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the web, which I hope will also end up being extended to generate both Windows and X icons for each individual puzzle. The mechanism is: for each puzzle there's a save file in the `icons' subdirectory showing a game state which I think is a decent illustration of the puzzle, and then there's a nasty set of scripts which runs each puzzle binary, loads that save file, grabs a screenshot using xwd, and munges it into shape. In order to support this I've added two new options (--redo and --windowid) to all the GTK puzzles, which I don't expect ever to be used outside the icons makefile. I've also added two more options (--load and --id) which force a GTK puzzle to treat its command-line option as a save file or as a game ID respectively (the previous behaviour was always to guess, and sometimes it guessed wrong). [originally from svn r7014]
87 lines
2.8 KiB
Prolog
Executable File
87 lines
2.8 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 $infile rgb:- |";
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push @$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 $img\n"
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unless $al == $xl;
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# Find the background colour. We assume the image already has a
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# border, so this is just the pixel colour of the top left corner.
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$back = $data->[0];
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# Crop rows and columns off the image to find the central rectangle
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# of non-background stuff.
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$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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