UltimateZoneBuilder/Source/Rendering/ColorCollection.cs
codeimp 5ca3cd46cb - updated to latest slimdx library (march 2008)
- added error dialog when missing DirectX
2008-05-11 00:42:34 +00:00

260 lines
10 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Reflection;
using System.Drawing;
using CodeImp.DoomBuilder.IO;
using SlimDX.Direct3D9;
using SlimDX;
using Configuration = CodeImp.DoomBuilder.IO.Configuration;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
public sealed class ColorCollection
{
#region ================== Constants
// Assist color creation
private const float BRIGHT_MULTIPLIER = 1.0f;
private const float BRIGHT_ADDITION = 0.4f;
private const float DARK_MULTIPLIER = 0.9f;
private const float DARK_ADDITION = -0.2f;
// Palette size
private const int NUM_COLORS = 40;
public const int NUM_THING_COLORS = 20;
public const int THING_COLORS_OFFSET = 20;
// Colors!
public const int BACKGROUND = 0;
public const int VERTICES = 1;
public const int LINEDEFS = 2;
public const int ACTIONS = 3;
public const int SOUNDS = 4;
public const int HIGHLIGHT = 5;
public const int SELECTION = 6;
public const int INDICATION = 7;
public const int GRID = 8;
public const int GRID64 = 9;
public const int CROSSHAIR3D = 10;
public const int HIGHLIGHT3D = 11;
public const int SELECTION3D = 12;
public const int SCRIPTBACKGROUND = 13;
public const int LINENUMBERS = 14;
public const int PLAINTEXT = 15;
public const int COMMENTS = 16;
public const int KEYWORDS = 17;
public const int LITERALS = 18;
public const int CONSTANTS = 19;
public const int THINGCOLOR00 = 20;
public const int THINGCOLOR01 = 21;
public const int THINGCOLOR02 = 22;
public const int THINGCOLOR03 = 23;
public const int THINGCOLOR04 = 24;
public const int THINGCOLOR05 = 25;
public const int THINGCOLOR06 = 26;
public const int THINGCOLOR07 = 27;
public const int THINGCOLOR08 = 28;
public const int THINGCOLOR09 = 29;
public const int THINGCOLOR10 = 30;
public const int THINGCOLOR11 = 31;
public const int THINGCOLOR12 = 32;
public const int THINGCOLOR13 = 33;
public const int THINGCOLOR14 = 34;
public const int THINGCOLOR15 = 35;
public const int THINGCOLOR16 = 36;
public const int THINGCOLOR17 = 37;
public const int THINGCOLOR18 = 38;
public const int THINGCOLOR19 = 39;
#endregion
#region ================== Variables
// Colors
private PixelColor[] colors;
private PixelColor[] brightcolors;
private PixelColor[] darkcolors;
#endregion
#region ================== Properties
public PixelColor[] Colors { get { return colors; } }
public PixelColor[] BrightColors { get { return brightcolors; } }
public PixelColor[] DarkColors { get { return darkcolors; } }
public PixelColor Background { get { return colors[BACKGROUND]; } internal set { colors[BACKGROUND] = value; } }
public PixelColor Vertices { get { return colors[VERTICES]; } internal set { colors[VERTICES] = value; } }
public PixelColor Linedefs { get { return colors[LINEDEFS]; } internal set { colors[LINEDEFS] = value; } }
public PixelColor Actions { get { return colors[ACTIONS]; } internal set { colors[ACTIONS] = value; } }
public PixelColor Sounds { get { return colors[SOUNDS]; } internal set { colors[SOUNDS] = value; } }
public PixelColor Highlight { get { return colors[HIGHLIGHT]; } internal set { colors[HIGHLIGHT] = value; } }
public PixelColor Selection { get { return colors[SELECTION]; } internal set { colors[SELECTION] = value; } }
public PixelColor Indication { get { return colors[INDICATION]; } internal set { colors[INDICATION] = value; } }
public PixelColor Grid { get { return colors[GRID]; } internal set { colors[GRID] = value; } }
public PixelColor Grid64 { get { return colors[GRID64]; } internal set { colors[GRID64] = value; } }
public PixelColor Crosshair3D { get { return colors[CROSSHAIR3D]; } internal set { colors[CROSSHAIR3D] = value; } }
public PixelColor Highlight3D { get { return colors[HIGHLIGHT3D]; } internal set { colors[HIGHLIGHT3D] = value; } }
public PixelColor Selection3D { get { return colors[SELECTION3D]; } internal set { colors[SELECTION3D] = value; } }
public PixelColor ScriptBackground { get { return colors[SCRIPTBACKGROUND]; } internal set { colors[SCRIPTBACKGROUND] = value; } }
public PixelColor LineNumbers { get { return colors[LINENUMBERS]; } internal set { colors[LINENUMBERS] = value; } }
public PixelColor PlainText { get { return colors[PLAINTEXT]; } internal set { colors[PLAINTEXT] = value; } }
public PixelColor Comments { get { return colors[COMMENTS]; } internal set { colors[COMMENTS] = value; } }
public PixelColor Keywords { get { return colors[KEYWORDS]; } internal set { colors[KEYWORDS] = value; } }
public PixelColor Literals { get { return colors[LITERALS]; } internal set { colors[LITERALS] = value; } }
public PixelColor Constants { get { return colors[CONSTANTS]; } internal set { colors[CONSTANTS] = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor for settings from configuration
internal ColorCollection(Configuration cfg)
{
// Initialize
colors = new PixelColor[NUM_COLORS];
brightcolors = new PixelColor[NUM_COLORS];
darkcolors = new PixelColor[NUM_COLORS];
// Read all colors from config
for(int i = 0; i < NUM_COLORS; i++)
{
// Read color
colors[i] = PixelColor.FromInt(cfg.ReadSetting("colors.color" + i.ToString(CultureInfo.InvariantCulture), 0));
}
// Set new colors
if(colors[THINGCOLOR00].ToInt() == 0) colors[THINGCOLOR00] = PixelColor.FromColor(Color.DimGray);
if(colors[THINGCOLOR01].ToInt() == 0) colors[THINGCOLOR01] = PixelColor.FromColor(Color.RoyalBlue);
if(colors[THINGCOLOR02].ToInt() == 0) colors[THINGCOLOR02] = PixelColor.FromColor(Color.ForestGreen);
if(colors[THINGCOLOR03].ToInt() == 0) colors[THINGCOLOR03] = PixelColor.FromColor(Color.LightSeaGreen);
if(colors[THINGCOLOR04].ToInt() == 0) colors[THINGCOLOR04] = PixelColor.FromColor(Color.Firebrick);
if(colors[THINGCOLOR05].ToInt() == 0) colors[THINGCOLOR05] = PixelColor.FromColor(Color.DarkViolet);
if(colors[THINGCOLOR06].ToInt() == 0) colors[THINGCOLOR06] = PixelColor.FromColor(Color.DarkGoldenrod);
if(colors[THINGCOLOR07].ToInt() == 0) colors[THINGCOLOR07] = PixelColor.FromColor(Color.Silver);
if(colors[THINGCOLOR08].ToInt() == 0) colors[THINGCOLOR08] = PixelColor.FromColor(Color.Gray);
if(colors[THINGCOLOR09].ToInt() == 0) colors[THINGCOLOR09] = PixelColor.FromColor(Color.DeepSkyBlue);
if(colors[THINGCOLOR10].ToInt() == 0) colors[THINGCOLOR10] = PixelColor.FromColor(Color.LimeGreen);
if(colors[THINGCOLOR11].ToInt() == 0) colors[THINGCOLOR11] = PixelColor.FromColor(Color.PaleTurquoise);
if(colors[THINGCOLOR12].ToInt() == 0) colors[THINGCOLOR12] = PixelColor.FromColor(Color.Tomato);
if(colors[THINGCOLOR13].ToInt() == 0) colors[THINGCOLOR13] = PixelColor.FromColor(Color.Violet);
if(colors[THINGCOLOR14].ToInt() == 0) colors[THINGCOLOR14] = PixelColor.FromColor(Color.Yellow);
if(colors[THINGCOLOR15].ToInt() == 0) colors[THINGCOLOR15] = PixelColor.FromColor(Color.WhiteSmoke);
if(colors[THINGCOLOR16].ToInt() == 0) colors[THINGCOLOR16] = PixelColor.FromColor(Color.LightPink);
if(colors[THINGCOLOR17].ToInt() == 0) colors[THINGCOLOR17] = PixelColor.FromColor(Color.DarkOrange);
if(colors[THINGCOLOR18].ToInt() == 0) colors[THINGCOLOR18] = PixelColor.FromColor(Color.DarkKhaki);
if(colors[THINGCOLOR19].ToInt() == 0) colors[THINGCOLOR19] = PixelColor.FromColor(Color.Goldenrod);
// Create assist colors
CreateAssistColors();
// We have no destructor
GC.SuppressFinalize(this);
}
// Copy constructor
internal ColorCollection(ColorCollection collection)
{
// Initialize
colors = new PixelColor[NUM_COLORS];
brightcolors = new PixelColor[NUM_COLORS];
darkcolors = new PixelColor[NUM_COLORS];
// Copy all colors
for(int i = 0; i < NUM_COLORS; i++)
colors[i] = collection.colors[i];
// Create assist colors
CreateAssistColors();
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This clamps a value between 0 and 1
private float Saturate(float v)
{
if(v < 0f) return 0f; else if(v > 1f) return 1f; else return v;
}
// This creates assist colors
internal void CreateAssistColors()
{
Color4 o;
Color4 c = new Color4(1f, 0f, 0f, 0f);
// Go for all colors
for(int i = 0; i < NUM_COLORS; i++)
{
// Get original color
o = colors[i].ToColorValue();
// Create brighter color
c.Red = Saturate(o.Red * BRIGHT_MULTIPLIER + BRIGHT_ADDITION);
c.Green = Saturate(o.Green * BRIGHT_MULTIPLIER + BRIGHT_ADDITION);
c.Blue = Saturate(o.Blue * BRIGHT_MULTIPLIER + BRIGHT_ADDITION);
brightcolors[i] = PixelColor.FromInt(c.ToArgb());
// Create darker color
c.Red = Saturate(o.Red * DARK_MULTIPLIER + DARK_ADDITION);
c.Green = Saturate(o.Green * DARK_MULTIPLIER + DARK_ADDITION);
c.Blue = Saturate(o.Blue * DARK_MULTIPLIER + DARK_ADDITION);
darkcolors[i] = PixelColor.FromInt(c.ToArgb());
}
}
// This applies colors to this collection
internal void Apply(ColorCollection collection)
{
// Copy all colors
for(int i = 0; i < NUM_COLORS; i++)
colors[i] = collection.colors[i];
// Rebuild assist colors
CreateAssistColors();
}
// This saves colors to configuration
internal void SaveColors(Configuration cfg)
{
// Write all colors to config
for(int i = 0; i < NUM_COLORS; i++)
{
// Write color
cfg.WriteSetting("colors.color" + i.ToString(CultureInfo.InvariantCulture), colors[i].ToInt());
}
}
#endregion
}
}