Improve auto-detection of menu colors when using very small palettes

git-svn-id: svn://pulkomandy.tk/GrafX2/trunk@1584 416bcca6-2ee7-4201-b75f-2eb2f807beb1
This commit is contained in:
Yves Rizoud 2010-08-22 16:48:19 +00:00
parent 7efbe04c6a
commit 3ed9d0d652
4 changed files with 84 additions and 25 deletions

View File

@ -1550,7 +1550,7 @@ void Open_window(word width,word height, const char * title)
Save_background(&(Window_background[Windows_open-1]), Window_pos_X, Window_pos_Y, width, height);
// Fenêtre grise
Block(Window_pos_X+(Menu_factor_X<<1),Window_pos_Y+(Menu_factor_Y<<1),(width-4)*Menu_factor_X,(height-4)*Menu_factor_Y,MC_Light);
Block(Window_pos_X+(Menu_factor_X<<1),Window_pos_Y+(Menu_factor_Y<<1),(width-4)*Menu_factor_X,(height-4)*Menu_factor_Y,MC_Window);
// -- Frame de la fenêtre ----- --- -- - -
@ -1852,7 +1852,7 @@ void Window_draw_slider(T_Scroller_button * button)
Block(Window_pos_X+(button->Pos_X*Menu_factor_X),
Window_pos_Y+(slider_position*Menu_factor_Y),
11*Menu_factor_X,button->Cursor_height*Menu_factor_Y,MC_Dark/*MC_White*/);
11*Menu_factor_X,button->Cursor_height*Menu_factor_Y,MC_OnBlack/*MC_White*/);
Update_rect(Window_pos_X+(button->Pos_X*Menu_factor_X),
Window_pos_Y+button->Pos_Y*Menu_factor_Y,

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@ -73,6 +73,12 @@ GFX2_GLOBAL byte MC_Light; ///< Index of color to use as "light grey" in the GUI
GFX2_GLOBAL byte MC_White; ///< Index of color to use as "white" in the GUI menus.
GFX2_GLOBAL byte MC_Trans; ///< Index of color to use as "transparent" while loading the GUI file.
GFX2_GLOBAL byte MC_OnBlack; ///< Index of color immediately lighter than "black" in the GUI menus.
GFX2_GLOBAL byte MC_Window; ///< Index of color to use as window background in the GUI menus.
GFX2_GLOBAL byte MC_Lighter; ///< Index of color lighter than window in the GUI menus.
GFX2_GLOBAL byte MC_Darker; ///< Index of color darker than window in the GUI menus.
// Input state
GFX2_GLOBAL word Mouse_X; ///< Current mouse cursor position.
GFX2_GLOBAL word Mouse_Y; ///< Current mouse cursor position.

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@ -2682,6 +2682,11 @@ void Set_current_skin(const char *skinfile, T_Gui_skin *gfx)
MC_Light = gfx->Color[2];
MC_White = gfx->Color[3];
MC_Trans = gfx->Color_trans;
MC_OnBlack=MC_Dark;
MC_Window=MC_Light;
MC_Lighter=MC_White;
MC_Darker=MC_Dark;
// Set menubars to point to the new data
for (i=0; i<3; i++)

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@ -2738,7 +2738,14 @@ void Remap_screen_after_menu_colors_change(void)
}
int Same_color(T_Components * palette, byte c1, byte c2)
{
if (palette[c1].R==palette[c2].R &&
palette[c1].G==palette[c2].G &&
palette[c1].B==palette[c2].B)
return 1;
return 0;
}
void Compute_optimal_menu_colors(T_Components * palette)
{
@ -2746,9 +2753,10 @@ void Compute_optimal_menu_colors(T_Components * palette)
byte l[256];
byte s[256];
byte h;
byte max_l = 0, min_l = 255;
byte low_l, hi_l;
byte delta_low = 255, delta_hi = 255;
int max_l = -1, min_l = 256;
int low_l, hi_l;
int delta_low = 999999;
int delta_high = 999999;
Old_black =MC_Black;
Old_dark = MC_Dark;
@ -2790,7 +2798,11 @@ void Compute_optimal_menu_colors(T_Components * palette)
// On cherche une couleur de transparence différente des 4 autres.
for (MC_Trans=0; ((MC_Trans==MC_Black) || (MC_Trans==MC_Dark) ||
(MC_Trans==MC_Light) || (MC_Trans==MC_White)); MC_Trans++);
// Easy case
MC_OnBlack=MC_Dark;
MC_Window=MC_Light;
MC_Lighter=MC_White;
MC_Darker=MC_Dark;
Remap_menu_sprites();
return;
}
@ -2805,50 +2817,86 @@ void Compute_optimal_menu_colors(T_Components * palette)
// Compute luminance for whole palette
// Take the darkest as black, the brightest white
for(i = 0; i < 256; i++) {
for(i = 0; i < 256; i++)
{
RGB_to_HSL(palette[i].R, palette[i].G, palette[i].B, &h, &s[i], &l[i]);
if (l[i] > max_l) {
if (l[i] > max_l)
{
max_l = l[i];
MC_White = i;
}
if (l[i] < min_l) {
}
for(i = 0; i < 256; i++)
{
if (l[i] < min_l && i!=MC_White)
{
min_l = l[i];
MC_Black = i;
}
}
// Find colors nearest to min+(max-min)/3 and min+2(max-min)/3
// Find color nearest to min+2(max-min)/3
// but at the same time we try to minimize the saturation so that the menu
// still looks grey
low_l = min_l + (max_l - min_l)/3;
hi_l = min_l + 2*(max_l - min_l)/3;
for (i = 0; i < 256; i++) {
if ( abs(l[i] - low_l) + s[i]/2 < delta_low ) {
delta_low = abs(l[i] - low_l);
MC_Dark = i;
}
if ( abs(l[i] - hi_l) + s[i]/3 < delta_hi ) {
delta_hi = abs(l[i] - hi_l);
for (i = 0; i < 256; i++)
{
if ( abs(l[i] - hi_l) + s[i]/4 < delta_high && i!=MC_White && i!=MC_Black)
{
delta_high = abs(l[i] - hi_l) + s[i]/4;
MC_Light = i;
}
}
// Target "Dark color" is halfway between Light and Black
low_l = ((int)l[MC_Light]+l[MC_Black])/2;
for (i = 0; i < 256; i++)
{
if ( abs((int)l[i] - low_l) + s[i]/4 < delta_low && i!=MC_White && i!=MC_Black && i!=MC_Light)
{
delta_low = abs((int)l[i] - low_l)+ s[i]/4;
MC_Dark = i;
}
}
//if (l[MC_Light]<l[MC_Dark])
//{
// // Not sure if that can happen, but just in case:
// SWAP_BYTES(MC_Light, MC_Dark)
//}
// Si deux des couleurs choisies ont le même index, c'est destructif car
// on fait ensuite un remap de l'image. Donc on évite ce problème (un
// peu brutalement)
// On commence par déplacer les gris, comme ça on a plus de chances de garder au moins
// le blanc et le noir
while (MC_Dark == MC_Light || MC_Dark == MC_White || MC_Black == MC_Dark) MC_Dark--;
while (MC_White == MC_Light || MC_Dark == MC_Light || MC_Black == MC_Light) MC_Light--;
while (MC_White == MC_Light || MC_Dark == MC_White || MC_Black == MC_White) MC_White--;
//while (MC_Dark == MC_Light || MC_Dark == MC_White || MC_Black == MC_Dark || Same_color(palette, MC_Dark, MC_White)) MC_Dark--;
//while (MC_White == MC_Light || MC_Dark == MC_Light || MC_Black == MC_Light || Same_color(palette, MC_Light, MC_Black)) MC_Light--;
//while (MC_White == MC_Light || MC_Dark == MC_White || MC_Black == MC_White) MC_White--;
// On cherche une couleur de transparence différente des 4 autres.
for (MC_Trans=0; ((MC_Trans==MC_Black) || (MC_Trans==MC_Dark) ||
(MC_Trans==MC_Light) || (MC_Trans==MC_White)); MC_Trans++);
if (Same_color(palette, MC_Black, MC_Dark))
MC_OnBlack=MC_Light;
else
MC_OnBlack=MC_Dark;
if (Same_color(palette, MC_White, MC_Light))
{
MC_Window=MC_Dark;
MC_Darker=MC_Black;
}
else
{
MC_Window=MC_Light;
MC_Darker=MC_Dark;
}
MC_Lighter=MC_White;
Remap_menu_sprites();
}