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- /**--------------------------------------------------------------------------**\
- =================================
- y_bitmap - Generate bitmaps.
- =================================
- Description:
- Code to generate images on the server in the bitmap format. This is by far
- the simplest format to write to as it is just a huge array of colours (at
- least 24-bit bitmaps are, and we only do them).
-
- This file contains functions to draw various shapes.
- Legal:
- Version: MPL 1.1
-
- The contents of this file are subject to the Mozilla Public License Version
- 1.1 (the "License"); you may not use this file except in compliance with
- the License. You may obtain a copy of the License at
- http://www.mozilla.org/MPL/
-
- Software distributed under the License is distributed on an "AS IS" basis,
- WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
- for the specific language governing rights and limitations under the
- License.
-
- The Original Code is the YSI utils include.
-
- The Initial Developer of the Original Code is Alex "Y_Less" Cole.
- Portions created by the Initial Developer are Copyright (C) 2011
- the Initial Developer. All Rights Reserved.
-
- Contributors:
- ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice
-
- Thanks:
- JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL.
- ZeeX - Very productive conversations.
- koolk - IsPlayerinAreaEx code.
- TheAlpha - Danish translation.
- breadfish - German translation.
- Fireburn - Dutch translation.
- yom - French translation.
- 50p - Polish translation.
- Zamaroht - Spanish translation.
- Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes
- for me to strive to better.
- Pixels^ - Running XScripters where the idea was born.
- Matite - Pestering me to release it and using it.
-
- Very special thanks to:
- Thiadmer - PAWN, whose limits continue to amaze me!
- Kye/Kalcor - SA:MP.
- SA:MP Team past, present and future - SA:MP.
-
- Version:
- 0.1
- Changelog:
- 29/03/13:
- First version.
- Functions:
- Stock:
- -
- Inline:
- -
- Variables:
- Global:
- -
- \**--------------------------------------------------------------------------**/
- /**--------------------------------------------------------------------------**\
- <summary>Bitmap_DrawRectangle</summary>
- <param name="Bitmap:ctx">The bitmap to modify.</param>
- <param name="const minX">The left of the array.</param>
- <param name="const minY">The top of the array.</param>
- <param name="const maxX">The right of the array.</param>
- <param name="const maxY">The bottom of the array.</param>
- <param name="fillColour">The colour of the inside of the rectangle.</param>
- <param name="lineColour = 0">The colour of the rectangle border.</param>
- <param name="linePattern[] = \"SOLID\"">How to draw the inside.</param>
- <param name="fillPattern[] = \"SOLID\"">How to draw the border.</param>
- <returns>
- -
- </returns>
- <remarks>
- This function draws a rectangle between two given co-ordinates. It can also
- draw a border around the rectangle OUTSIDE the specified area of the
- rectangle. If you want the border within the area specified you need to use
- a smaller area.
- </remarks>
- \**--------------------------------------------------------------------------**/
- // End the input above because all this code is being written with no testing
- // or compiling until I am home again. So in the interests of leaving the code
- // stable, this is all ignored.
- stock Bitmap_DrawRectangle(Bitmap:ctx, const minX, const minY, const maxX, const maxY, fillColour, lineColour = 0, linePattern[] = "SOLID", fillPattern[] = "SOLID")
- {
- if (fillColour)
- {
- _Bitmap_DoRectangle(ctx, minX, minY, maxX, maxY, fillColour, fillPattern);
- }
- if (lineColour)
- {
- // Do the borders.
- if (strcmp(linePattern, "DOTTED", true, 6))
- {
- new
- border = _Bitmap_Param(linePattern, "border");
- if (border == cellmin) border = 8;
- //printf("border = %d", border);
- //printf("1");
- _Bitmap_DoRectangle(ctx, minX - border, minY - border, maxX + border, minY, lineColour, linePattern),
- //printf("1");
- _Bitmap_DoRectangle(ctx, minX - border, minY, minX, maxY, lineColour, linePattern),
- //printf("1");
- _Bitmap_DoRectangle(ctx, minX - border, maxY, maxX + border, maxY + border, lineColour, linePattern),
- //printf("1");
- _Bitmap_DoRectangle(ctx, maxX, minY, maxX + border, maxY, lineColour, linePattern);
- //printf("1");
- }
- else
- {
- new
- border = _Bitmap_Param(linePattern, "border"),
- pat[128] = "STRIPED";
- strcat(pat, linePattern[6]);
- if (border == cellmin) border = 8;
- _Bitmap_DoRectangle(ctx, minX - border, minY - border, maxX + border, minY, lineColour, pat),
- _Bitmap_DoRectangle(ctx, minX - border, maxY, maxX + border, maxY + border, lineColour, pat),
- strcat(pat, ",HORIZONTAL"),
- _Bitmap_DoRectangle(ctx, minX - border, minY, minX, maxY, lineColour, pat),
- _Bitmap_DoRectangle(ctx, maxX, minY, maxX + border, maxY, lineColour, pat);
- }
- }
- }
- static stock _Bitmap_DoRectangle(Bitmap:ctx, minX, minY, maxX, maxY, colour, pattern[])
- {
- new
- width = Bitmap_Width(ctx);
- minY = max(0, minY),
- maxY = min(maxY, Bitmap_Height(ctx)),
- minX = max(0, minX),
- maxX = min(maxX, width),
- _Bitmap_MakePattern(pattern, minX, minY, 0, 0);
- new
- ya,
- read,
- a = (colour & 0xFF) + 1,
- na,
- suba,
- r = ((colour & 0xFF000000) >>> 16),
- g = ((colour & 0x00FF0000) >>> 16),
- b = ((colour & 0x0000FF00) >>> 8),
- orig;
- for (new y = minY; y != maxY; ++y)
- {
- read = Bitmap_IndexInt(ctx, minX, width, y),
- ya = y % YSI_gBitmapAlphaY;
- for (new x = minX; x != maxX; ++x)
- {
- suba = YSI_gBitmapAlpha[ya]{x % YSI_gBitmapAlphaX} * a;
- if (suba == 0xFF00)
- {
- YSI_gMallocMemory[read] = colour;
- }
- else if (suba >= 256)
- {
- // This is where we compensate for the odd shifts.
- na = 0xFF00 - suba,
- // Want this pixel in the final image.
- orig = YSI_gMallocMemory[read],
- YSI_gMallocMemory[read] = 0xFF |
- ((((orig & 0xFF000000) >>> 16) * na + r * suba) & 0xFF000000) |
- ((((orig & 0x00FF0000) >>> 16) * na + g * suba) & 0x00FF0000) |
- (((((orig & 0x0000FF00) >>> 8) * na + b * suba) & 0x00FF0000) >>> 8) ;
- }
- ++read;
- }
- }
- }
- static stock _Bitmap_RectangleRecopy(n, BitArray:pattern<PATTERN_MASK_X>)
- {
- for (new y = 1; y != n; ++y)
- {
- YSI_gBitmapAlpha[y] = pattern;
- }
- }
- /**--------------------------------------------------------------------------**\
- <summary>Bitmap_DrawRectangle</summary>
- <param name="Bitmap:ctx">The bitmap to modify.</param>
- <param name="const x">The x co-ordinate of the circle centre.</param>
- <param name="const y">The y co-ordinate of the circle centre.</param>
- <param name="const Float:radius">The size of the circle.</param>
- <param name="fillColour">The colour of the inside of the circle.</param>
- <param name="lineColour = 0">The colour of the circle border.</param>
- <param name="linePattern[] = \"SOLID\"">How to draw the inside.</param>
- <param name="fillPattern[] = \"SOLID\"">How to draw the border.</param>
- <returns>
- -
- </returns>
- <remarks>
- This function draws a circle centered on the given co-ordinates with the
- given FLOAT radius, not an integer size because of diagonals. It can also
- draw a border around the circle OUTSIDE the specified area of the circle.
- If you want the border within the area specified you need to use a smaller
- area.
- </remarks>
- \**--------------------------------------------------------------------------**/
- stock Bitmap_DrawCircle(Bitmap:ctx, const x, const y, const Float:radius, fillColour, lineColour = 0, linePattern[] = "SOLID", fillPattern[] = "SOLID")
- {
- P:3("Bitmap_DrawCircle called: %d, %d, %d, %.2f, 0x%04x%04x, 0x%04x%04x, \"%s\", \"%s\"", _:ctx, x, y, radius, fillColour >>> 16, fillColour & 0xFFFF, lineColour >>> 16, lineColour & 0xFFFF, linePattern, fillPattern);
- Bitmap_DrawRing(ctx, x, y, 0.0, radius, fillColour, fillPattern);
- }
- /**--------------------------------------------------------------------------**\
- <summary>Bitmap_DrawRectangle</summary>
- <param name="Bitmap:ctx">The bitmap to modify.</param>
- <param name="x">The x co-ordinate of the ring centre.</param>
- <param name="y">The y co-ordinate of the ring centre.</param>
- <param name="const Float:inner">The inner size of the ring.</param>
- <param name="const Float:outer">The outer size of the ring.</param>
- <param name="colour">The colour of the ring.</param>
- <param name="pattern[] = \"SOLID\"">How to draw the inside.</param>
- <returns>
- -
- </returns>
- <remarks>
- This function draws a ring centered on the given co-ordinates with the
- given FLOAT radius, not an integer size because of diagonals. This does not
- draw a border as it is used for borders, and a border on a ring is ambiguous
- - do you have it on the inside or not? Better to let the user decide.
- </remarks>
- \**--------------------------------------------------------------------------**/
- stock Bitmap_DrawRing(Bitmap:ctx, x, y, Float:inner, Float:outer, colour, pattern[] = "SOLID")
- {
- P:3("Bitmap_DrawRing called: %d, %d, %d, %.2f, %.2f, 0x%04x%04x, \"%s\"", _:ctx, x, y, inner, outer, colour >>> 16, colour & 0xFFFF, pattern);
- new
- rad = max(floatround(outer, floatround_ceil), 0);
- if (rad == 0) return;
- new
- width = Bitmap_Width(ctx),
- // Get the circle bounds.
- minY = max(0, y - rad),
- maxY = min(y + rad + 1, Bitmap_Height(ctx)),
- minX = max(0, x - rad),
- maxX = min(x + rad + 1, width),
- // Get the approximate edges of the circle so we know how much blending
- // to use on the outer pixels.
- Float:outerMax = outer + 1.0,
- Float:rootMax = outer - 1.0,
- Float:outerMin = rootMax * rootMax,
- Float:innerMax = inner + 1.0,
- Float:rootMin = inner - 1.0,
- Float:innerMin;
- outerMax *= outerMax,
- innerMax *= innerMax;
- if (inner <= 0.0)
- {
- inner = 0.0;
- //innerMin = 0.0;
- }
- else innerMin = rootMin * rootMin;
- //new
- // Float:outerDiff = outerMax - outerMin,
- // Float:innerDiff = innerMax - innerMin;
- _Bitmap_MakePattern(pattern, minX, minY, 0, 0);
- new
- ya,
- // Get the float co-ordinates for ease of calculation.
- Float:fX = float(-rad), // Converted back from the integer version to.
- Float:fXX,
- Float:fY = float(-rad), // Make up for rounding errors.
- Float:fYY,
- Float:pos,
- read,
- a = (colour & 0xFF) + 1,
- na,
- suba,
- r = ((colour & 0xFF000000) >>> 16),
- g = ((colour & 0x00FF0000) >>> 16),
- b = ((colour & 0x0000FF00) >>> 8),
- orig;
- P:5("Bitmap_DrawRing: minX = %d, minY = %d, width = %d, height = %d", minX, minY, width, Bitmap_Height(ctx));
- for (y = minY; y != maxY; ++y, ++fY)
- {
- // "y" portion of the radius calculation.
- fYY = fY * fY,
- read = Bitmap_IndexInt(ctx, minX, width, y),
- ya = y % YSI_gBitmapAlphaY;
- P:6("Bitmap_DrawRing: 4: %.2f, %d, %d", fYY, read, ya);
- fXX = fX;
- for (x = minX; x != maxX; ++x, ++fXX, ++read)
- {
- pos = fXX * fXX + fYY;
- P:7("Bitmap_DrawRing: 5: %.2f <= %.2f <= %.2f", outerMin, pos, outerMax);
- // Slightly redundant check if "inner" is 0.0, but in that case will
- // at least never fail!
- if (pos >= innerMin)
- {
- // Calculate the full colour.
- suba = YSI_gBitmapAlpha[ya]{x % YSI_gBitmapAlphaX} * a;
- if (inner != 0.0 && pos <= innerMax)
- {
- // Draw partially (blending for the ring inner edge).
- //YSI_gMallocMemory[read] = 0xFF; // Black for now.
- suba = floatround((floatsqroot(pos) - rootMin) / 2.0 * float(suba));
- }
- else if (pos <= outerMin)
- {
- // Draw fully (part of the ring).
- //YSI_gMallocMemory[read] = suba;
- // Do nothing, but also don't end.
- }
- else if (pos <= outerMax)
- {
- // Draw partially (blending for the ring outer edge).
- //YSI_gMallocMemory[read] = 0xFF; // Black for now.
- suba = floatround((1.0 - (floatsqroot(pos) - rootMax) / 2.0) * float(suba));
- }
- else
- {
- // Otherwise don't draw anything at all - we are outside the ring.
- continue;
- }
- if (suba >= 0xFF00)
- {
- YSI_gMallocMemory[read] = colour;
- }
- else if (suba > 0xFF)
- {
- // This is where we compensate for the odd shifts.
- na = 0xFF00 - suba,
- // Want this pixel in the final image.
- orig = YSI_gMallocMemory[read],
- YSI_gMallocMemory[read] = 0xFF |
- ((((orig & 0xFF000000) >>> 16) * na + r * suba) & 0xFF000000) |
- ((((orig & 0x00FF0000) >>> 16) * na + g * suba) & 0x00FF0000) |
- (((((orig & 0x0000FF00) >>> 8) * na + b * suba) & 0x00FF0000) >>> 8) ;
- }
- }
- }
- }
- }
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