package commands import ( "errors" "fmt" "image" "os" "path/filepath" "sort" "strings" "image/png" "git.kirsle.net/SketchyMaze/doodle/pkg/branding" "git.kirsle.net/SketchyMaze/doodle/pkg/doodads" "git.kirsle.net/SketchyMaze/doodle/pkg/level" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "git.kirsle.net/SketchyMaze/doodle/pkg/native" "git.kirsle.net/go/render" "github.com/urfave/cli/v2" "golang.org/x/image/bmp" ) // Convert between image files (png or bitmap) and Doodle drawing files (levels // and doodads) var Convert *cli.Command func init() { Convert = &cli.Command{ Name: "convert", Usage: "convert between images and Doodle drawing files", ArgsUsage: " ", Flags: []cli.Flag{ &cli.StringFlag{ Name: "key", Usage: "chroma key color for transparency on input image files, e.g. #ffffff", Value: "", }, &cli.StringFlag{ Name: "title", Aliases: []string{"t"}, Usage: "set the title of the level or doodad being created", }, &cli.StringFlag{ Name: "palette", Aliases: []string{"p"}, Usage: "use a palette JSON to define color swatch properties", }, }, Action: func(c *cli.Context) error { if c.NArg() < 2 { return cli.Exit( "Usage: doodad convert \n"+ " Image file types: png, bmp\n"+ " Drawing file types: level, doodad", 1, ) } // Parse the chroma key. var chroma = render.Invisible if key := c.String("key"); key != "" { color, err := render.HexColor(c.String("key")) if err != nil { return cli.Exit( "Chrome key not a valid color: "+err.Error(), 1, ) } chroma = color } args := c.Args().Slice() var ( inputFiles = args[:len(args)-1] inputType = strings.ToLower(filepath.Ext(inputFiles[0])) outputFile = args[len(args)-1] outputType = strings.ToLower(filepath.Ext(outputFile)) ) if inputType == extPNG || inputType == extBMP { if outputType == extLevel || outputType == extDoodad { if err := imageToDrawing(c, chroma, inputFiles, outputFile); err != nil { return cli.Exit(err.Error(), 1) } return nil } return cli.Exit("Image inputs can only output to Doodle drawings", 1) } else if inputType == extLevel || inputType == extDoodad { if outputType == extPNG || outputType == extBMP { if err := drawingToImage(c, chroma, inputFiles, outputFile); err != nil { return cli.Exit(err.Error(), 1) } return nil } return cli.Exit("Doodle drawing inputs can only output to image files", 1) } return cli.Exit("File types must be: png, bmp, level, doodad", 1) }, } } func imageToDrawing(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error { // Read the source images. Ensure they all have the same boundaries. var ( imageBounds image.Point width int // dimensions of the incoming image height int images []image.Image ) for i, filename := range inputFiles { reader, err := os.Open(filename) if err != nil { return cli.Exit(err.Error(), 1) } img, format, err := image.Decode(reader) log.Info("Parsed image %d of %d. Format: %s", i+1, len(inputFiles), format) if err != nil { return cli.Exit(err.Error(), 1) } // Get the bounding box information of the source image. var ( bounds = img.Bounds() imageSize = bounds.Size() ) // Validate all images are the same size. if i == 0 { imageBounds = imageSize width = imageSize.X height = imageSize.Y } else if imageSize != imageBounds { return cli.Exit("your source images are not all the same dimensions", 1) } images = append(images, img) } // Helper function to translate image filenames into layer names. toLayerName := func(filename string) string { ext := filepath.Ext(filename) return strings.TrimSuffix(filepath.Base(filename), ext) } // Generate the output drawing file. switch strings.ToLower(filepath.Ext(outputFile)) { case extDoodad: doodad := doodads.New(width, height) doodad.GameVersion = branding.Version doodad.Title = c.String("title") if doodad.Title == "" { doodad.Title = "Converted Doodad" } doodad.Author = native.DefaultAuthor() // Write the first layer and gather its palette. log.Info("Converting first layer to drawing and getting the palette") var chunkSize = doodad.ChunkSize8() log.Info("Output is a Doodad file (%dx%d): %s", width, height, outputFile) palette, layer0 := imageToChunker(images[0], chroma, nil, chunkSize) doodad.Palette = palette doodad.Layers[0].Chunker = layer0 doodad.Layers[0].Name = toLayerName(inputFiles[0]) // Write any additional layers. if len(images) > 1 { for i := 1; i < len(images); i++ { img := images[i] log.Info("Converting extra layer %d", i) _, chunker := imageToChunker(img, chroma, palette, chunkSize) doodad.AddLayer(toLayerName(inputFiles[i]), chunker) } } err := doodad.WriteJSON(outputFile) if err != nil { return cli.Exit(err.Error(), 1) } case extLevel: log.Info("Output is a Level file: %s", outputFile) if len(images) > 1 { log.Warn("Notice: levels only support one layer so only your first image will be used") } lvl := level.New() lvl.GameVersion = branding.Version lvl.MaxWidth = int64(width) lvl.MaxHeight = int64(height) lvl.PageType = level.Bounded lvl.Title = c.String("title") if lvl.Title == "" { lvl.Title = "Converted Level" } lvl.Author = native.DefaultAuthor() palette, chunker := imageToChunker(images[0], chroma, nil, lvl.Chunker.Size) lvl.Palette = palette lvl.Chunker = chunker err := lvl.WriteJSON(outputFile) if err != nil { return cli.Exit(err.Error(), 1) } default: return cli.Exit("invalid output file: not a Doodle drawing", 1) } return nil } func drawingToImage(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error { var palette *level.Palette var chunker *level.Chunker inputFile := inputFiles[0] switch strings.ToLower(filepath.Ext(inputFile)) { case extLevel: log.Info("Load Level: %s", inputFile) m, err := level.LoadJSON(inputFile) if err != nil { return fmt.Errorf("load level: %s", err.Error()) } chunker = m.Chunker palette = m.Palette case extDoodad: log.Info("Load Doodad: %s", inputFile) d, err := doodads.LoadJSON(inputFile) if err != nil { return fmt.Errorf("load doodad: %s", err.Error()) } chunker = d.Layers[0].Chunker // TODO: layers palette = d.Palette default: return fmt.Errorf("%s: not a level or doodad file", inputFile) } _ = chunker _ = palette // Create an image for the full world size. canvas := chunker.WorldSizePositive() img := image.NewRGBA(image.Rectangle{ Min: image.Point{ X: int(canvas.X), Y: int(canvas.Y), }, Max: image.Point{ X: int(canvas.W), Y: int(canvas.H), }, }) // Blank out the pixels. for x := 0; x < img.Bounds().Max.X; x++ { for y := 0; y < img.Bounds().Max.Y; y++ { img.Set(x, y, render.White.ToColor()) } } // Transcode all pixels onto it. for px := range chunker.IterPixels() { img.Set(int(px.X), int(px.Y), px.Swatch.Color.ToColor()) } // Write the output file. switch strings.ToLower(filepath.Ext(outputFile)) { case ".png": fh, err := os.Create(outputFile) if err != nil { return err } defer fh.Close() return png.Encode(fh, img) case ".bmp": fh, err := os.Create(outputFile) if err != nil { return err } defer fh.Close() return bmp.Encode(fh, img) } return errors.New("not valid output image type") } // imageToChunker implements a generic transcoding of an image.Image to a Chunker // and returns the Palette, ready to plug into a Doodad or Level drawing. // // img: input image like a PNG // chroma: transparent color func imageToChunker(img image.Image, chroma render.Color, palette *level.Palette, chunkSize uint8) (*level.Palette, *level.Chunker) { var ( chunker = level.NewChunker(chunkSize) bounds = img.Bounds() ) if palette == nil { palette = level.NewPalette() } // Cache a palette of unique colors as we go. var uniqueColor = map[string]*level.Swatch{} var newColors = map[string]*level.Swatch{} // new ones discovered this time for _, swatch := range palette.Swatches { uniqueColor[swatch.Color.String()] = swatch } for x := bounds.Min.X; x < bounds.Max.X; x++ { for y := bounds.Min.Y; y < bounds.Max.Y; y++ { px := img.At(x, y) color := render.FromColor(px) if color == chroma || color.Transparent() { // invisible pixel continue } // New color for the palette? swatch, ok := uniqueColor[color.String()] if !ok { log.Info("New color: %s", color) swatch = &level.Swatch{ Name: color.String(), Color: color, } uniqueColor[color.String()] = swatch newColors[color.String()] = swatch } chunker.Set(render.NewPoint(x, y), swatch) } } // Order the palette. var sortedColors []string for k := range uniqueColor { sortedColors = append(sortedColors, k) } sort.Strings(sortedColors) for _, hex := range sortedColors { if _, ok := newColors[hex]; ok { if err := palette.AddSwatch(uniqueColor[hex]); err != nil { log.Error("Could not add more colors to the palette: %s", err) panic(err.Error()) } palette.Swatches = append(palette.Swatches, uniqueColor[hex]) } } palette.Inflate() return palette, chunker }