Noah Petherbridge
3d3561b8e6
* Fix the EditorUI not showing the correct palette baked into the level and only showing the default. This was tricky because the palette UI can only be configured at setup time but not updated later. * Add a new default palette for the Blueprint theme. Blueprint has a dark background, so the palette colors should be bright. This palette is chosen when you start a map with the blueprint wallpaper. * Add a background Canvas to the MenuScene. In the "New Level" screen, the background canvas will update to show the wallpaper settings you've chosen as a preview of the level theme you're about to create.
113 lines
2.4 KiB
Go
113 lines
2.4 KiB
Go
package level
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import "git.kirsle.net/apps/doodle/lib/render"
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// DefaultPalette returns a sensible default palette.
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func DefaultPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{
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&Swatch{
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Name: "solid",
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Color: render.Black,
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Solid: true,
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},
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&Swatch{
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Name: "decoration",
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Color: render.Grey,
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},
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&Swatch{
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Name: "fire",
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Color: render.Red,
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Fire: true,
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},
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&Swatch{
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Name: "water",
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Color: render.Blue,
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Water: true,
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},
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},
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}
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}
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// NewBlueprintPalette returns the blueprint theme's color palette.
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func NewBlueprintPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{
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&Swatch{
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Name: "solid",
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Color: render.RGBA(254, 254, 254, 255),
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Solid: true,
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},
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&Swatch{
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Name: "decoration",
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Color: render.Grey,
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},
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&Swatch{
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Name: "fire",
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Color: render.RGBA(255, 80, 0, 255),
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Fire: true,
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},
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&Swatch{
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Name: "water",
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Color: render.RGBA(0, 153, 255, 255),
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Water: true,
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},
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&Swatch{
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Name: "electric",
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Color: render.RGBA(255, 255, 0, 255),
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Solid: true,
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},
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},
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}
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}
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// NewPalette initializes a blank palette.
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func NewPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{},
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byName: map[string]int{},
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}
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}
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// Palette holds an index of colors used in a drawing.
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type Palette struct {
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Swatches []*Swatch `json:"swatches"`
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// Private runtime values
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ActiveSwatch *Swatch `json:"-"` // name of the actively selected color
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byName map[string]int // Cache map of swatches by name
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}
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// Inflate the palette swatch caches. Always call this method after you have
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// initialized the palette (i.e. loaded it from JSON); this will update the
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// "color by name" cache and assign the index numbers to each swatch.
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func (p *Palette) Inflate() {
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p.update()
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}
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// Get a swatch by name.
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func (p *Palette) Get(name string) (result *Swatch, exists bool) {
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p.update()
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if index, ok := p.byName[name]; ok && index < len(p.Swatches) {
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result = p.Swatches[index]
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exists = true
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}
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return
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}
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// update the internal caches and such.
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func (p *Palette) update() {
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// Initialize the name cache if nil or if the size disagrees with the
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// length of the swatches available.
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if p.byName == nil || len(p.byName) != len(p.Swatches) {
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// Initialize the name cache.
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p.byName = map[string]int{}
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for i, swatch := range p.Swatches {
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swatch.index = i
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p.byName[swatch.Name] = i
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}
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}
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}
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