/* 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 framework. 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: Y_Less koolk JoeBullet/Google63 g_aSlice/Slice Misiur samphunter tianmeta maddinat0r spacemud Crayder Dayvison Ahmad45123 Zeex irinel1996 Yiin- Chaprnks Konstantinos Masterchen09 Southclaws PatchwerkQWER m0k1 paulommu udan111 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. Los - Portuguese 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. Optional plugins: Gamer_Z - GPS. Incognito - Streamer. Me - sscanf2, fixes2, Whirlpool. */ /*-------------------------------------------------------------------------*//** * The bitmap to modify. * The left of the array. * The top of the array. * The right of the array. * The bottom of the array. * The colour of the inside of the rectangle. * The colour of the rectangle border. * How to draw the inside. * How to draw the border. * * 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. * *//*------------------------------------------------------------------------**/ // 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) { for (new y = 1; y != n; ++y) { YSI_gBitmapAlpha[y] = pattern; } } /*-------------------------------------------------------------------------*//** * The bitmap to modify. * The x co-ordinate of the circle centre. * The y co-ordinate of the circle centre. * The size of the circle. * The colour of the inside of the circle. * The colour of the circle border. * How to draw the inside. * How to draw the border. * * 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. * *//*------------------------------------------------------------------------**/ 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); } /*-------------------------------------------------------------------------*//** * The bitmap to modify. * The x co-ordinate of the ring centre. * The y co-ordinate of the ring centre. * The inner size of the ring. * The outer size of the ring. * The colour of the ring. * How to draw the inside. * * 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. * *//*------------------------------------------------------------------------**/ 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) ; } } } } }