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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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257 lines
10 KiB
C#
257 lines
10 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Reflection;
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using System.Drawing;
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using CodeImp.DoomBuilder.IO;
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using SlimDX.Direct3D;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public sealed class ColorCollection
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{
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#region ================== Constants
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// Assist color creation
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private const float BRIGHT_MULTIPLIER = 1.0f;
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private const float BRIGHT_ADDITION = 0.4f;
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private const float DARK_MULTIPLIER = 0.9f;
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private const float DARK_ADDITION = -0.2f;
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// Palette size
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private const int NUM_COLORS = 40;
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public const int NUM_THING_COLORS = 20;
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public const int THING_COLORS_OFFSET = 20;
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// Colors!
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public const int BACKGROUND = 0;
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public const int VERTICES = 1;
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public const int LINEDEFS = 2;
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public const int ACTIONS = 3;
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public const int SOUNDS = 4;
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public const int HIGHLIGHT = 5;
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public const int SELECTION = 6;
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public const int ASSOCIATION = 7;
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public const int GRID = 8;
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public const int GRID64 = 9;
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public const int CROSSHAIR3D = 10;
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public const int HIGHLIGHT3D = 11;
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public const int SELECTION3D = 12;
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public const int SCRIPTBACKGROUND = 13;
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public const int LINENUMBERS = 14;
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public const int PLAINTEXT = 15;
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public const int COMMENTS = 16;
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public const int KEYWORDS = 17;
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public const int LITERALS = 18;
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public const int CONSTANTS = 19;
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public const int THINGCOLOR00 = 20;
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public const int THINGCOLOR01 = 21;
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public const int THINGCOLOR02 = 22;
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public const int THINGCOLOR03 = 23;
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public const int THINGCOLOR04 = 24;
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public const int THINGCOLOR05 = 25;
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public const int THINGCOLOR06 = 26;
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public const int THINGCOLOR07 = 27;
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public const int THINGCOLOR08 = 28;
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public const int THINGCOLOR09 = 29;
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public const int THINGCOLOR10 = 30;
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public const int THINGCOLOR11 = 31;
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public const int THINGCOLOR12 = 32;
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public const int THINGCOLOR13 = 33;
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public const int THINGCOLOR14 = 34;
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public const int THINGCOLOR15 = 35;
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public const int THINGCOLOR16 = 36;
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public const int THINGCOLOR17 = 37;
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public const int THINGCOLOR18 = 38;
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public const int THINGCOLOR19 = 39;
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#endregion
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#region ================== Variables
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// Colors
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private PixelColor[] colors;
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private PixelColor[] brightcolors;
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private PixelColor[] darkcolors;
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#endregion
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#region ================== Properties
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public PixelColor[] Colors { get { return colors; } }
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public PixelColor[] BrightColors { get { return brightcolors; } }
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public PixelColor[] DarkColors { get { return darkcolors; } }
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public PixelColor Background { get { return colors[BACKGROUND]; } internal set { colors[BACKGROUND] = value; } }
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public PixelColor Vertices { get { return colors[VERTICES]; } internal set { colors[VERTICES] = value; } }
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public PixelColor Linedefs { get { return colors[LINEDEFS]; } internal set { colors[LINEDEFS] = value; } }
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public PixelColor Actions { get { return colors[ACTIONS]; } internal set { colors[ACTIONS] = value; } }
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public PixelColor Sounds { get { return colors[SOUNDS]; } internal set { colors[SOUNDS] = value; } }
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public PixelColor Highlight { get { return colors[HIGHLIGHT]; } internal set { colors[HIGHLIGHT] = value; } }
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public PixelColor Selection { get { return colors[SELECTION]; } internal set { colors[SELECTION] = value; } }
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public PixelColor Association { get { return colors[ASSOCIATION]; } internal set { colors[ASSOCIATION] = value; } }
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public PixelColor Grid { get { return colors[GRID]; } internal set { colors[GRID] = value; } }
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public PixelColor Grid64 { get { return colors[GRID64]; } internal set { colors[GRID64] = value; } }
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public PixelColor Crosshair3D { get { return colors[CROSSHAIR3D]; } internal set { colors[CROSSHAIR3D] = value; } }
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public PixelColor Highlight3D { get { return colors[HIGHLIGHT3D]; } internal set { colors[HIGHLIGHT3D] = value; } }
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public PixelColor Selection3D { get { return colors[SELECTION3D]; } internal set { colors[SELECTION3D] = value; } }
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public PixelColor ScriptBackground { get { return colors[SCRIPTBACKGROUND]; } internal set { colors[SCRIPTBACKGROUND] = value; } }
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public PixelColor LineNumbers { get { return colors[LINENUMBERS]; } internal set { colors[LINENUMBERS] = value; } }
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public PixelColor PlainText { get { return colors[PLAINTEXT]; } internal set { colors[PLAINTEXT] = value; } }
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public PixelColor Comments { get { return colors[COMMENTS]; } internal set { colors[COMMENTS] = value; } }
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public PixelColor Keywords { get { return colors[KEYWORDS]; } internal set { colors[KEYWORDS] = value; } }
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public PixelColor Literals { get { return colors[LITERALS]; } internal set { colors[LITERALS] = value; } }
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public PixelColor Constants { get { return colors[CONSTANTS]; } internal set { colors[CONSTANTS] = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor for settings from configuration
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internal ColorCollection(Configuration cfg)
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{
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// Initialize
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colors = new PixelColor[NUM_COLORS];
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brightcolors = new PixelColor[NUM_COLORS];
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darkcolors = new PixelColor[NUM_COLORS];
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// Read all colors from config
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for(int i = 0; i < NUM_COLORS; i++)
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{
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// Read color
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colors[i] = PixelColor.FromInt(cfg.ReadSetting("colors.color" + i.ToString(CultureInfo.InvariantCulture), 0));
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}
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// Set new colors
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if(colors[THINGCOLOR00].ToInt() == 0) colors[THINGCOLOR00] = PixelColor.FromColor(Color.DimGray);
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if(colors[THINGCOLOR01].ToInt() == 0) colors[THINGCOLOR01] = PixelColor.FromColor(Color.RoyalBlue);
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if(colors[THINGCOLOR02].ToInt() == 0) colors[THINGCOLOR02] = PixelColor.FromColor(Color.ForestGreen);
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if(colors[THINGCOLOR03].ToInt() == 0) colors[THINGCOLOR03] = PixelColor.FromColor(Color.LightSeaGreen);
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if(colors[THINGCOLOR04].ToInt() == 0) colors[THINGCOLOR04] = PixelColor.FromColor(Color.Firebrick);
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if(colors[THINGCOLOR05].ToInt() == 0) colors[THINGCOLOR05] = PixelColor.FromColor(Color.DarkViolet);
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if(colors[THINGCOLOR06].ToInt() == 0) colors[THINGCOLOR06] = PixelColor.FromColor(Color.DarkGoldenrod);
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if(colors[THINGCOLOR07].ToInt() == 0) colors[THINGCOLOR07] = PixelColor.FromColor(Color.Silver);
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if(colors[THINGCOLOR08].ToInt() == 0) colors[THINGCOLOR08] = PixelColor.FromColor(Color.Gray);
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if(colors[THINGCOLOR09].ToInt() == 0) colors[THINGCOLOR09] = PixelColor.FromColor(Color.DeepSkyBlue);
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if(colors[THINGCOLOR10].ToInt() == 0) colors[THINGCOLOR10] = PixelColor.FromColor(Color.LimeGreen);
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if(colors[THINGCOLOR11].ToInt() == 0) colors[THINGCOLOR11] = PixelColor.FromColor(Color.PaleTurquoise);
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if(colors[THINGCOLOR12].ToInt() == 0) colors[THINGCOLOR12] = PixelColor.FromColor(Color.Tomato);
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if(colors[THINGCOLOR13].ToInt() == 0) colors[THINGCOLOR13] = PixelColor.FromColor(Color.Violet);
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if(colors[THINGCOLOR14].ToInt() == 0) colors[THINGCOLOR14] = PixelColor.FromColor(Color.Yellow);
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if(colors[THINGCOLOR15].ToInt() == 0) colors[THINGCOLOR15] = PixelColor.FromColor(Color.WhiteSmoke);
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if(colors[THINGCOLOR16].ToInt() == 0) colors[THINGCOLOR16] = PixelColor.FromColor(Color.LightPink);
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if(colors[THINGCOLOR17].ToInt() == 0) colors[THINGCOLOR17] = PixelColor.FromColor(Color.DarkOrange);
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if(colors[THINGCOLOR18].ToInt() == 0) colors[THINGCOLOR18] = PixelColor.FromColor(Color.DarkKhaki);
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if(colors[THINGCOLOR19].ToInt() == 0) colors[THINGCOLOR19] = PixelColor.FromColor(Color.Goldenrod);
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// Create assist colors
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CreateAssistColors();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Copy constructor
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internal ColorCollection(ColorCollection collection)
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{
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// Initialize
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colors = new PixelColor[NUM_COLORS];
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brightcolors = new PixelColor[NUM_COLORS];
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darkcolors = new PixelColor[NUM_COLORS];
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// Copy all colors
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for(int i = 0; i < NUM_COLORS; i++)
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colors[i] = collection.colors[i];
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// Create assist colors
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CreateAssistColors();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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// This clamps a value between 0 and 1
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private float Saturate(float v)
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{
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if(v < 0f) return 0f; else if(v > 1f) return 1f; else return v;
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}
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// This creates assist colors
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internal void CreateAssistColors()
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{
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ColorValue o;
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ColorValue c = new ColorValue(1f, 0f, 0f, 0f);
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// Go for all colors
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for(int i = 0; i < NUM_COLORS; i++)
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{
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// Get original color
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o = colors[i].ToColorValue();
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// Create brighter color
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c.Red = Saturate(o.Red * BRIGHT_MULTIPLIER + BRIGHT_ADDITION);
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c.Green = Saturate(o.Green * BRIGHT_MULTIPLIER + BRIGHT_ADDITION);
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c.Blue = Saturate(o.Blue * BRIGHT_MULTIPLIER + BRIGHT_ADDITION);
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brightcolors[i] = PixelColor.FromInt(c.ToArgb());
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// Create darker color
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c.Red = Saturate(o.Red * DARK_MULTIPLIER + DARK_ADDITION);
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c.Green = Saturate(o.Green * DARK_MULTIPLIER + DARK_ADDITION);
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c.Blue = Saturate(o.Blue * DARK_MULTIPLIER + DARK_ADDITION);
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darkcolors[i] = PixelColor.FromInt(c.ToArgb());
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}
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}
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// This applies colors to this collection
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internal void Apply(ColorCollection collection)
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{
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// Copy all colors
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for(int i = 0; i < NUM_COLORS; i++)
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colors[i] = collection.colors[i];
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// Rebuild assist colors
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CreateAssistColors();
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}
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// This saves colors to configuration
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internal void SaveColors(Configuration cfg)
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{
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// Write all colors to config
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for(int i = 0; i < NUM_COLORS; i++)
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{
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// Write color
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cfg.WriteSetting("colors.color" + i.ToString(CultureInfo.InvariantCulture), colors[i].ToInt());
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}
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}
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#endregion
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}
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}
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