2018-08-11 00:19:47 +00:00
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package render
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import (
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"encoding/json"
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"errors"
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"fmt"
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2018-10-16 16:20:25 +00:00
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"image/color"
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2018-08-11 00:19:47 +00:00
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"regexp"
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"strconv"
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)
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var (
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// Regexps to parse hex color codes. Three formats are supported:
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// * reHexColor3 uses only 3 hex characters, like #F90
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// * reHexColor6 uses standard 6 characters, like #FF9900
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// * reHexColor8 is the standard 6 plus alpha channel, like #FF9900FF
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reHexColor3 = regexp.MustCompile(`^([A-Fa-f0-9])([A-Fa-f0-9])([A-Fa-f0-9])$`)
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reHexColor6 = regexp.MustCompile(`^([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})$`)
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reHexColor8 = regexp.MustCompile(`^([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})$`)
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)
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// Color holds an RGBA color value.
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type Color struct {
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Red uint8
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Green uint8
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Blue uint8
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Alpha uint8
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}
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// RGBA creates a new Color.
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func RGBA(r, g, b, a uint8) Color {
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return Color{
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Red: r,
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Green: g,
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Blue: b,
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Alpha: a,
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}
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}
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2018-10-16 16:20:25 +00:00
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// FromColor creates a render.Color from a Go color.Color
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func FromColor(from color.Color) Color {
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// downscale a 16-bit color value to 8-bit. input range 0x0000..0xffff
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downscale := func(in uint32) uint8 {
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var scale = float64(in) / 0xffff
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return uint8(scale * 0xff)
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}
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r, g, b, a := from.RGBA()
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return RGBA(
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downscale(r),
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downscale(g),
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downscale(b),
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downscale(a),
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)
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}
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Menu Toolbar for Editor + Shell Prompts + Theme
* Added a "menu toolbar" to the top of the Edit Mode with useful buttons
that work: New Level, New Doodad (same thing), Save, Save as, Open.
* Added ability for the dev console to prompt the user for a question,
which opens the console automatically. "Save", "Save as" and "Load"
ask for their filenames this way.
* Started groundwork for theming the app. The palette window is a light
brown with an orange title bar, the Menu Toolbar has a black
background, etc.
* Added support for multiple fonts instead of just monospace. DejaVu
Sans (normal and bold) are used now for most labels and window titles,
respectively. The dev console uses DejaVu Sans Mono as before.
* Update ui.Label to accept PadX and PadY separately instead of only
having the Padding option which did both.
* Improvements to Frame packing algorithm.
* Set the SDL draw mode to BLEND so we can use alpha colors properly,
so now the dev console is semi-translucent.
2018-08-12 00:30:00 +00:00
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// MustHexColor parses a color from hex code or panics.
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func MustHexColor(hex string) Color {
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color, err := HexColor(hex)
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if err != nil {
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panic(err)
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}
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return color
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}
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2018-08-11 00:19:47 +00:00
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// HexColor parses a color from hexadecimal code.
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func HexColor(hex string) (Color, error) {
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c := Black // default color
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if len(hex) > 0 && hex[0] == '#' {
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hex = hex[1:]
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}
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var m []string
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if len(hex) == 3 {
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m = reHexColor3.FindStringSubmatch(hex)
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} else if len(hex) == 6 {
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m = reHexColor6.FindStringSubmatch(hex)
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} else if len(hex) == 8 {
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m = reHexColor8.FindStringSubmatch(hex)
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} else {
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return c, errors.New("not a valid length for color code; only 3, 6 and 8 supported")
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}
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// Any luck?
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if m == nil {
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return c, errors.New("not a valid hex color code")
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}
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// Parse the color values. 16=base, 8=bit size
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red, _ := strconv.ParseUint(m[1], 16, 8)
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green, _ := strconv.ParseUint(m[2], 16, 8)
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blue, _ := strconv.ParseUint(m[3], 16, 8)
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// Alpha channel available?
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var alpha uint64 = 255
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if len(m) == 5 {
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alpha, _ = strconv.ParseUint(m[4], 16, 8)
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}
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c.Red = uint8(red)
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c.Green = uint8(green)
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c.Blue = uint8(blue)
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c.Alpha = uint8(alpha)
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return c, nil
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}
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func (c Color) String() string {
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return fmt.Sprintf(
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Menu Toolbar for Editor + Shell Prompts + Theme
* Added a "menu toolbar" to the top of the Edit Mode with useful buttons
that work: New Level, New Doodad (same thing), Save, Save as, Open.
* Added ability for the dev console to prompt the user for a question,
which opens the console automatically. "Save", "Save as" and "Load"
ask for their filenames this way.
* Started groundwork for theming the app. The palette window is a light
brown with an orange title bar, the Menu Toolbar has a black
background, etc.
* Added support for multiple fonts instead of just monospace. DejaVu
Sans (normal and bold) are used now for most labels and window titles,
respectively. The dev console uses DejaVu Sans Mono as before.
* Update ui.Label to accept PadX and PadY separately instead of only
having the Padding option which did both.
* Improvements to Frame packing algorithm.
* Set the SDL draw mode to BLEND so we can use alpha colors properly,
so now the dev console is semi-translucent.
2018-08-12 00:30:00 +00:00
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"Color<#%02x%02x%02x+%02x>",
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c.Red, c.Green, c.Blue, c.Alpha,
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2018-08-11 00:19:47 +00:00
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)
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}
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2018-10-16 16:20:25 +00:00
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// ToColor converts a render.Color into a Go standard color.Color
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func (c Color) ToColor() color.RGBA {
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return color.RGBA{
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R: c.Red,
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G: c.Green,
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B: c.Blue,
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A: c.Alpha,
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}
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}
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// Transparent returns whether the alpha channel is zeroed out and the pixel
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// won't appear as anything when rendered.
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func (c Color) Transparent() bool {
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return c.Alpha == 0x00
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}
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2018-08-11 00:19:47 +00:00
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// MarshalJSON serializes the Color for JSON.
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func (c Color) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`"#%02x%02x%02x"`,
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c.Red, c.Green, c.Blue,
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)), nil
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}
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// UnmarshalJSON reloads the Color from JSON.
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func (c *Color) UnmarshalJSON(b []byte) error {
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var hex string
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err := json.Unmarshal(b, &hex)
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if err != nil {
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return err
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}
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parsed, err := HexColor(hex)
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if err != nil {
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return err
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}
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c.Red = parsed.Red
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c.Blue = parsed.Blue
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c.Green = parsed.Green
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c.Alpha = parsed.Alpha
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return nil
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}
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// Add a relative color value to the color.
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func (c Color) Add(r, g, b, a int32) Color {
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var (
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R = int32(c.Red) + r
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G = int32(c.Green) + g
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B = int32(c.Blue) + b
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A = int32(c.Alpha) + a
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)
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cap8 := func(v int32) uint8 {
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if v > 255 {
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v = 255
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} else if v < 0 {
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v = 0
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}
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return uint8(v)
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}
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return Color{
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Red: cap8(R),
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Green: cap8(G),
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Blue: cap8(B),
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Alpha: cap8(A),
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}
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}
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// Lighten a color value.
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func (c Color) Lighten(v int32) Color {
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return c.Add(v, v, v, 0)
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}
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// Darken a color value.
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func (c Color) Darken(v int32) Color {
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return c.Add(-v, -v, -v, 0)
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}
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