects)
{
int8_t i_main_t = 0;
float f_xd, f_yd;
float f_xo = ps_pt[0].f_x * f_x_ratio;
float f_yo = ps_pt[0].f_y * f_y_ratio;
int8_t i_sect = 0;
for (float f_t = 0; f_t <= i_pts_nbr - 1; f_t += 0.1 ) {
i_main_t = floor(f_t);
if ( i_main_t == i_pts_nbr - 1 )
i_main_t = i_pts_nbr - 2;
float f_sub_t = f_t - i_main_t;
f_xd = bezier_val(ps_pt,f_sub_t,i_main_t,x) * f_x_ratio;
f_yd = bezier_val(ps_pt,f_sub_t,i_main_t,y) * f_y_ratio;
if ((f_yo < (float)i_y+0.5 && f_yd >= (float)i_y+0.5) || (f_yo > (float)i_y+0.5 && f_yd <= (float)i_y+0.5)) {
pi_sects[i_sect] = floor(((float)i_y+0.5 - f_yo) * (f_xd - f_xo) / (f_yd - f_yo) + f_xo);
if (i_sect < MAX_SECT - 1)
i_sect++;
}
f_xo = f_xd;
f_yo = f_yd;
}
f_xd = ps_pt[i_pts_nbr - 1].f_x * f_x_ratio;
f_yd = ps_pt[i_pts_nbr - 1].f_y * f_y_ratio;
/* ...fill from this junction to next junction */
if ( i_y >= 0 ) {
/* last diagonal intersection */
pi_sects[i_sect] = (i_border==puzzle_SHAPE_TOP)?puzzle_diagonal_limit( p_filter, i_y, false, i_plane )
:puzzle_diagonal_limit( p_filter, i_y, true, i_plane );
if (i_sect < MAX_SECT - 1)
i_sect++;
}
/* ...reorder the list of intersection */
int32_t i_s = 0;
while (i_s < (i_sect - 1)) {
if (pi_sects[i_s] > pi_sects[i_s+1]) {
uint32_t i_temp = pi_sects[i_s];
pi_sects[i_s] = pi_sects[i_s+1];
pi_sects[i_s+1] = i_temp;
i_s = 0;
}
else {
i_s++;
}
}
return i_sect;
}
/*****************************************************************************
* generate Right shape data from Left shape data
*****************************************************************************/
int puzzle_generate_sectLeft2Right( filter_t *p_filter, piece_shape_t *ps_piece_shape, piece_shape_t *ps_left_piece_shape, uint8_t i_plane)
{
if ((!ps_piece_shape) || (!ps_left_piece_shape))
return VLC_EGENERIC;
filter_sys_t *p_sys = p_filter->p_sys;
int32_t i_min_y = ps_left_piece_shape->i_first_row_offset;
int32_t i_nb_y = ps_left_piece_shape->i_row_nbr;
/* allocate memory */
ps_piece_shape->i_row_nbr = i_nb_y;
ps_piece_shape->i_first_row_offset = i_min_y;
ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * i_nb_y );
if (!ps_piece_shape->ps_piece_shape_row)
return VLC_ENOMEM;
for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
int32_t i_row = i_y - i_min_y;
int32_t i_width = p_sys->ps_desk_planes[i_plane].i_pce_max_width;
int32_t i_left_width = puzzle_diagonal_limit( p_filter, i_y, true, i_plane );
int32_t i_right_width = i_width - puzzle_diagonal_limit( p_filter, i_y, false, i_plane );
int16_t i_section_nbr = ps_left_piece_shape->ps_piece_shape_row[i_row].i_section_nbr;
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_section_nbr;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_section_nbr);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_type =
ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_type;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_width =
ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_width + i_right_width - i_left_width;
for (int8_t i_s=0; i_s<i_section_nbr;i_s++) {
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_type =
ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_section_nbr - 1 - i_s].i_type;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_width =
ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_section_nbr - 1 - i_s].i_width
+ (i_s == 0 ? i_right_width - i_left_width : 0);
}
}
return VLC_SUCCESS;
}
/*****************************************************************************
* generates Bottom shape data from Top shape data
*****************************************************************************/
int puzzle_generate_sectTop2Btm( filter_t *p_filter, piece_shape_t *ps_piece_shape, piece_shape_t *ps_top_piece_shape, uint8_t i_plane)
{
if ((!ps_piece_shape) || (!ps_top_piece_shape))
return VLC_EGENERIC;
filter_sys_t *p_sys = p_filter->p_sys;
int32_t i_top_min_y = ps_top_piece_shape->i_first_row_offset;
int32_t i_top_nb_y = ps_top_piece_shape->i_row_nbr;
int32_t i_lines = p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
int32_t i_max_y = p_sys->ps_desk_planes[i_plane].i_pce_max_lines - i_top_min_y;
int32_t i_min_y = i_lines / 2;
int32_t i_nb_y = i_max_y - i_min_y;
/* allocate memory */
ps_piece_shape->i_row_nbr = i_nb_y;
ps_piece_shape->i_first_row_offset = i_min_y;
ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * i_nb_y );
if (!ps_piece_shape->ps_piece_shape_row)
return VLC_ENOMEM;
for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
int32_t i_top_y = 2 * i_min_y - i_y + (i_nb_y - i_top_nb_y);
int32_t i_row = i_y - i_min_y;
int32_t i_top_row = i_top_y - i_top_min_y;
if ( i_top_row < 0 || i_top_row >= i_top_nb_y ) { /* the line does not exist in top */
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = 1;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * 1);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_type = 0;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_width =
puzzle_diagonal_limit( p_filter, i_y, false, i_plane ) - 1 - (puzzle_diagonal_limit( p_filter, i_y, true, i_plane ) - 1);
}
else { /* copy the line from TopShape */
int32_t i_top_width =
puzzle_diagonal_limit( p_filter, i_top_y, false, i_plane ) - 1 - (puzzle_diagonal_limit( p_filter, i_top_y, true, i_plane ) - 1);
int32_t i_width =
puzzle_diagonal_limit( p_filter, i_y, false, i_plane ) - 1 - (puzzle_diagonal_limit( p_filter, i_y, true, i_plane ) - 1);
int32_t i_left_adjust = ( i_width - i_top_width ) / 2;
int32_t i_right_adjust = ( i_width - i_top_width ) - i_left_adjust;
int8_t i_section_nbr = ps_top_piece_shape->ps_piece_shape_row[i_top_row].i_section_nbr;
ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_section_nbr;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_section_nbr);
if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
for (uint8_t i=0; i<i_row;i++)
free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
free(ps_piece_shape->ps_piece_shape_row);
ps_piece_shape->ps_piece_shape_row = NULL;
return VLC_ENOMEM;
}
for (int8_t i_s=0; i_s<i_section_nbr; i_s++) {
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_type =
ps_top_piece_shape->ps_piece_shape_row[i_top_row].ps_row_section[i_s].i_type;
ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_width =
ps_top_piece_shape->ps_piece_shape_row[i_top_row].ps_row_section[i_s].i_width
+ (i_s == 0 ? i_left_adjust : (i_s == i_section_nbr-1 ? i_right_adjust : 0));
}
}
}
return VLC_SUCCESS;
}
/*****************************************************************************
* puzzle_pce.h : Puzzle game filter - pieces functions
*****************************************************************************
* Copyright (C) 2013 Vianney Boyer
* $Id$
*
* Author: Vianney Boyer <vlcvboyer -at- gmail -dot- com>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
/*****************************************************************************
* Preamble
*****************************************************************************/
#ifndef VLC_LIB_PUZZLE_PCE_H
#define VLC_LIB_PUZZLE_PCE_H 1
#include <vlc_common.h>
#include <vlc_filter.h>
#include "puzzle_bezier.h"
#include "puzzle_lib.h"
#define SHAPES_QTY 20
#define PIECE_TYPE_NBR (4*2*(1+SHAPES_QTY))
#define puzzle_SHAPE_TOP 1
#define puzzle_SHAPE_LEFT 2
#define puzzle_SHAPE_RIGHT 4
#define puzzle_SHAPE_BTM 8
/*****************************************************************************
* Local prototypes
*****************************************************************************/
typedef struct {
uint8_t i_type; /* 0 = fill ; 1 = offset */
int32_t i_width;
} row_section_t;
typedef struct {
int32_t i_section_nbr;
row_section_t *ps_row_section;
} piece_shape_row_t;
typedef struct {
int32_t i_row_nbr;
int32_t i_first_row_offset;
piece_shape_row_t *ps_piece_shape_row;
} piece_shape_t;
typedef struct {
int32_t i_original_x, i_original_y;
int32_t i_actual_x, i_actual_y;
int32_t i_width, i_lines;
} piece_in_plane_t;
typedef struct {
int32_t i_original_row, i_original_col;
int32_t i_top_shape, i_btm_shape, i_right_shape, i_left_shape;
piece_in_plane_t *ps_piece_in_plane;
bool b_finished;
bool b_overlap;
int8_t i_actual_angle; /* 0 = 0, 1 = 90... rotation center = top-left corner */
int32_t i_actual_mirror; /* +1 = without mirror ; -1 = with mirror */
int32_t i_step_x_x, i_step_x_y, i_step_y_y, i_step_y_x;
int32_t i_ORx, i_OTy, i_OLx, i_OBy; /* location of original piece's edges */
int32_t i_TLx, i_TLy, i_TRx, i_TRy, i_BLx, i_BLy, i_BRx, i_BRy; /* location of grabed piece's corners */
int32_t i_max_x, i_min_x, i_max_y, i_min_y, i_center_x, i_center_y;
uint32_t i_group_ID;
} piece_t;
int puzzle_bake_pieces_shapes ( filter_t * );
void puzzle_free_ps_pieces_shapes ( filter_t * );
int puzzle_find_piece( filter_t *p_filter, int32_t i_x, int32_t i_y, int32_t i_except);
void puzzle_calculate_corners( filter_t *, int32_t i_piece );
void puzzle_rotate_pce( filter_t *p_filter, int32_t i_piece, int8_t i_rotate_mirror, int32_t i_center_x, int32_t i_center_y, bool b_avoid_mirror );
void puzzle_move_group( filter_t *p_filter, int32_t i_piece, int32_t i_dx, int32_t i_dy);
void puzzle_drw_basic_pce_in_plane( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out, uint8_t i_plane, piece_t *ps_piece);
void puzzle_drw_adv_pce_in_plane( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out, uint8_t i_plane, piece_t *ps_piece);
void puzzle_drw_complex_pce_in_plane( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out, uint8_t i_plane, piece_t *ps_piece, uint32_t i_pce);
void puzzle_draw_pieces( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out);
int32_t puzzle_diagonal_limit( filter_t *p_filter, int32_t i_y, bool b_left, uint8_t i_plane );
int puzzle_generate_sect_border( filter_t *p_filter, piece_shape_t *ps_piece_shape, uint8_t i_plane, uint8_t i_border);
int puzzle_generate_sect_bezier( filter_t *p_filter, piece_shape_t *ps_piece_shape, uint8_t i_pts_nbr, point_t *ps_pt, uint8_t i_plane, uint8_t i_border);
void puzzle_get_min_bezier(float *f_min_curve_x, float *f_min_curve_y, float f_x_ratio, float f_y_ratio, point_t *ps_pt, uint8_t i_pts_nbr);
int puzzle_generate_shape_lines( filter_t *p_filter, piece_shape_t *ps_piece_shape, int32_t i_min_y, int32_t i_nb_y, float f_x_ratio, float f_y_ratio, point_t *ps_pt, uint8_t i_pts_nbr, uint8_t i_border, uint8_t i_plane);
int puzzle_detect_curve( filter_t *p_filter, int32_t i_y, float f_x_ratio, float f_y_ratio, point_t *ps_pt, uint8_t i_pts_nbr, uint8_t i_border, uint8_t i_plane, int32_t *pi_sects);
int puzzle_generate_sectLeft2Right( filter_t *p_filter, piece_shape_t *ps_piece_shape, piece_shape_t *ps_left_piece_shape, uint8_t i_plane);
int puzzle_generate_sectTop2Btm( filter_t *p_filter, piece_shape_t *ps_piece_shape, piece_shape_t *ps_top_piece_shape, uint8_t i_plane);
#endif
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