Files
MagicSetEditor2/src/gfx/resample_text.cpp
T
twanvl 3c4729aaa2 Added 'position hint' to packages, used to specify the order of the packages in a package list;
Added 'pack type', intended for playtesting (random boosters/starters);
Added 'default(_image)' property to ImageStyle, and added the frame fillers for magic;
Added blurring and bold printing (rather hacky) to the text rendering functions (used for "double click to add image" text);
Added 'symmetric overlay' combine mode, which will look really nice for hybrids;
Moved the watermark choices from the game to an include file in magic-watermarks;
Working on a replacement for the image scripting system that plays nicer with the rest of the code. In particular, it will be possible to compare generated images quickly, so they can be updated continuously. This is a work in progress, currently there are two versions of everything.

git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@327 0fc631ac-6414-0410-93d0-97cfa31319b6
2007-05-09 21:41:15 +00:00

133 lines
5.0 KiB
C++

//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2007 Twan van Laarhoven |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <gfx/gfx.hpp>
#include <util/error.hpp>
#include <gui/util.hpp> // clearDC_black
void blur_image(const Image& img_in, Image& img_out);
// ----------------------------------------------------------------------------- : Resampled text
// scaling factor to use when drawing resampled text
const int text_scaling = 4;
// Downsamples the red channel of the input image to the alpha channel of the output image
// img_in must be text_scaling times as large as img_out
void downsample_to_alpha(Image& img_in, Image& img_out) {
assert(img_in.GetWidth() == img_out.GetWidth() * text_scaling);
assert(img_in.GetHeight() == img_out.GetHeight() * text_scaling);
// scale in the x direction, this overwrites parts of the input image
Byte* in = img_in.GetData();
Byte* out = img_in.GetData();
int count = img_out.GetWidth() * img_in.GetHeight();
for (int i = 0 ; i < count ; ++i) {
int total = 0;
for (int j = 0 ; j < text_scaling ; ++j) {
total += in[3 * (j + text_scaling * i)];
}
out[i] = total / text_scaling;
}
// now scale in the y direction, and write to the output alpha
img_out.InitAlpha();
out = img_out.GetAlpha();
int line_size = img_out.GetWidth();
for (int y = 0 ; y < img_out.GetHeight() ; ++y) {
for (int x = 0 ; x < img_out.GetWidth() ; ++x) {
int total = 0;
for (int j = 0 ; j < text_scaling ; ++j) {
total += in[x + line_size * (j + text_scaling * y)];
}
out[x + line_size * y] = total / text_scaling;
}
}
/*
img_out.InitAlpha();
Byte* in = img_in.GetData();
Byte* out = img_out.GetAlpha();
int w = img_out.GetWidth(), h = img_out.GetHeight();
int line_size = 3 * w * text_scaling;
for (int y = 0 ; y < h ; ++y) {
for (int x = 0 ; x < w ; ++x) {
int total = 0;
for (int i = 0 ; i < text_scaling ; ++i) {
for (int j = 0 ; j < text_scaling ; ++j) {
total += in[3*j];
}
in += line_size;
}
*out++ = total / (text_scaling * text_scaling);
in += 3 * text_scaling - line_size * text_scaling;
}
in += line_size * (text_scaling - 1);
}*/
}
// simple blur
int blur_alpha_pixel(Byte* in, int x, int y, int width, int height) {
return (2 * ( in[0]) + // center
(x == 0 ? in[0] : in[-1]) + // left
(y == 0 ? in[0] : in[-width]) + // up
(x == width - 1 ? in[0] : in[1]) + // right
(y == height - 1 ? in[0] : in[width]) // down
) / 6;
}
// TODO: move me?
void blur_image_alpha(Image& img) {
int width = img.GetWidth(), height = img.GetHeight();
Byte* data = img.GetAlpha();
for (int y = 0 ; y < height ; ++y) {
for (int x = 0 ; x < width ; ++x) {
*data = blur_alpha_pixel(data, x, y, width, height);
++data;
}
}
}
// Draw text by first drawing it using a larger font and then downsampling it
// optionally rotated by an angle
// (w2,h2) = size of text
// (wc,hc) = the corner where drawing should begin, (0,0) for top-left, (1,1) for bottom-right
void draw_resampled_text(DC& dc, const RealRect& rect, int wc, int hc, int angle, const String& text, int blur_radius, int repeat) {
// enlarge slightly; some fonts are larger then the GetTextExtent tells us (especially italic fonts)
int w = static_cast<int>(rect.width) + 3 + 2 * blur_radius, h = static_cast<int>(rect.height) + 1 + 2 * blur_radius;
// determine sub-pixel position
int xi = static_cast<int>(rect.x), yi = static_cast<int>(rect.y);
int xsub = static_cast<int>(text_scaling * (rect.x - xi)), ysub = static_cast<int>(text_scaling * (rect.y - yi));
// draw text
Bitmap buffer(w * text_scaling, h * text_scaling, 24); // should be initialized to black
wxMemoryDC mdc;
mdc.SelectObject(buffer);
clearDC_black(mdc);
// now draw the text
mdc.SetFont(dc.GetFont());
mdc.SetTextForeground(*wxWHITE);
mdc.DrawRotatedText(text, (wc * w + blur_radius) * text_scaling + xsub, (hc * h + blur_radius) * text_scaling + ysub, angle);
// get image
mdc.SelectObject(wxNullBitmap);
Image img_large = buffer.ConvertToImage();
// step 2. sample down
Image img_small(w, h, false);
fill_image(img_small, dc.GetTextForeground());
downsample_to_alpha(img_large, img_small);
// blur
for (int i = 0 ; i < blur_radius ; ++i) {
blur_image_alpha(img_small);
}
// step 3. draw to dc
for (int i = 0 ; i < repeat ; ++i) {
dc.DrawBitmap(img_small, xi + static_cast<int>(wc * (rect.width - w)) - blur_radius,
yi + static_cast<int>(hc * (rect.height - h)) - blur_radius);
}
}