~rabbits/nasu

3381fc884466bf1ad8e03c2d627a84da1ee8d49a — Devine Lu Linvega 1 year, 2 months ago
Init
9 files changed, 623 insertions(+), 0 deletions(-)

A .clang-format
A .gitignore
A LICENSE
A README.md
A build.sh
A main.o
A nasu6.c
A sprite.chr
A sprite2.chr
A  => .clang-format +65 -0
@@ 1,65 @@
---
Language:        Cpp
# BasedOnStyle:  LLVM
AccessModifierOffset: -2
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AlignEscapedNewlinesLeft: false
AlignOperands:   true
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AllowAllParametersOfDeclarationOnNextLine: true
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AlwaysBreakTemplateDeclarations: false
AlwaysBreakBeforeMultilineStrings: false
BreakBeforeBinaryOperators: None
BreakBeforeTernaryOperators: true
BreakConstructorInitializersBeforeComma: false
BinPackParameters: true
BinPackArguments: true
ColumnLimit:     0
ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerIndentWidth: 4
DerivePointerAlignment: false
ExperimentalAutoDetectBinPacking: false
IndentCaseLabels: false
IndentWrappedFunctionNames: false
IndentFunctionDeclarationAfterType: false
MaxEmptyLinesToKeep: 1
KeepEmptyLinesAtTheStartOfBlocks: true
NamespaceIndentation: None
ObjCBlockIndentWidth: 2
ObjCSpaceAfterProperty: false
ObjCSpaceBeforeProtocolList: true
PenaltyBreakBeforeFirstCallParameter: 19
PenaltyBreakComment: 300
PenaltyBreakString: 1000
PenaltyBreakFirstLessLess: 120
PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 60
PointerAlignment: Left
SpacesBeforeTrailingComments: 1
Cpp11BracedListStyle: true
Standard:        Cpp11
IndentWidth:     8
TabWidth:        8
UseTab: ForIndentation
BreakBeforeBraces: Linux
SortIncludes: false
SpacesInParentheses: false
SpacesInSquareBrackets: false
SpacesInAngles:  false
SpaceInEmptyParentheses: false
SpacesInCStyleCastParentheses: false
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SpacesInContainerLiterals: true
SpaceBeforeAssignmentOperators: true
ContinuationIndentWidth: 4
CommentPragmas:  '^ IWYU pragma:'
ForEachMacros:   [ foreach, Q_FOREACH, BOOST_FOREACH ]
SpaceBeforeParens: Never
DisableFormat:   false
...

A  => .gitignore +5 -0
@@ 1,5 @@
.DS*
*jpg~
*png~
*gif~
nasu6
\ No newline at end of file

A  => LICENSE +21 -0
@@ 1,21 @@
MIT License

Copyright (c) Devine Lu Linvega

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

A  => README.md +81 -0
@@ 1,81 @@
# Nasu6

A minimal chr editor, written in ANSI C.

## Build

To build Nasu6, you must have [SDL2](https://wiki.libsdl.org/).

```
sudo apt-get install libsdl1.2-dev
```

## Controls

### I/O

- `E` Export

### Select

- `1` Color1
- `2` Color2
- `3` Color3
- `4` Color4

### Paint

- `mouse1` Paint
- `mouse2` Toggle Erase

## TODO

- Export png
- Cleanup option[space]
- Brush size[zx]
- Patterns[1234567890]
- Zoom options[~]
- Move canvas[wasd]
- Add canvas size argument
- Add import image argument

### Optimization

- Don't update pixels unless something changed.

## Notes

- SDL Keycodes: https://wiki.libsdl.org/SDL_Keycode


```
You can do scaling if you are getting sprites from a texture with SDL_RenderCopy() but i cannot guarantee you antialiasing.

With function SDL_RenderCopy() you pass 4 params:

    a pointer to a renderer (where you are going to renderize).
    a pointer to a texture (where you are going to get the sprite).
    pointer to source rect(the area and position where you get the sprite on the texture).
    and pointer to dest rect(the area and position on the renderer you are going to draw).

You should only modify your dest rect like for example, if you are going to render an image 300 x 300 and you want it scaled, your dest rect should be like 150 x 150 or 72 x 72 or whatever value you wanted to scale.
```

## Noodle's classic halftone

```
(x % 3 == 0 && y % 6 == 0) || (x % 3 == 2 && y % 6 == 3)
```

## Cleanup routine

```
function _jagged (x, y, w, h, pixel, data) {
    const neighs = neighbors(x, y, w, h, data)
    if (abs(pixel) && abs(neighs.n) && abs(neighs.e) && !abs(neighs.ne) && (!abs(neighs.s) || !abs(neighs.w))) { return 'red' }
    if (abs(pixel) && abs(neighs.n) && abs(neighs.w) && !abs(neighs.nw) && (!abs(neighs.s) || !abs(neighs.e))) { return 'red' }
    if (abs(pixel) && abs(neighs.s) && abs(neighs.e) && !abs(neighs.se) && (!abs(neighs.n) || !abs(neighs.w))) { return 'red' }
    if (abs(pixel) && abs(neighs.s) && abs(neighs.w) && !abs(neighs.sw) && (!abs(neighs.n) || !abs(neighs.e))) { return 'red' }
    return abs(pixel) ? 'black' : 'white'
  }
```
\ No newline at end of file

A  => build.sh +8 -0
@@ 1,8 @@

clang-format -i nasu6.c

rm ./nasu6

cc -std=c89 -DDEBUG -Wall -Wpedantic -Wshadow -Wextra -Werror=implicit-int -Werror=incompatible-pointer-types -Werror=int-conversion -Wvla -g -Og -fsanitize=address -fsanitize=undefined nasu6.c -I/usr/local/include -L/usr/local/lib -lSDL2 -o nasu6

./nasu6 sprite.chr

A  => main.o +0 -0
A  => nasu6.c +443 -0
@@ 1,443 @@
#include <SDL2/SDL.h>
#include <stdio.h>

typedef struct Point {
	int x;
	int y;
} Point;

typedef struct Size {
	int w;
	int h;
} Size;

typedef struct Brush {
	int mode;
	int size;
	int erase;
	int down;
	int button;
	Point pos;
	Point prev;
} Brush;

static int SCREEN_WIDTH = 512;
static int SCREEN_HEIGHT = 512;
static int FPS = 30;
int ZOOM = 1;

uint32_t* pixels;

SDL_Window* gWindow = NULL;
SDL_Renderer* gRenderer = NULL;
SDL_Texture* gTexture = NULL;

/* helpers */

Point*
setpt(Point* p, int x, int y)
{
	p->x = x;
	p->y = y;
	return p;
}

/* noodle */

int
patt(int mode, int size, Point p)
{
	if(mode == 1)
		return ((p.x + p.y) % 4) == 0 && ((p.y - p.x) % 4) == 0;
	if(mode == 2)
		return ((p.x + p.y) % 2) == 0 && ((p.y - p.x) % 2) == 0;
	if(mode == 3)
		return 1;
	if(mode == 4)
		return p.y % size == 0;
	if(mode == 5)
		return p.x % size == 0;
	if(mode == 6)
		return (p.x + p.y) % size == 0 || (p.x - p.y) % size == 0;
	return 0;
}

void
pixel(uint32_t* dst, Point p, int color)
{
	dst[p.y * SCREEN_WIDTH + p.x] = color;
}

void
line(uint32_t* dst, Point p0, Point p1, int color)
{
	double dx = abs(p1.x - p0.x), sx = p0.x < p1.x ? 1 : -1;
	double dy = -abs(p1.y - p0.y), sy = p0.y < p1.y ? 1 : -1;
	double err = dx + dy, e2;
	for(;;) {
		pixel(dst, p0, color);
		if(p0.x == p1.x && p0.y == p1.y)
			break;
		e2 = 2 * err;
		if(e2 >= dy) {
			err += dy;
			p0.x += sx;
		}
		if(e2 <= dx) {
			err += dx;
			p0.y += sy;
		}
	}
}

void
fill(uint32_t* dst, int mode, int size, Point p0, int color)
{
	int x, y;
	Point p;
	for(x = 0; x < size; ++x)
		for(y = 0; y < size; ++y) {
			setpt(&p, p0.x + x, p0.y + y);
			if(patt(mode, size, p))
				pixel(dst, p, color);
		}
}

void export(uint32_t* dst)
{
	/* TODO: chr file export */
}

void
title(Brush* b)
{
	/* TODO: Format a title that includes brush mode, brush size, canvas size and offset */
	printf("mode:%d size:%d\n", b->mode, b->size);
	if(b->mode == 0)
		SDL_SetWindowTitle(gWindow, "noodle(line)");
	else if(b->mode == 1)
		SDL_SetWindowTitle(gWindow, "noodle(tone1)");
	else if(b->mode == 2)
		SDL_SetWindowTitle(gWindow, "noodle(tone2)");
	else if(b->mode == 3)
		SDL_SetWindowTitle(gWindow, "noodle(full)");
	else
		SDL_SetWindowTitle(gWindow, "noodle(other)");
}

void
move(Point* p, int x, int y)
{
	int req = 0;
	if(p->x != x) {
		setpt(p, x, p->y);
		req = 1;
	}
	if(p->y != y) {
		setpt(p, p->x, y);
		req = 1;
	}
	/* TODO MOVE DRAWING
	if(req)
		debug(b);
	*/
}

void
select(Brush* b, int m, int s)
{
	int req = 0;
	if(b->mode != m) {
		b->mode = m;
		req = 1;
	}
	if(b->size != s) {
		b->size = s;
		req = 1;
	}
	if(req)
		title(b);
}

void
zoom(void)
{
}

void
clean(void)
{
}

/* SDL */

int
error(char* msg, const char* err)
{
	printf("Error %s: %s\n", msg, err);
	return 0;
}

int
init_array(void)
{
	int i, j;
	pixels = (uint32_t*)malloc(SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t));

	if(pixels == NULL)
		return error("init_array", "could not allocate memory for pixels");

	for(i = 0; i < SCREEN_HEIGHT; i++)
		for(j = 0; j < SCREEN_WIDTH; j++)
			pixels[i * SCREEN_WIDTH + j] = 0xffffff;

	return 1;
}

int
init(void)
{
	if(SDL_Init(SDL_INIT_VIDEO) < 0)
		return error("init", SDL_GetError());

	gWindow = SDL_CreateWindow("nasu6", SDL_WINDOWPOS_UNDEFINED,
	                           SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH,
	                           SCREEN_HEIGHT, SDL_WINDOW_SHOWN);

	if(gWindow == NULL)
		return error("window", SDL_GetError());

	gRenderer = SDL_CreateRenderer(gWindow, -1, 0);

	if(gRenderer == NULL)
		return error("renderer", SDL_GetError());

	gTexture = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_ARGB8888,
	                             SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH,
	                             SCREEN_HEIGHT);

	if(gTexture == NULL)
		return error("texture", SDL_GetError());

	init_array();

	return 1;
}

void
quit(void)
{
	free(pixels);
	SDL_DestroyTexture(gTexture);
	gTexture = NULL;
	SDL_DestroyRenderer(gRenderer);
	gRenderer = NULL;
	SDL_DestroyWindow(gWindow);
	gWindow = NULL;
	SDL_Quit();
	exit(0);
}

void
handle_mouse(SDL_Event* event, Brush* b)
{
	switch(event->type) {
	case SDL_MOUSEBUTTONUP:
		if(event->button.button == SDL_BUTTON_LEFT)
			b->down = 0;
		if(event->button.button == SDL_BUTTON_RIGHT)
			b->erase = 0;
		setpt(&b->prev, 0, 0);
		break;
	case SDL_MOUSEBUTTONDOWN:
		if(event->button.button == SDL_BUTTON_LEFT)
			b->down = 1;
		if(event->button.button == SDL_BUTTON_RIGHT)
			b->erase = 1;
		setpt(&b->prev, event->motion.x, event->motion.y);
	case SDL_MOUSEMOTION:
		if(b->down) {
			setpt(&b->pos, event->motion.x, event->motion.y);
			if(b->mode == 0)
				line(pixels, b->prev, b->pos, b->erase ? 0xffffff : 0x000000);
			else
				fill(pixels, b->mode, b->size, b->pos, b->erase ? 0xffffff : 0x000000);
			setpt(&b->prev, b->pos.x, b->pos.y);
		}
		break;
	}
}

void
handle_keypress(SDL_Event* event, Brush* b, Point* o)
{
	switch(event->key.keysym.sym) {
	case SDLK_ESCAPE:
		quit();
		break;
	/* I/O */
	case SDLK_e:
		export(pixels);
		break;
	/* move */
	case SDLK_w:
		move(o, o->x, o->y--);
		break;
	case SDLK_a:
		move(o, o->x--, o->y);
		break;
	case SDLK_s:
		move(o, o->x, o->y++);
		break;
	case SDLK_d:
		move(o, o->x++, o->y);
		break;
	case SDLK_q:
		move(o, 0, 0);
		break;
	/* Mode */
	case SDLK_1:
		select(b, 0, b->size);
		break;
	case SDLK_2:
		select(b, 1, b->size);
		break;
	case SDLK_3:
		select(b, 2, b->size);
		break;
	case SDLK_4:
		select(b, 3, b->size);
		break;
	case SDLK_5:
		select(b, 4, b->size);
		break;
	case SDLK_6:
		select(b, 5, b->size);
		break;
	case SDLK_7:
		select(b, 6, b->size);
		break;
		/* brush */
	case SDLK_z:
		select(b, b->mode, b->size - 1);
		break;
	case SDLK_x:
		select(b, b->mode, b->size + 1);
		break;
		/* Special */
	case SDLK_BACKQUOTE:
		zoom();
	case SDLK_SPACE:
		clean();
		break;
	}
}

void
paint(uint32_t* dst, int id, int color)
{
	int ti = id / 64;
	int px = (ti / 256) * 128;
	int py = 0;
	int tx = (ti % 16) * 8;
	int ty = ((ti / 16) * 8) % 128;
	Point p;
	p.x = px + tx + (id % 8);
	p.y = py + ty + ((id % 64) / 8);
	if(color == 1)
		pixel(dst, p, 0x00FFFF);
	else if(color == 2)
		pixel(dst, p, 0xFF0000);
	else if(color == 3)
		pixel(dst, p, 0x00FF00);
	else
		pixel(dst, p, 0x0000FF);
}

int
load(FILE* f)
{
	int b, i, j, id;
	int ch1;
	int ch2;
	int color;
	unsigned char buffer[1024 * 4];
	if(!fread(buffer, sizeof(buffer), 1, f)) {
		printf("ERROR\n");
		return 0;
	}

	id = 0;
	for(b = 0; b < (1024 * 4) - 16; b += 16) {
		for(i = 0; i < 8; i++) {
			for(j = 7; j >= 0; j--) {
				ch1 = buffer[b + i];
				ch2 = buffer[b + i + 16];
				color = ((ch1 >> j) & 0x1) + (((ch2 >> j) & 0x1) << 1);
				paint(pixels, id, color);
				id++;
			}
		}
	}

	return 1;
}

int
main(int argc, char** argv)
{
	int ticknext = 0;
	Brush brush;
	Point offset;
	FILE* f;

	if(!init())
		return error("Could not initialize SDL", "");

	if(argc < 2)
		return error("Missing input file", "");

	f = fopen(argv[1], "rb");

	if(f == NULL)
		return error("Invalid input file.", "");

	load(f);

	select(&brush, 0, 10);
	move(&offset, 0, 0);

	/* main game loop */

	while(1) {

		int tick = SDL_GetTicks();
		SDL_Event event;

		if(SDL_QUIT == event.type)
			exit(0);

		if(tick < ticknext)
			SDL_Delay(ticknext - tick);

		ticknext = tick + (1000 / FPS);

		SDL_UpdateTexture(gTexture, NULL, pixels, SCREEN_WIDTH * sizeof(uint32_t));

		while(SDL_PollEvent(&event) != 0) {
			if(event.type == SDL_MOUSEBUTTONUP ||
			   event.type == SDL_MOUSEBUTTONDOWN ||
			   event.type == SDL_MOUSEMOTION) {
				handle_mouse(&event, &brush);
			} else if(event.type == SDL_KEYDOWN) {
				handle_keypress(&event, &brush, &offset);
			}
		}
		SDL_RenderClear(gRenderer);
		SDL_RenderCopy(gRenderer, gTexture, NULL, NULL);
		SDL_RenderPresent(gRenderer);
	}

	quit();
	return 0;
}

A  => sprite.chr +0 -0
A  => sprite2.chr +0 -0