Noah Petherbridge
47cca8c7c6
* Start the program window maximized with the `-w maximized` CLI option. * Move the Doodad Palette off the right-side dock of the Editor Scene and into its own pop-up window: the DoodadDropper. * Shrink the width of the Color Palette panel and show only the colors in the buttons. The name of the swatch is available in the mouse-over tooltip. * Added an "Edit" button to the Color Palette. It opens a Palette Editor window where you can rename, change colors and attributes of existing colors OR insert new colors into your palette. (Deleting colors not yet supported). * level.Chunker gets a Redraw method: invalidates all cached textures of all chunks forcing the level to redraw itself, possibly with an updated palette.
136 lines
2.7 KiB
Go
136 lines
2.7 KiB
Go
package level
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import (
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"fmt"
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"git.kirsle.net/go/render"
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)
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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.RGBA(0, 0, 255, 180),
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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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// AddSwatch adds a new swatch to the palette.
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func (p *Palette) AddSwatch() *Swatch {
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p.update()
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var (
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index = len(p.Swatches)
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name = fmt.Sprintf("color %d", len(p.Swatches)+1)
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)
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p.Swatches = append(p.Swatches, &Swatch{
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Name: name,
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Color: render.Magenta,
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index: index,
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})
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p.byName[name] = index
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return p.Swatches[index]
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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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