1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
95 lines
3.1 KiB
Prolog
Executable file
95 lines
3.1 KiB
Prolog
Executable file
#!/usr/bin/perl
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# Read an input image, crop its border to a standard width, and
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# convert it into a square output image. Parameters are:
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#
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# - the required total image size
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# - the output border thickness
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# - the input image file name
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# - the output image file name.
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($osize, $oborder, $infile, $outfile) = @ARGV;
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# Determine the input image's size.
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$ident = `identify -format "%w %h" $infile`;
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$ident =~ /(\d+) (\d+)/ or die "unable to get size for $infile\n";
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($w, $h) = ($1, $2);
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# Read the input image data.
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$data = [];
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open IDATA, "convert -depth 8 $infile rgb:- |";
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push @$data, $rgb while (read IDATA,$rgb,3,0) == 3;
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close IDATA;
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# Check we have the right amount of data.
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$xl = $w * $h;
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$al = scalar @$data;
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die "wrong amount of image data ($al, expected $xl) from $infile\n"
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unless $al == $xl;
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# Find the background colour, by looking around the entire border
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# and finding the most popular pixel colour.
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for ($i = 0; $i < $w; $i++) {
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$pcount{$data->[$i]}++; # top row
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$pcount{$data->[($h-1)*$w+$i]}++; # bottom row
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}
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for ($i = 1; $i < $h-1; $i++) {
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$pcount{$data->[$i*$w]}++; # left column
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$pcount{$data->[$i*$w+$w-1]}++; # right column
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}
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@plist = sort { $pcount{$b} <=> $pcount{$a} } keys %pcount;
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$back = $plist[0];
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# Crop rows and columns off the image to find the central rectangle
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# of non-background stuff.
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$ystart = 0;
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$ystart++ while $ystart < $h and scalar(grep { $_ ne $back } map { $data->[$ystart*$w+$_] } 0 .. ($w-1)) == 0;
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$yend = $h-1;
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$yend-- while $yend >= $ystart and scalar(grep { $_ ne $back } map { $data->[$yend*$w+$_] } 0 .. ($w-1)) == 0;
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$xstart = 0;
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$xstart++ while $xstart < $w and scalar(grep { $_ ne $back } map { $data->[$_*$w+$xstart] } 0 .. ($h-1)) == 0;
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$xend = $w-1;
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$xend-- while $xend >= $xstart and scalar(grep { $_ ne $back } map { $data->[$_*$w+$xend] } 0 .. ($h-1)) == 0;
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# Decide how much border we're going to put back on to make the
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# image perfectly square.
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$hexpand = ($yend-$ystart) - ($xend-$xstart);
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if ($hexpand > 0) {
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$left = int($hexpand / 2);
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$xstart -= $left;
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$xend += $hexpand - $left;
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} elsif ($hexpand < 0) {
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$vexpand = -$hexpand;
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$top = int($vexpand / 2);
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$ystart -= $top;
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$yend += $vexpand - $top;
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}
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$ow = $xend - $xstart + 1;
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$oh = $yend - $ystart + 1;
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die "internal computation problem" if $ow != $oh; # should be square
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# And decide how much _more_ border goes on to add the bit around
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# the edge.
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$realow = int($ow * ($osize / ($osize - 2*$oborder)));
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$extra = $realow - $ow;
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$left = int($extra / 2);
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$xstart -= $left;
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$xend += $extra - $left;
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$top = int($extra / 2);
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$ystart -= $top;
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$yend += $extra - $top;
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$ow = $xend - $xstart + 1;
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$oh = $yend - $ystart + 1;
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die "internal computation problem" if $ow != $oh; # should be square
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# Now write out the resulting image, and resize it appropriately.
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open IDATA, "| convert -size ${ow}x${oh} -depth 8 -resize ${osize}x${osize}! rgb:- $outfile";
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for ($y = $ystart; $y <= $yend; $y++) {
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for ($x = $xstart; $x <= $xend; $x++) {
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if ($x >= 0 && $x < $w && $y >= 0 && $y < $h) {
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print IDATA $data->[$y*$w+$x];
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} else {
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print IDATA $back;
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}
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}
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}
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close IDATA;
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