doodle/pkg/level/palette.go
Noah Petherbridge 0a8bce708e Actor Zoom + Experimental Settings GUI
Improvements to the Zoom feature:
* Actor position and size within your level scales up and down
  appropriately. The canvas size of the actor is scaled and its canvas
  is told the Zoom number of the parent so it will render its own
  graphic scaled correctly too.

Other features:
* "Experimental" tab added to the Settings window as a UI version of the
  --experimental CLI option. The option saves persistently to disk.
* The "Replace Palette" experimental feature now works better. Debating
  whether it's a useful feature to even have.
2021-09-11 21:18:22 -07:00

162 lines
3.7 KiB
Go

package level
import (
"fmt"
"git.kirsle.net/go/render"
)
// DefaultPalette returns a sensible default palette.
func DefaultPalette() *Palette {
return &Palette{
Swatches: []*Swatch{
&Swatch{
Name: "solid",
Color: render.Black,
Solid: true,
},
&Swatch{
Name: "decoration",
Color: render.Grey,
},
&Swatch{
Name: "fire",
Color: render.Red,
Fire: true,
},
&Swatch{
Name: "water",
Color: render.RGBA(0, 0, 255, 180),
Water: true,
},
},
}
}
// NewBlueprintPalette returns the blueprint theme's color palette.
// DEPRECATED in favor of DefaultPalettes.
func NewBlueprintPalette() *Palette {
return &Palette{
Swatches: []*Swatch{
&Swatch{
Name: "solid",
Color: render.RGBA(254, 254, 254, 255),
Solid: true,
},
&Swatch{
Name: "decoration",
Color: render.Grey,
},
&Swatch{
Name: "fire",
Color: render.RGBA(255, 80, 0, 255),
Fire: true,
},
&Swatch{
Name: "water",
Color: render.RGBA(0, 153, 255, 255),
Water: true,
},
&Swatch{
Name: "electric",
Color: render.RGBA(255, 255, 0, 255),
Solid: true,
},
},
}
}
// NewPalette initializes a blank palette.
func NewPalette() *Palette {
return &Palette{
Swatches: []*Swatch{},
byName: map[string]int{},
}
}
// Palette holds an index of colors used in a drawing.
type Palette struct {
Swatches []*Swatch `json:"swatches"`
// Private runtime values
ActiveSwatch *Swatch `json:"-"` // name of the actively selected color
byName map[string]int // Cache map of swatches by name
}
// Inflate the palette swatch caches. Always call this method after you have
// initialized the palette (i.e. loaded it from JSON); this will update the
// "color by name" cache and assign the index numbers to each swatch.
func (p *Palette) Inflate() {
p.update()
}
// AddSwatch adds a new swatch to the palette.
func (p *Palette) AddSwatch() *Swatch {
p.update()
var (
index = len(p.Swatches)
name = fmt.Sprintf("color %d", len(p.Swatches))
)
p.Swatches = append(p.Swatches, &Swatch{
Name: name,
Color: render.Magenta,
index: index,
})
p.byName[name] = index
return p.Swatches[index]
}
// Get a swatch by name.
func (p *Palette) Get(name string) (result *Swatch, exists bool) {
p.update()
if index, ok := p.byName[name]; ok && index < len(p.Swatches) {
result = p.Swatches[index]
exists = true
}
return
}
// update the internal caches and such.
func (p *Palette) update() {
// Initialize the name cache if nil or if the size disagrees with the
// length of the swatches available.
if p.byName == nil || len(p.byName) != len(p.Swatches) {
// Initialize the name cache.
p.byName = map[string]int{}
for i, swatch := range p.Swatches {
swatch.index = i
p.byName[swatch.Name] = i
}
}
}
// ReplacePalette installs a new palette into your level.
// Your existing level colors, by index, are replaced by the incoming
// palette. If the new palette is smaller, extraneous indices are
// left alone.
func (l *Level) ReplacePalette(pal *Palette) {
for i, swatch := range pal.Swatches {
if i >= len(l.Palette.Swatches) {
l.Palette.Swatches = append(l.Palette.Swatches, swatch)
continue
}
// Ugly code, but can't just replace the swatch
// wholesale -- the inflated level data means existing
// pixels already have refs to their Swatch and they
// will keep those refs until you fully save and exit
// out of the editor.
l.Palette.Swatches[i].Name = swatch.Name
l.Palette.Swatches[i].Color = swatch.Color
l.Palette.Swatches[i].Pattern = swatch.Pattern
l.Palette.Swatches[i].Solid = swatch.Solid
l.Palette.Swatches[i].Fire = swatch.Fire
l.Palette.Swatches[i].Water = swatch.Water
}
}