1 /*****************************************************************************
2 * puzzle_pce.c : Puzzle game filter - pieces functions
3 *****************************************************************************
4 * Copyright (C) 2013 Vianney Boyer
7 * Author: Vianney Boyer <vlcvboyer -at- gmail -dot- com>
9 * This program is free software; you can redistribute it and/or modify it
10 * under the terms of the GNU Lesser General Public License as published by
11 * the Free Software Foundation; either version 2.1 of the License, or
12 * (at your option) any later version.
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public License
20 * along with this program; if not, write to the Free Software Foundation,
21 * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
22 *****************************************************************************/
24 /*****************************************************************************
26 *****************************************************************************/
33 #include <vlc_common.h>
34 #include <vlc_plugin.h>
35 #include <vlc_filter.h>
38 #include "filter_picture.h"
40 #include "puzzle_bezier.h"
41 #include "puzzle_lib.h"
42 #include "puzzle_pce.h"
45 #define PIECE_TYPE_NBR (4*2*(1+SHAPES_QTY))
47 /*****************************************************************************
48 * puzzle_bake_pieces_shapes: allocate and compute shapes
49 *****************************************************************************/
50 int puzzle_bake_pieces_shapes( filter_t *p_filter)
53 * piece_shape_t **ps_pieces_shapes; * array [each piece type (PCE_TYPE_NBR * 4 ( * negative ): top, left,right,btm)][each plane] of piece definition
55 * 1 => left border (negative, never used)
59 * 9 => bezier left negative
61 * 11 => bezier top negative
63 * 13 => bezier btm negative
65 * 15 => bezier right negative
69 filter_sys_t *p_sys = p_filter->p_sys;
71 puzzle_free_ps_pieces_shapes(p_filter);
72 p_sys->ps_pieces_shapes = malloc( sizeof( piece_shape_t *) * PIECE_TYPE_NBR );
73 if( !p_sys->ps_pieces_shapes )
76 for (int32_t i_piece = 0; i_piece < PIECE_TYPE_NBR; i_piece++) {
77 p_sys->ps_pieces_shapes[i_piece] = malloc( sizeof( piece_shape_t) * p_sys->s_allocated.i_planes );
78 if( !p_sys->ps_pieces_shapes[i_piece] )
80 for (uint8_t i_plane = 0; i_plane < p_filter->p_sys->s_allocated.i_planes; i_plane++) {
81 p_sys->ps_pieces_shapes[i_piece][i_plane].i_row_nbr = 0;
82 p_sys->ps_pieces_shapes[i_piece][i_plane].ps_piece_shape_row = NULL;
86 int32_t i_currect_shape = 0;
88 for (uint8_t i_plane = 0; i_plane < p_filter->p_sys->s_allocated.i_planes; i_plane++) {
90 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+0][i_plane], i_plane, puzzle_SHAPE_LEFT);
91 if (i_ret != VLC_SUCCESS) return i_ret;
92 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+1][i_plane], i_plane, puzzle_SHAPE_LEFT);
93 if (i_ret != VLC_SUCCESS) return i_ret;
94 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+2][i_plane], i_plane, puzzle_SHAPE_TOP);
95 if (i_ret != VLC_SUCCESS) return i_ret;
96 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+3][i_plane], i_plane, puzzle_SHAPE_TOP);
97 if (i_ret != VLC_SUCCESS) return i_ret;
98 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+4][i_plane], i_plane, puzzle_SHAPE_BTM);
99 if (i_ret != VLC_SUCCESS) return i_ret;
100 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+5][i_plane], i_plane, puzzle_SHAPE_BTM);
101 if (i_ret != VLC_SUCCESS) return i_ret;
102 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+6][i_plane], i_plane, puzzle_SHAPE_RIGHT);
103 if (i_ret != VLC_SUCCESS) return i_ret;
104 i_ret = puzzle_generate_sect_border( p_filter, &p_sys->ps_pieces_shapes[i_currect_shape+7][i_plane], i_plane, puzzle_SHAPE_RIGHT);
105 if (i_ret != VLC_SUCCESS) return i_ret;
108 i_currect_shape += 8;
110 int32_t i_width = p_sys->ps_desk_planes[0].i_pce_max_width;
111 int32_t i_lines = p_sys->ps_desk_planes[0].i_pce_max_lines;
113 for (int32_t i_shape = 0; i_shape<SHAPES_QTY; i_shape++) {
115 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);
116 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);
117 point_t *ps_neg_pts_H = puzzle_curve_H_2_negative(7, ps_scale_pts_H);
118 point_t *ps_neg_pts_V = puzzle_curve_V_2_negative(7, ps_scale_pts_V);
120 if (!ps_scale_pts_H || !ps_scale_pts_V || !ps_neg_pts_H || !ps_neg_pts_V)
124 for (uint8_t i_plane = 0; i_plane < p_filter->p_sys->s_allocated.i_planes; i_plane++) {
125 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);
126 if (i_ret != VLC_SUCCESS) break;
127 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);
128 if (i_ret != VLC_SUCCESS) break;
129 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);
130 if (i_ret != VLC_SUCCESS) break;
131 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);
132 if (i_ret != VLC_SUCCESS) break;
134 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);
135 if (i_ret != VLC_SUCCESS) break;
136 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);
137 if (i_ret != VLC_SUCCESS) break;
138 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);
139 if (i_ret != VLC_SUCCESS) break;
140 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);
141 if (i_ret != VLC_SUCCESS) break;
144 free(ps_scale_pts_H);
145 free(ps_scale_pts_V);
149 if (i_ret != VLC_SUCCESS) return i_ret;
151 i_currect_shape += 8;
154 p_sys->b_shape_init = true;
159 /* free allocated shapes data */
160 void puzzle_free_ps_pieces_shapes( filter_t *p_filter)
162 filter_sys_t *p_sys = p_filter->p_sys;
164 if (p_sys->ps_pieces_shapes == NULL)
167 for (int32_t p = 0; p < p_sys->s_allocated.i_piece_types; p++) {
168 for (uint8_t i_plane = 0; i_plane < p_sys->s_allocated.i_planes; i_plane++) {
169 for (int32_t r = 0; r < p_sys->ps_pieces_shapes[p][i_plane].i_row_nbr; r++)
170 free( p_sys->ps_pieces_shapes[p][i_plane].ps_piece_shape_row[r].ps_row_section );
171 free( p_sys->ps_pieces_shapes[p][i_plane].ps_piece_shape_row );
173 free( p_sys->ps_pieces_shapes[p] );
175 free( p_sys->ps_pieces_shapes );
176 p_sys->ps_pieces_shapes = NULL;
179 /*****************************************************************************
180 * puzzle_find_piece: use piece corners to find the piece selected
182 *****************************************************************************/
183 int puzzle_find_piece( filter_t *p_filter, int32_t i_x, int32_t i_y, int32_t i_except) {
184 filter_sys_t *p_sys = p_filter->p_sys;
186 for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
187 piece_t *ps_current_piece = &p_sys->ps_pieces[i];
188 if (( ps_current_piece->i_min_x <= i_x ) &&
189 ( ps_current_piece->i_max_x >= i_x ) &&
190 ( ps_current_piece->i_min_y <= i_y ) &&
191 ( ps_current_piece->i_max_y >= i_y ) &&
192 ( (int32_t)i != i_except ) )
200 /*****************************************************************************
201 * puzzle_calculate_corners: calculate corners location & regen geometry data
202 *****************************************************************************/
203 void puzzle_calculate_corners( filter_t *p_filter, int32_t i_piece )
205 filter_sys_t *p_sys = p_filter->p_sys;
206 piece_t *ps_piece = &p_sys->ps_pieces[i_piece];
208 switch ( ps_piece->i_actual_angle)
211 ps_piece->i_step_x_x = ps_piece->i_actual_mirror;
212 ps_piece->i_step_x_y = 0;
213 ps_piece->i_step_y_y = 1;
214 ps_piece->i_step_y_x = 0;
217 ps_piece->i_step_x_x = 0;
218 ps_piece->i_step_x_y = -ps_piece->i_actual_mirror; /* x offset on original pict creates negative y offset on desk */
219 ps_piece->i_step_y_y = 0;
220 ps_piece->i_step_y_x = 1;
223 ps_piece->i_step_x_x = -ps_piece->i_actual_mirror;
224 ps_piece->i_step_x_y = 0;
225 ps_piece->i_step_y_y = -1;
226 ps_piece->i_step_y_x = 0;
229 ps_piece->i_step_x_x = 0;
230 ps_piece->i_step_x_y = ps_piece->i_actual_mirror;
231 ps_piece->i_step_y_y = 0;
232 ps_piece->i_step_y_x = -1;
237 for (uint8_t i_plane = 1; i_plane < p_sys->s_allocated.i_planes; i_plane++) {
238 ps_piece->ps_piece_in_plane[i_plane].i_actual_x =
239 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;
240 ps_piece->ps_piece_in_plane[i_plane].i_actual_y =
241 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;
244 /* regen location of grabed piece's corners */
245 int32_t i_width = ps_piece->ps_piece_in_plane[0].i_width;
246 int32_t i_lines = ps_piece->ps_piece_in_plane[0].i_lines;
248 ps_piece->i_TLx = ps_piece->ps_piece_in_plane[0].i_actual_x;
249 ps_piece->i_TLy = ps_piece->ps_piece_in_plane[0].i_actual_y;
250 ps_piece->i_TRx = ps_piece->i_TLx + ( i_width - 1 ) * ps_piece->i_step_x_x;
251 ps_piece->i_TRy = ps_piece->i_TLy + ( i_width - 1 ) * ps_piece->i_step_x_y;
252 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;
253 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;
254 ps_piece->i_BLx = ps_piece->i_TLx + ( i_lines - 1 ) * ps_piece->i_step_y_x;
255 ps_piece->i_BLy = ps_piece->i_TLy + ( i_lines - 1 ) * ps_piece->i_step_y_y;
257 ps_piece->i_max_x = __MAX( __MAX( ps_piece->i_TLx, ps_piece->i_TRx ), __MAX( ps_piece->i_BLx, ps_piece->i_BRx ) );
258 ps_piece->i_min_x = __MIN( __MIN( ps_piece->i_TLx, ps_piece->i_TRx ), __MIN( ps_piece->i_BLx, ps_piece->i_BRx ) );
259 ps_piece->i_max_y = __MAX( __MAX( ps_piece->i_TLy, ps_piece->i_TRy ), __MAX( ps_piece->i_BLy, ps_piece->i_BRy ) );
260 ps_piece->i_min_y = __MIN( __MIN( ps_piece->i_TLy, ps_piece->i_TRy ), __MIN( ps_piece->i_BLy, ps_piece->i_BRy ) );
262 ps_piece->i_center_x = ( ps_piece->i_max_x + ps_piece->i_min_x ) / 2;
263 ps_piece->i_center_y = ( ps_piece->i_max_y + ps_piece->i_min_y ) / 2;
265 int32_t pce_overlap = puzzle_find_piece( p_filter, ps_piece->i_center_x, ps_piece->i_center_y, i_piece);
267 if ( ( pce_overlap != NO_PCE ) && ( p_sys->pi_group_qty[ps_piece->i_group_ID] == 1 ) )
268 ps_piece->b_overlap = true;
271 /*****************************************************************************
272 * rotate piece when user click on mouse
273 *****************************************************************************/
274 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 )
276 filter_sys_t *p_sys = p_filter->p_sys;
277 piece_t *ps_piece = &p_sys->ps_pieces[i_piece];
279 if ( p_sys->s_current_param.i_rotate == 0 )
282 if ( p_sys->s_current_param.i_rotate == 1 && (i_rotate_mirror != 2) )
285 for ( uint8_t i=0; i < abs( i_rotate_mirror ); i++) {
286 int32_t i_tempx, i_tempy;
288 /* piece has to be rotated by 90° */
289 if ( i_rotate_mirror > 0 ) {
290 ps_piece->i_actual_angle++;
291 ps_piece->i_actual_angle &= 0x03;
293 i_tempx = -( i_center_y - ps_piece->ps_piece_in_plane[0].i_actual_y ) + i_center_x;
294 i_tempy = +( i_center_x - ps_piece->ps_piece_in_plane[0].i_actual_x ) + i_center_y;
297 ps_piece->i_actual_angle--;
298 ps_piece->i_actual_angle &= 0x03;
300 i_tempx = +( i_center_y - ps_piece->ps_piece_in_plane[0].i_actual_y ) + i_center_x;
301 i_tempy = -( i_center_x - ps_piece->ps_piece_in_plane[0].i_actual_x ) + i_center_y;
304 ps_piece->ps_piece_in_plane[0].i_actual_x = i_tempx;
305 ps_piece->ps_piece_in_plane[0].i_actual_y = i_tempy;
307 if ( ps_piece->i_actual_angle == 0 && p_sys->s_current_param.i_rotate == 3 && !b_avoid_mirror ) {
308 ps_piece->ps_piece_in_plane[0].i_actual_x = 2 * i_center_x - ps_piece->ps_piece_in_plane[0].i_actual_x;
309 ps_piece->i_actual_mirror *= -1;
311 puzzle_calculate_corners( p_filter, i_piece );
315 /*****************************************************************************
316 * move group of joined pieces when user drag'n drop it with mouse
317 *****************************************************************************/
318 void puzzle_move_group( filter_t *p_filter, int32_t i_piece, int32_t i_dx, int32_t i_dy)
320 filter_sys_t *p_sys = p_filter->p_sys;
321 uint32_t i_group_ID = p_sys->ps_pieces[i_piece].i_group_ID;
322 for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
323 piece_t *ps_piece = &p_sys->ps_pieces[i];
324 if (ps_piece->i_group_ID == i_group_ID) {
325 ps_piece->b_finished = false;
326 ps_piece->ps_piece_in_plane[0].i_actual_x += i_dx;
327 ps_piece->ps_piece_in_plane[0].i_actual_y += i_dy;
329 puzzle_calculate_corners( p_filter, i );
334 /*****************************************************************************
335 * draw straight rectangular piece in the specified plane
336 *****************************************************************************/
337 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)
339 /* basic version rectangular & angle = 0 */
340 filter_sys_t *p_sys = p_filter->p_sys;
342 if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL) || (ps_piece == NULL))
345 const int32_t i_src_pitch = p_pic_in->p[i_plane].i_pitch;
346 const int32_t i_dst_pitch = p_pic_out->p[i_plane].i_pitch;
347 const int32_t i_src_width = p_pic_in->p[i_plane].i_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
348 const int32_t i_dst_width = p_pic_out->p[i_plane].i_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
349 const int32_t i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
350 const int32_t i_src_visible_lines = p_pic_in->p[i_plane].i_visible_lines;
351 const int32_t i_dst_visible_lines = p_pic_out->p[i_plane].i_visible_lines;
352 uint8_t *p_src = p_pic_in->p[i_plane].p_pixels;
353 uint8_t *p_dst = p_pic_out->p[i_plane].p_pixels;
355 const int32_t i_desk_start_x = ps_piece->ps_piece_in_plane[i_plane].i_actual_x;
356 const int32_t i_desk_start_y = ps_piece->ps_piece_in_plane[i_plane].i_actual_y;
357 const int32_t i_pic_start_x = ps_piece->ps_piece_in_plane[i_plane].i_original_x;
358 const int32_t i_pic_start_y = ps_piece->ps_piece_in_plane[i_plane].i_original_y;
359 const int32_t i_width = ps_piece->ps_piece_in_plane[i_plane].i_width;
360 const int32_t i_lines = ps_piece->ps_piece_in_plane[i_plane].i_lines;
362 const int32_t i_ofs_x = __MAX(0, __MAX(-i_desk_start_x,-i_pic_start_x));
363 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 ));
364 const int32_t i_ofs_y = __MAX(0, __MAX(-i_desk_start_y,-i_pic_start_y));
365 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 ));
367 for (int32_t i_y = i_ofs_y; i_y < i_count_y; i_y++) {
368 memcpy( p_dst + (i_desk_start_y + i_y) * i_dst_pitch + ( i_desk_start_x + i_ofs_x ) * i_pixel_pitch,
369 p_src + (i_pic_start_y + i_y) * i_src_pitch + ( i_pic_start_x + i_ofs_x ) * i_pixel_pitch,
370 ( i_count_x - i_ofs_x ) * i_pixel_pitch );
376 /*****************************************************************************
377 * draw oriented rectangular piece in the specified plane
378 *****************************************************************************/
379 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)
381 /* here we still have rectangular shape but angle is not 0 */
382 filter_sys_t *p_sys = p_filter->p_sys;
384 if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL) || (ps_piece == NULL))
387 const int32_t i_src_pitch = p_pic_in->p[i_plane].i_pitch;
388 const int32_t i_dst_pitch = p_pic_out->p[i_plane].i_pitch;
389 const int32_t i_src_width = p_pic_in->p[i_plane].i_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
390 const int32_t i_dst_width = p_pic_out->p[i_plane].i_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
391 const int32_t i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
392 const int32_t i_src_visible_lines = p_pic_in->p[i_plane].i_visible_lines;
393 const int32_t i_dst_visible_lines = p_pic_out->p[i_plane].i_visible_lines;
394 uint8_t *p_src = p_pic_in->p[i_plane].p_pixels;
395 uint8_t *p_dst = p_pic_out->p[i_plane].p_pixels;
397 const int32_t i_desk_start_x = ps_piece->ps_piece_in_plane[i_plane].i_actual_x;
398 const int32_t i_desk_start_y = ps_piece->ps_piece_in_plane[i_plane].i_actual_y;
399 const int32_t i_pic_start_x = ps_piece->ps_piece_in_plane[i_plane].i_original_x;
400 const int32_t i_pic_start_y = ps_piece->ps_piece_in_plane[i_plane].i_original_y;
401 const int32_t i_width = ps_piece->ps_piece_in_plane[i_plane].i_width;
402 const int32_t i_lines = ps_piece->ps_piece_in_plane[i_plane].i_lines;
404 for (int32_t i_y = 0; i_y < i_lines; i_y++) {
405 int32_t i_current_src_y = i_pic_start_y + i_y;
407 if ( ( i_current_src_y >= 0 ) && ( i_current_src_y < i_src_visible_lines ) ) {
408 for (int32_t i_x = 0; i_x < i_width; i_x++) {
409 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;
410 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;
411 int32_t i_current_src_x = i_pic_start_x + i_x;
413 if ( ( i_current_dst_x >= 0 ) && ( i_current_src_x >= 0 )
414 && ( i_current_dst_x < i_dst_width ) && ( i_current_src_x < i_src_width )
415 && ( i_current_dst_y >= 0 ) && ( i_current_dst_y < i_dst_visible_lines ) )
417 memcpy( p_dst + i_current_dst_y * i_dst_pitch + i_current_dst_x * i_pixel_pitch,
418 p_src + i_current_src_y * i_src_pitch + i_current_src_x * i_pixel_pitch,
428 /*****************************************************************************
429 * draw complex shape in the specified plane
430 *****************************************************************************/
431 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)
433 /* "puzzle" shape and maybe angle != 0 */
434 filter_sys_t *p_sys = p_filter->p_sys;
436 if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL) || (ps_piece == NULL))
439 const int32_t i_src_pitch = p_pic_in->p[i_plane].i_pitch;
440 const int32_t i_dst_pitch = p_pic_out->p[i_plane].i_pitch;
441 const int32_t i_src_width = p_pic_in->p[i_plane].i_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
442 const int32_t i_dst_width = p_pic_out->p[i_plane].i_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
443 const int32_t i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
444 const int32_t i_src_visible_lines = p_pic_in->p[i_plane].i_visible_lines;
445 const int32_t i_dst_visible_lines = p_pic_out->p[i_plane].i_visible_lines;
446 uint8_t *p_src = p_pic_in->p[i_plane].p_pixels;
447 uint8_t *p_dst = p_pic_out->p[i_plane].p_pixels;
449 const int32_t i_desk_start_x = ps_piece->ps_piece_in_plane[i_plane].i_actual_x;
450 const int32_t i_desk_start_y = ps_piece->ps_piece_in_plane[i_plane].i_actual_y;
451 const int32_t i_pic_start_x = ps_piece->ps_piece_in_plane[i_plane].i_original_x;
452 const int32_t i_pic_start_y = ps_piece->ps_piece_in_plane[i_plane].i_original_y;
454 piece_shape_t *ps_top_shape = &p_sys->ps_pieces_shapes[ps_piece->i_top_shape][i_plane];
455 piece_shape_t *ps_btm_shape = &p_sys->ps_pieces_shapes[ps_piece->i_btm_shape][i_plane];
456 piece_shape_t *ps_right_shape = &p_sys->ps_pieces_shapes[ps_piece->i_right_shape][i_plane];
457 piece_shape_t *ps_left_shape = &p_sys->ps_pieces_shapes[ps_piece->i_left_shape][i_plane];
458 piece_shape_t *ps_shape;
460 int32_t i_min_y = ps_top_shape->i_first_row_offset;
461 int32_t i_max_y = ps_btm_shape->i_first_row_offset + ps_btm_shape->i_row_nbr - 1;
463 for (int32_t i_y = i_min_y; i_y <= i_max_y; i_y++) {
464 int32_t i_current_src_y = i_pic_start_y + i_y;
466 if ( ( i_current_src_y >= 0 ) && ( i_current_src_y < i_src_visible_lines ) ) {
467 int32_t i_sect_start_x = 0;
469 /* process each sub shape (each quarter) */
470 for (int8_t i_shape=0; i_shape < 4; i_shape++) {
474 ps_shape = ps_left_shape;
477 ps_shape = ps_top_shape;
480 ps_shape = ps_btm_shape;
483 ps_shape = ps_right_shape;
487 int32_t i_r = i_y - ps_shape->i_first_row_offset;
489 if (i_r <0 || i_r >= ps_shape->i_row_nbr)
492 piece_shape_row_t *ps_piece_shape_row = &ps_shape->ps_piece_shape_row[i_r];
494 for (int32_t i_s = 0; i_s < ps_piece_shape_row->i_section_nbr; i_s++) {
495 uint8_t i_type = ps_piece_shape_row->ps_row_section[i_s].i_type;
496 int32_t i_width = ps_piece_shape_row->ps_row_section[i_s].i_width;
498 /* copy pixel line from input image to puzzle desk */
499 for (int32_t i_x = 0; i_x < i_width; i_x++) {
500 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;
501 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;
502 int32_t i_current_src_x = i_pic_start_x + (i_sect_start_x + i_x);
504 if ( i_current_dst_x < 0 || i_current_dst_x >= i_dst_width
505 || i_current_src_x < 0 || i_current_src_x >= i_src_width
506 || i_current_dst_y < 0 || i_current_dst_y >= i_dst_visible_lines )
509 memcpy( p_dst + i_current_dst_y * i_dst_pitch + i_current_dst_x * i_pixel_pitch,
510 p_src + i_current_src_y * i_src_pitch + i_current_src_x * i_pixel_pitch,
513 /* Check if mouse pointer is over this pixel
514 * Yes: set i_pointed_pce = current drawn piece
516 if ((i_plane == 0) && (p_sys->i_mouse_x == i_current_dst_x )
517 && (p_sys->i_mouse_y == i_current_dst_y ))
518 p_sys->i_pointed_pce = i_pce;
521 i_sect_start_x += i_width;
530 /*****************************************************************************
531 * draw all puzzle pieces on the desk
532 *****************************************************************************/
533 void puzzle_draw_pieces( filter_t *p_filter, picture_t *p_pic_in, picture_t *p_pic_out)
535 filter_sys_t *p_sys = p_filter->p_sys;
537 if ((p_sys->ps_puzzle_array == NULL) || (p_sys->ps_pieces == NULL))
540 for( uint8_t i_plane = 0; i_plane < p_pic_out->i_planes; i_plane++ ) {
541 for ( int32_t i = p_sys->s_allocated.i_pieces_nbr-1; i >= 0 ; i-- ) {
542 piece_t *ps_piece = &p_sys->ps_pieces[i];
544 if (!p_sys->s_current_param.b_advanced
545 || (ps_piece->i_actual_mirror == 1 && ps_piece->i_actual_angle == 0
546 && p_sys->s_current_param.i_shape_size == 0))
548 puzzle_drw_basic_pce_in_plane(p_filter, p_pic_in, p_pic_out, i_plane, ps_piece);
550 else if ( ( p_sys->s_current_param.i_shape_size == 0) || !p_sys->b_shape_init
551 || (p_sys->ps_pieces_shapes == NULL) || (!p_sys->b_shape_init) )
553 puzzle_drw_adv_pce_in_plane(p_filter, p_pic_in, p_pic_out, i_plane, ps_piece);
556 puzzle_drw_complex_pce_in_plane(p_filter, p_pic_in, p_pic_out, i_plane, ps_piece, i);
564 /*****************************************************************************
565 * when generating shape data: determine limit between sectors to be drawn
566 *****************************************************************************/
567 int32_t puzzle_diagonal_limit( filter_t *p_filter, int32_t i_y, bool b_left, uint8_t i_plane )
569 filter_sys_t *p_sys = p_filter->p_sys;
571 if (b_left ^ (i_y >= p_sys->ps_desk_planes[i_plane].i_pce_max_lines / 2))
572 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;
574 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);
579 /*****************************************************************************
580 * generate data which will be used to draw each line of a piece sector with
582 *****************************************************************************/
583 int puzzle_generate_sect_border( filter_t *p_filter, piece_shape_t *ps_piece_shape, uint8_t i_plane, uint8_t i_border)
585 /* generate data required to draw a sector of border puzzle piece */
589 filter_sys_t *p_sys = p_filter->p_sys;
591 int32_t i_width = p_sys->ps_desk_planes[i_plane].i_pce_max_width;
592 int32_t i_lines = p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
594 /* process each horizontal pixel lines */
595 int32_t i_min_y = (i_border != puzzle_SHAPE_BTM) ? 0 : floor( i_lines / 2 );
597 int32_t i_nb_y = (i_border != puzzle_SHAPE_TOP)?
598 (i_lines - i_min_y) : (i_lines /2 - i_min_y);
600 /* allocate memory */
601 ps_piece_shape->i_row_nbr = i_nb_y;
602 ps_piece_shape->i_first_row_offset = i_min_y;
603 ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * i_nb_y );
604 if (!ps_piece_shape->ps_piece_shape_row)
607 for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
609 int32_t pi_sects[MAX_SECT];
610 int32_t i_row = i_y - i_min_y;
612 /* ...fill from border to next junction */
615 case puzzle_SHAPE_TOP:
616 case puzzle_SHAPE_BTM:
617 pi_sects[i_sect] = puzzle_diagonal_limit( p_filter, i_y, false, i_plane ) - 1
618 - (puzzle_diagonal_limit( p_filter, i_y, true, i_plane ) - 1);
620 case puzzle_SHAPE_RIGHT:
621 pi_sects[i_sect] = i_width - puzzle_diagonal_limit( p_filter, i_y, false, i_plane );
623 case puzzle_SHAPE_LEFT:
625 pi_sects[i_sect] = puzzle_diagonal_limit( p_filter, i_y, true, i_plane );
629 /* ...allocate memory and copy final values */
630 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
631 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
632 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
633 for (uint8_t i=0; i<i_row;i++)
634 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
635 free(ps_piece_shape->ps_piece_shape_row);
636 ps_piece_shape->ps_piece_shape_row = NULL;
640 for (uint8_t i=0; i < i_sect; i++) {
641 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = i % 2; /* 0 = fill ; 1 = offset */
642 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
648 /*****************************************************************************
649 * generate data which will be used to draw each line of a piece sector based
651 *****************************************************************************/
652 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)
654 /* generate data required to draw a sector of puzzle piece using bezier shape */
655 if ((!ps_pt) || (!ps_piece_shape))
658 filter_sys_t *p_sys = p_filter->p_sys;
660 int32_t i_width = p_sys->ps_desk_planes[i_plane].i_pce_max_width;
661 int32_t i_lines = p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
662 int32_t i_size_x_0 = p_sys->ps_desk_planes[0].i_pce_max_width;
663 int32_t i_size_y_0 = p_sys->ps_desk_planes[0].i_pce_max_lines;
665 float f_x_ratio = ((float) i_width) / ((float) i_size_x_0);
666 float f_y_ratio = ((float) i_lines) / ((float) i_size_y_0);
668 /* first: get min x and min y */
669 float f_min_curve_x, f_min_curve_y;
670 puzzle_get_min_bezier(&f_min_curve_x, &f_min_curve_y, f_x_ratio, f_y_ratio, ps_pt, i_pts_nbr);
672 f_min_curve_y = __MIN(0,floor(f_min_curve_y));
673 f_min_curve_x = __MIN(0,floor(f_min_curve_x));
675 /* next: process each horizontal pixel lines */
676 int32_t i_min_y = (i_border==puzzle_SHAPE_TOP)?floor(f_min_curve_y):0;
677 int32_t i_nb_y = (i_border==puzzle_SHAPE_TOP)?(i_lines / 2 - i_min_y):i_lines;
679 /* allocate memory */
680 ps_piece_shape->i_row_nbr = i_nb_y;
681 ps_piece_shape->i_first_row_offset = i_min_y;
682 ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * ps_piece_shape->i_row_nbr );
683 if (!ps_piece_shape->ps_piece_shape_row)
686 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);
689 /*****************************************************************************
690 * when generating shape data: determine minimum bezier value
691 *****************************************************************************/
692 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)
694 *f_min_curve_y = ps_pt[0].f_y * f_y_ratio;
695 *f_min_curve_x = ps_pt[0].f_x * f_x_ratio;
697 for (float f_t = 0; f_t <= i_pts_nbr - 1; f_t += 0.1 ) {
698 int8_t i_main_t = floor(f_t);
699 if ( i_main_t == i_pts_nbr - 1 )
700 i_main_t = i_pts_nbr - 2;
701 float f_sub_t = f_t - i_main_t;
703 *f_min_curve_x = __MIN(*f_min_curve_x,bezier_val(ps_pt,f_sub_t,i_main_t,x) * f_x_ratio);
704 *f_min_curve_y = __MIN(*f_min_curve_y,bezier_val(ps_pt,f_sub_t,i_main_t,y) * f_y_ratio);
708 /*****************************************************************************
709 * proceed with each line in order to generate data which will be used
710 * to draw each line of a piece sector
711 *****************************************************************************/
712 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)
714 /* generate data required to draw a line of a piece sector */
715 for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
716 int32_t i_row = i_y - i_min_y;
718 int32_t pi_sects[MAX_SECT];
720 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);
722 /* ...we have to convert absolute values to offsets and take into account min_curve_x */
724 int32_t i_last_x = (i_border==puzzle_SHAPE_TOP && (i_y>=0))?puzzle_diagonal_limit( p_filter, i_y, true, i_plane ):0;
726 for (i_s = 0; i_s<i_sect; i_s++) {
727 int32_t i_current_x = pi_sects[i_s];
728 int32_t i_delta = i_current_x - i_last_x;
729 pi_sects[i_s] = i_delta;
731 i_last_x = i_current_x;
736 case puzzle_SHAPE_TOP:
737 /* ...allocate memory and copy final values */
738 /* note for y > 0 we have to ignore the first offset as it is included in "Left" piece shape */
740 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
741 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
742 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
743 for (uint8_t i=0; i<i_row;i++)
744 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
745 free(ps_piece_shape->ps_piece_shape_row);
746 ps_piece_shape->ps_piece_shape_row = NULL;
749 for (uint8_t i=0; i < i_sect; i++) {
750 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = i % 2; /* 0 = fill ; 1 = offset */
751 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
755 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
756 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
757 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
758 for (uint8_t i=0; i<i_row;i++)
759 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
760 free(ps_piece_shape->ps_piece_shape_row);
761 ps_piece_shape->ps_piece_shape_row = NULL;
764 for (uint8_t i=0; i < i_sect; i++) {
765 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = (i + 1) % 2; /* 0 = fill ; 1 = offset */
766 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
770 case puzzle_SHAPE_LEFT:
771 /* ...allocate memory and copy final values */
772 /* note for y > 0 we have to ignore the first offset as it is included in "Left" piece shape */
773 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_sect;
774 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_sect);
775 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
776 for (uint8_t i=0; i<i_row;i++)
777 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
778 free(ps_piece_shape->ps_piece_shape_row);
779 ps_piece_shape->ps_piece_shape_row = NULL;
782 for (uint8_t i=0; i < i_sect; i++) {
783 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_type = (i+1) % 2; /* 0 = fill ; 1 = offset */
784 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i].i_width = pi_sects[i];
791 /*****************************************************************************
792 * when generating shape data: detect all bezier curve intersections with
794 *****************************************************************************/
795 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)
799 float f_xo = ps_pt[0].f_x * f_x_ratio;
800 float f_yo = ps_pt[0].f_y * f_y_ratio;
803 for (float f_t = 0; f_t <= i_pts_nbr - 1; f_t += 0.1 ) {
804 i_main_t = floor(f_t);
805 if ( i_main_t == i_pts_nbr - 1 )
806 i_main_t = i_pts_nbr - 2;
807 float f_sub_t = f_t - i_main_t;
809 f_xd = bezier_val(ps_pt,f_sub_t,i_main_t,x) * f_x_ratio;
810 f_yd = bezier_val(ps_pt,f_sub_t,i_main_t,y) * f_y_ratio;
812 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)) {
813 pi_sects[i_sect] = floor(((float)i_y+0.5 - f_yo) * (f_xd - f_xo) / (f_yd - f_yo) + f_xo);
814 if (i_sect < MAX_SECT - 1)
821 f_xd = ps_pt[i_pts_nbr - 1].f_x * f_x_ratio;
822 f_yd = ps_pt[i_pts_nbr - 1].f_y * f_y_ratio;
824 /* ...fill from this junction to next junction */
826 /* last diagonal intersection */
827 pi_sects[i_sect] = (i_border==puzzle_SHAPE_TOP)?puzzle_diagonal_limit( p_filter, i_y, false, i_plane )
828 :puzzle_diagonal_limit( p_filter, i_y, true, i_plane );
829 if (i_sect < MAX_SECT - 1)
833 /* ...reorder the list of intersection */
836 while (i_s < (i_sect - 1)) {
837 if (pi_sects[i_s] > pi_sects[i_s+1]) {
838 uint32_t i_temp = pi_sects[i_s];
839 pi_sects[i_s] = pi_sects[i_s+1];
840 pi_sects[i_s+1] = i_temp;
851 /*****************************************************************************
852 * generate Right shape data from Left shape data
853 *****************************************************************************/
854 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)
856 if ((!ps_piece_shape) || (!ps_left_piece_shape))
859 filter_sys_t *p_sys = p_filter->p_sys;
861 int32_t i_min_y = ps_left_piece_shape->i_first_row_offset;
862 int32_t i_nb_y = ps_left_piece_shape->i_row_nbr;
864 /* allocate memory */
865 ps_piece_shape->i_row_nbr = i_nb_y;
866 ps_piece_shape->i_first_row_offset = i_min_y;
867 ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * i_nb_y );
868 if (!ps_piece_shape->ps_piece_shape_row)
871 for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
872 int32_t i_row = i_y - i_min_y;
874 int32_t i_width = p_sys->ps_desk_planes[i_plane].i_pce_max_width;
875 int32_t i_left_width = puzzle_diagonal_limit( p_filter, i_y, true, i_plane );
876 int32_t i_right_width = i_width - puzzle_diagonal_limit( p_filter, i_y, false, i_plane );
877 int16_t i_section_nbr = ps_left_piece_shape->ps_piece_shape_row[i_row].i_section_nbr;
879 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_section_nbr;
880 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_section_nbr);
881 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
882 for (uint8_t i=0; i<i_row;i++)
883 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
884 free(ps_piece_shape->ps_piece_shape_row);
885 ps_piece_shape->ps_piece_shape_row = NULL;
889 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_type =
890 ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_type;
891 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_width =
892 ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_width + i_right_width - i_left_width;
894 for (int8_t i_s=0; i_s<i_section_nbr;i_s++) {
895 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_type =
896 ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_section_nbr - 1 - i_s].i_type;
897 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_width =
898 ps_left_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_section_nbr - 1 - i_s].i_width
899 + (i_s == 0 ? i_right_width - i_left_width : 0);
905 /*****************************************************************************
906 * generates Bottom shape data from Top shape data
907 *****************************************************************************/
908 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)
910 if ((!ps_piece_shape) || (!ps_top_piece_shape))
913 filter_sys_t *p_sys = p_filter->p_sys;
915 int32_t i_top_min_y = ps_top_piece_shape->i_first_row_offset;
916 int32_t i_top_nb_y = ps_top_piece_shape->i_row_nbr;
917 int32_t i_lines = p_sys->ps_desk_planes[i_plane].i_pce_max_lines;
918 int32_t i_max_y = p_sys->ps_desk_planes[i_plane].i_pce_max_lines - i_top_min_y;
920 int32_t i_min_y = i_lines / 2;
921 int32_t i_nb_y = i_max_y - i_min_y;
923 /* allocate memory */
924 ps_piece_shape->i_row_nbr = i_nb_y;
925 ps_piece_shape->i_first_row_offset = i_min_y;
926 ps_piece_shape->ps_piece_shape_row = malloc( sizeof( piece_shape_row_t ) * i_nb_y );
927 if (!ps_piece_shape->ps_piece_shape_row)
930 for (int32_t i_y = i_min_y; i_y < i_nb_y + i_min_y; i_y++) {
931 int32_t i_top_y = 2 * i_min_y - i_y + (i_nb_y - i_top_nb_y);
932 int32_t i_row = i_y - i_min_y;
933 int32_t i_top_row = i_top_y - i_top_min_y;
935 if ( i_top_row < 0 || i_top_row >= i_top_nb_y ) { /* the line does not exist in top */
936 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = 1;
937 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * 1);
938 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
939 for (uint8_t i=0; i<i_row;i++)
940 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
941 free(ps_piece_shape->ps_piece_shape_row);
942 ps_piece_shape->ps_piece_shape_row = NULL;
945 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_type = 0;
946 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[0].i_width =
947 puzzle_diagonal_limit( p_filter, i_y, false, i_plane ) - 1 - (puzzle_diagonal_limit( p_filter, i_y, true, i_plane ) - 1);
949 else { /* copy the line from TopShape */
950 int32_t i_top_width =
951 puzzle_diagonal_limit( p_filter, i_top_y, false, i_plane ) - 1 - (puzzle_diagonal_limit( p_filter, i_top_y, true, i_plane ) - 1);
953 puzzle_diagonal_limit( p_filter, i_y, false, i_plane ) - 1 - (puzzle_diagonal_limit( p_filter, i_y, true, i_plane ) - 1);
954 int32_t i_left_adjust = ( i_width - i_top_width ) / 2;
955 int32_t i_right_adjust = ( i_width - i_top_width ) - i_left_adjust;
957 int8_t i_section_nbr = ps_top_piece_shape->ps_piece_shape_row[i_top_row].i_section_nbr;
958 ps_piece_shape->ps_piece_shape_row[i_row].i_section_nbr = i_section_nbr;
959 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section = malloc ( sizeof(row_section_t) * i_section_nbr);
960 if (!ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section) {
961 for (uint8_t i=0; i<i_row;i++)
962 free(ps_piece_shape->ps_piece_shape_row[i].ps_row_section);
963 free(ps_piece_shape->ps_piece_shape_row);
964 ps_piece_shape->ps_piece_shape_row = NULL;
968 for (int8_t i_s=0; i_s<i_section_nbr; i_s++) {
969 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_type =
970 ps_top_piece_shape->ps_piece_shape_row[i_top_row].ps_row_section[i_s].i_type;
971 ps_piece_shape->ps_piece_shape_row[i_row].ps_row_section[i_s].i_width =
972 ps_top_piece_shape->ps_piece_shape_row[i_top_row].ps_row_section[i_s].i_width
973 + (i_s == 0 ? i_left_adjust : (i_s == i_section_nbr-1 ? i_right_adjust : 0));