Redid color system
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@ -26,11 +26,23 @@ func (application *Application) Run () (
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application.DamageBuffer.SetSize(width, height)
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// TODO: load these from a file
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application.config.colors = [4]color.Color {
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color.RGBA { R: 0x2B, G: 0x30, B: 0x3C, A: 0xFF },
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color.RGBA { R: 0x4C, G: 0x56, B: 0x6A, A: 0xFF },
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color.RGBA { R: 0x2E, G: 0x34, B: 0x40, A: 0xFF },
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color.RGBA { R: 0xA8, G: 0x55, B: 0x5D, A: 0xFF },
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application.config.colors = [8]color.Color {
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// background
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color.RGBA { R: 0, G: 0, B: 0, A: 0 },
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// foreground
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color.RGBA { R: 0xFF, G: 0xFF, B: 0xFF, A: 0xFF },
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// red
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color.RGBA { R: 0xFF, G: 0xFF, B: 0xFF, A: 0xFF },
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// orange
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color.RGBA { R: 0xFF, G: 0x80, B: 0x00, A: 0xFF },
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// yellow
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color.RGBA { R: 0xFF, G: 0xFF, B: 0x00, A: 0xFF },
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// green
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color.RGBA { R: 0x00, G: 0xFF, B: 0x00, A: 0xFF },
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// blue
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color.RGBA { R: 0x00, G: 0x00, B: 0xFF, A: 0xFF },
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// purple
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color.RGBA { R: 0x80, G: 0x00, B: 0xFF, A: 0xFF },
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}
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application.config.fontName = ""
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application.config.fontSize = 11
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@ -30,14 +30,14 @@ func (backend *Backend) updateWindowAreas (areas ...image.Rectangle) {
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backend.canvas.XPaintRects(backend.window.Id, areas...)
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}
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func (backend *Backend) drawRune (x, y int, character rune) {
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func (backend *Backend) drawRune (x, y int, character rune, runeColor stone.Color) {
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// TODO: cache these draws as non-transparent buffers with the
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// application background color as the background. that way, we won't
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// need to redraw the characters *or* composite them.
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fillRectangle (
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&image.Uniform {
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C: backend.config.Color(stone.ColorApplication),
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C: backend.config.Color(stone.ColorBackground),
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},
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backend.canvas,
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backend.boundsOfCell(x, y))
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@ -65,7 +65,7 @@ func (backend *Backend) drawRune (x, y int, character rune) {
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backend.canvas,
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destinationRectangle,
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&image.Uniform {
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C: backend.config.Color(stone.ColorForeground),
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C: backend.config.Color(runeColor),
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},
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image.Point { },
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mask,
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@ -86,7 +86,7 @@ func (backend *Backend) drawCells (forceRedraw bool) (areas []image.Rectangle) {
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if forceRedraw && content < 32 { continue }
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areas = append(areas, backend.boundsOfCell(x, y))
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backend.drawRune(x, y, content)
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backend.drawRune(x, y, content, cell.Color())
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}}
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if backend.drawBufferBounds && forceRedraw {
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@ -30,7 +30,7 @@ type Backend struct {
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face font.Face
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}
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colors [4]xgraphics.BGRA
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colors [8]xgraphics.BGRA
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metrics struct {
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windowWidth int
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@ -125,7 +125,7 @@ func (backend *Backend) reallocateCanvas () {
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backend.metrics.windowWidth,
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backend.metrics.windowHeight))
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backend.canvas.For (func (x, y int) xgraphics.BGRA {
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return backend.colors[stone.ColorApplication]
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return backend.colors[stone.ColorBackground]
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})
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backend.canvas.XSurfaceSet(backend.window.Id)
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15
buffer.go
15
buffer.go
@ -5,9 +5,13 @@ type Color uint8
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const (
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ColorBackground Color = 0x0
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ColorSelection Color = 0x1
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ColorForeground Color = 0x2
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ColorApplication Color = 0x3
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ColorForeground Color = 0x1
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ColorRed Color = 0x2
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ColorOrange Color = 0x3
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ColorYellow Color = 0x4
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ColorGreen Color = 0x5
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ColorBlue Color = 0x6
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ColorPurple Color = 0x7
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)
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// Style contains styling information about cells. These properties can be or'd
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@ -30,7 +34,7 @@ type Cell struct {
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}
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// Color returns the cell's color.
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func (cell Cell) Color (color Color) {
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func (cell Cell) Color () (color Color) {
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color = cell.color
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return
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}
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@ -81,6 +85,9 @@ func (buffer *Buffer) SetSize (width, height int) {
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buffer.width = width
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buffer.height = height
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buffer.content = make([]Cell, width * height)
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for index := 0; index < len(buffer.content); index ++ {
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buffer.content[index].color = ColorForeground
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}
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}
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// Cell returns the cell at the specified x and y coordinates. If the
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