/*
* Configurable text colors
* Copyright (C) 2008 Douglas Boffey <dougaboffey@netscape.net>
* Copyright (C) 2009 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <math.h>
#include "palette.h"
#include "gui.h"
#include "../configuration.h"
#include "../game.h"
#include "../utils/gettext.h"
#include "../utils/stringutils.h"
const gcn::Color Palette::BLACK = gcn::Color(0, 0, 0);
const gcn::Color Palette::RAINBOW_COLORS[7] = {
gcn::Color(255, 0, 0),
gcn::Color(255, 153, 0),
gcn::Color(255, 255, 0),
gcn::Color(0, 153, 0),
gcn::Color(0, 204, 204),
gcn::Color(51, 0, 153),
gcn::Color(153, 0, 153)
};
/** Number of Elemets of RAINBOW_COLORS */
const int Palette::RAINBOW_COLOR_COUNT = 7;
std::string Palette::getConfigName(const std::string &typeName)
{
std::string res = "Color" + typeName;
int pos = 5;
for (size_t i = 0; i < typeName.length(); i++)
{
if (i == 0 || typeName[i] == '_')
{
if (i > 0)
i++;
res[pos] = typeName[i];
}
else
{
res[pos] = tolower(typeName[i]);
}
pos++;
}
res.erase(pos, res.length() - pos);
return res;
}
DEFENUMNAMES(ColorType, COLOR_TYPE);
const int Palette::GRADIENT_DELAY = 40;
Palette::Palette() :
mRainbowTime(tick_time),
mColVector(ColVector(TYPE_COUNT))
{
std::string indent = " ";
addColor(TEXT, 0x000000, STATIC, _("Text"));
addColor(SHADOW, 0x000000, STATIC, indent + _("Text Shadow"));
addColor(OUTLINE, 0x000000, STATIC, indent + _("Text Outline"));
addColor(PROGRESS_BAR, 0xffffff, STATIC, indent + _("Progress Bar Labels"));
addColor(BACKGROUND, 0xffffff, STATIC, _("Background"));
addColor(HIGHLIGHT, 0xebc873, STATIC, _("Highlight"), 'H');
addColor(TAB_HIGHLIGHT, 0xff0000, PULSE, indent + _("Tab Highlight"));
addColor(SHOP_WARNING, 0x910000, STATIC, indent +
_("Item too expensive"));
addColor(CHAT, 0x000000, STATIC, _("Chat"), 'C');
addColor(GM, 0xff0000, STATIC, indent + _("GM"), 'G');
addColor(PLAYER, 0x1fa052, STATIC, indent + _("Player"), 'Y');
addColor(WHISPER, 0x0000ff, STATIC, indent + _("Whisper"), 'W');
addColor(IS, 0xa08527, STATIC, indent + _("Is"), 'I');
addColor(PARTY, 0xff00d8, STATIC, indent + _("Party"), 'P');
addColor(SERVER, 0x8415e2, STATIC, indent + _("Server"), 'S');
addColor(LOGGER, 0x919191, STATIC, indent + _("Logger"), 'L');
addColor(HYPERLINK, 0xe50d0d, STATIC, indent + _("Hyperlink"), '<');
addColor(BEING, 0xffffff, STATIC, _("Being"));
addColor(PC, 0xffffff, STATIC, indent + _("Other Player's Names"));
addColor(SELF, 0xff8040, STATIC, indent + _("Own Name"));
addColor(GM_NAME, 0x00ff00, STATIC, indent + _("GM Names"));
addColor(NPC, 0xc8c8ff, STATIC, indent + _("NPCs"));
addColor(MONSTER, 0xff4040, STATIC, indent + _("Monsters"));
addColor(UNKNOWN_ITEM, 0x000000, STATIC, _("Unknown Item Type"));
addColor(GENERIC, 0x21a5b1, STATIC, indent + _("Generic"));
addColor(HEAD, 0x527fa4, STATIC, indent + _("Hat"));
addColor(USABLE, 0x268d24, STATIC, indent + _("Usable"));
addColor(TORSO, 0xd12aa4, STATIC, indent + _("Shirt"));
addColor(ONEHAND, 0xf42a2a, STATIC, indent + _("1 Handed Weapons"));
addColor(LEGS, 0x699900, STATIC, indent + _("Pants"));
addColor(FEET, 0xaa1d48, STATIC, indent + _("Shoes"));
addColor(TWOHAND, 0xf46d0e, STATIC, indent + _("2 Handed Weapons"));
addColor(SHIELD, 0x9c2424, STATIC, indent + _("Shield"));
addColor(RING, 0x0000ff, STATIC, indent + _("Ring"));
addColor(ARMS, 0x9c24e8, STATIC, indent + _("Arms"));
addColor(AMMO, 0x8b6311, STATIC, indent + _("Ammo"));
addColor(PARTICLE, 0xffffff, STATIC, _("Particle Effects"));
addColor(PICKUP_INFO, 0x28dc28, STATIC, indent + _("Pickup Notification"));
addColor(EXP_INFO, 0xffff00, STATIC, indent + _("Exp Notification"));
addColor(HIT_PLAYER_MONSTER, 0x0064ff, STATIC,
indent + _("Player hits Monster"));
addColor(HIT_MONSTER_PLAYER, 0xff3232, STATIC,
indent + _("Monster hits Player"));
addColor(HIT_CRITICAL, 0xff0000, RAINBOW, indent + _("Critical Hit"));
addColor(MISS, 0xffff00, STATIC, indent + _("Misses"));
commit(true);
}
Palette::~Palette()
{
const std::string *configName;
for (ColVector::iterator col = mColVector.begin(),
colEnd = mColVector.end(); col != colEnd; ++col)
{
configName = &ColorTypeNames[col->type];
config.setValue(*configName + "Gradient", col->committedGrad);
if (col->grad == STATIC || col->grad == PULSE)
{
config.setValue(*configName, toString(col->getRGB()));
}
}
}
const gcn::Color& Palette::getColor(char c, bool &valid)
{
for (ColVector::const_iterator col = mColVector.begin(),
colEnd = mColVector.end(); col != colEnd; ++col)
{
if (col->ch == c)
{
valid = true;
return col->color;
}
}
valid = false;
return BLACK;
}
void Palette::setColor(ColorType type, int r, int g, int b)
{
mColVector[type].color.r = r;
mColVector[type].color.g = g;
mColVector[type].color.b = b;
}
void Palette::setGradient(ColorType type, GradientType grad)
{
ColorElem *elem = &mColVector[type];
if (elem->grad != STATIC && grad == STATIC)
{
for (size_t i = 0; i < mGradVector.size(); i++)
{
if (mGradVector[i] == elem)
{
mGradVector.erase(mGradVector.begin() + i);
break;
}
}
}
else if (elem->grad == STATIC && grad != STATIC)
{
mGradVector.push_back(elem);
}
if (elem->grad != grad)
{
elem->grad = grad;
}
}
std::string Palette::getElementAt(int i)
{
if (i < 0 || i >= getNumberOfElements())
{
return "";
}
return mColVector[i].text;
}
Palette::ColorType Palette::getColorTypeAt(int i)
{
if (i < 0 || i >= getNumberOfElements())
{
return CHAT;
}
return mColVector[i].type;
}
void Palette::commit(bool commitNonStatic)
{
for (ColVector::iterator i = mColVector.begin(), iEnd = mColVector.end();
i != iEnd; ++i)
{
i->committedGrad = i->grad;
if (commitNonStatic || i->grad == STATIC)
{
i->committedColor = i->color;
}
else if (i->grad == PULSE)
{
i->committedColor = i->testColor;
}
}
}
void Palette::rollback()
{
for (ColVector::iterator i = mColVector.begin(), iEnd = mColVector.end();
i != iEnd;
++i)
{
if (i->grad != i->committedGrad)
{
setGradient(i->type, i->committedGrad);
}
setColor(i->type, i->committedColor.r, i->committedColor.g,
i->committedColor.b);
if (i->grad == PULSE)
{
i->testColor.r = i->committedColor.r;
i->testColor.g = i->committedColor.g;
i->testColor.b = i->committedColor.b;
}
}
}
void Palette::addColor(Palette::ColorType type, int rgb,
Palette::GradientType grad,
const std::string &text, char c)
{
const std::string *configName = &ColorTypeNames[type];
gcn::Color trueCol = (int)config.getValue(*configName, rgb);
grad = (GradientType)config.getValue(*configName + "Gradient", grad);
mColVector[type].set(type, trueCol, grad, text, c);
if (grad != STATIC)
{
mGradVector.push_back(&mColVector[type]);
}
}
void Palette::advanceGradient ()
{
if (get_elapsed_time(mRainbowTime) > 5)
{
int pos, colIndex, colVal;
// For slower systems, advance can be greater than one (advance > 1
// skips advance-1 steps). Should make gradient look the same
// independent of the framerate.
int advance = get_elapsed_time(mRainbowTime) / 5;
double startColVal, destColVal;
for (size_t i = 0; i < mGradVector.size(); i++)
{
mGradVector[i]->gradientIndex =
(mGradVector[i]->gradientIndex + advance) %
(GRADIENT_DELAY * ((mGradVector[i]->grad == SPECTRUM) ?
(mGradVector[i]->grad == PULSE) ? 255 : 6 :
RAINBOW_COLOR_COUNT));
pos = mGradVector[i]->gradientIndex % GRADIENT_DELAY;
colIndex = mGradVector[i]->gradientIndex / GRADIENT_DELAY;
if (mGradVector[i]->grad == PULSE)
{
colVal = (int) (255.0 * (sin(M_PI *
(mGradVector[i]->gradientIndex) / 255) + 1) / 2);
const gcn::Color* col = &mGradVector[i]->testColor;
mGradVector[i]->color.r = ((colVal * col->r) / 255) % (col->r + 1);
mGradVector[i]->color.g = ((colVal * col->g) / 255) % (col->g + 1);
mGradVector[i]->color.b = ((colVal * col->b) / 255) % (col->b + 1);
}
if (mGradVector[i]->grad == SPECTRUM)
{
if (colIndex % 2)
{ // falling curve
colVal = (int)(255.0 * (cos(M_PI * pos / GRADIENT_DELAY) +
1) / 2);
}
else
{ // ascending curve
colVal = (int)(255.0 * (cos(M_PI * (GRADIENT_DELAY-pos) /
GRADIENT_DELAY) + 1) / 2);
}
mGradVector[i]->color.r =
(colIndex == 0 || colIndex == 5) ? 255 :
(colIndex == 1 || colIndex == 4) ? colVal : 0;
mGradVector[i]->color.g =
(colIndex == 1 || colIndex == 2) ? 255 :
(colIndex == 0 || colIndex == 3) ? colVal : 0;
mGradVector[i]->color.b =
(colIndex == 3 || colIndex == 4) ? 255 :
(colIndex == 2 || colIndex == 5) ? colVal : 0;
}
else if (mGradVector[i]->grad == RAINBOW)
{
const gcn::Color* startCol = &RAINBOW_COLORS[colIndex];
const gcn::Color* destCol =
&RAINBOW_COLORS[(colIndex + 1) % RAINBOW_COLOR_COUNT];
startColVal = (cos(M_PI * pos / GRADIENT_DELAY) + 1) / 2;
destColVal = 1 - startColVal;
mGradVector[i]->color.r =(int)(startColVal * startCol->r +
destColVal * destCol->r);
mGradVector[i]->color.g =(int)(startColVal * startCol->g +
destColVal * destCol->g);
mGradVector[i]->color.b =(int)(startColVal * startCol->b +
destColVal * destCol->b);
}
}
mRainbowTime = tick_time;
}
}