doodle/cmd/doodad/commands/convert.go
Noah Petherbridge 9b75f1b039 Spit and polish
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper.
* New built-in palette: "Neon Bright" with bright colors for dark levels.
* New cheat: "warp whistle" to automatically win the level.
* In case the user has a VERY LARGE screen resolution bigger than the full
  bounds of a Bounded level, the Play Scene will cap the size and center
  the level canvas onto the window. This is preferable to being able to see
  beyond the level's boundaries and hitting an invisible wall in-game.
* Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce
  off scroll boundaries but it will reverse course if it reaches the level's
  furthest limits.
* Bugfix: characters' white eyes were transparent in-game. Multiple culprits
  from the `doodad convert` tool defaulting the chroma key to white, to the
  SDL2 textures considering white to be transparent. For the latter, the game
  offsets the color by -1 blue.
2022-05-03 21:15:39 -07:00

347 lines
8.9 KiB
Go

package commands
import (
"errors"
"fmt"
"image"
"os"
"path/filepath"
"sort"
"strings"
"image/png"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"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: "<input> <output>",
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 <input.png...> <output.doodad>\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
chunkSize int // the square shape for the Doodad chunk size
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
if imageSize.X > imageSize.Y {
chunkSize = imageSize.X
} else {
chunkSize = 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:
log.Info("Output is a Doodad file (chunk size %d): %s", chunkSize, outputFile)
doodad := doodads.New(chunkSize)
doodad.GameVersion = branding.Version
doodad.Title = c.String("title")
if doodad.Title == "" {
doodad.Title = "Converted Doodad"
}
doodad.Author = os.Getenv("USER")
// Write the first layer and gather its palette.
log.Info("Converting first layer to drawing and getting the palette")
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.Title = c.String("title")
if lvl.Title == "" {
lvl.Title = "Converted Level"
}
lvl.Author = os.Getenv("USER")
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 int) (*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 {
palette.Swatches = append(palette.Swatches, uniqueColor[hex])
}
}
palette.Inflate()
return palette, chunker
}