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
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@ -1550,7 +1550,7 @@ void Open_window(word width,word height, const char * title)
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Save_background(&(Window_background[Windows_open-1]), Window_pos_X, Window_pos_Y, width, height);
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// Fenêtre grise
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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);
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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);
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// -- Frame de la fenêtre ----- --- -- - -
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@ -1852,7 +1852,7 @@ void Window_draw_slider(T_Scroller_button * button)
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Block(Window_pos_X+(button->Pos_X*Menu_factor_X),
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Window_pos_Y+(slider_position*Menu_factor_Y),
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11*Menu_factor_X,button->Cursor_height*Menu_factor_Y,MC_Dark/*MC_White*/);
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11*Menu_factor_X,button->Cursor_height*Menu_factor_Y,MC_OnBlack/*MC_White*/);
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Update_rect(Window_pos_X+(button->Pos_X*Menu_factor_X),
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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
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GFX2_GLOBAL byte MC_White; ///< Index of color to use as "white" in the GUI menus.
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GFX2_GLOBAL byte MC_Trans; ///< Index of color to use as "transparent" while loading the GUI file.
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GFX2_GLOBAL byte MC_OnBlack; ///< Index of color immediately lighter than "black" in the GUI menus.
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GFX2_GLOBAL byte MC_Window; ///< Index of color to use as window background in the GUI menus.
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GFX2_GLOBAL byte MC_Lighter; ///< Index of color lighter than window in the GUI menus.
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GFX2_GLOBAL byte MC_Darker; ///< Index of color darker than window in the GUI menus.
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// Input state
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GFX2_GLOBAL word Mouse_X; ///< Current mouse cursor position.
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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)
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MC_Light = gfx->Color[2];
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MC_White = gfx->Color[3];
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MC_Trans = gfx->Color_trans;
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MC_OnBlack=MC_Dark;
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MC_Window=MC_Light;
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MC_Lighter=MC_White;
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MC_Darker=MC_Dark;
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// Set menubars to point to the new data
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for (i=0; i<3; i++)
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@ -2738,7 +2738,14 @@ void Remap_screen_after_menu_colors_change(void)
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}
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int Same_color(T_Components * palette, byte c1, byte c2)
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{
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if (palette[c1].R==palette[c2].R &&
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palette[c1].G==palette[c2].G &&
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palette[c1].B==palette[c2].B)
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return 1;
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return 0;
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}
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void Compute_optimal_menu_colors(T_Components * palette)
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{
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@ -2746,9 +2753,10 @@ void Compute_optimal_menu_colors(T_Components * palette)
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byte l[256];
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byte s[256];
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byte h;
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byte max_l = 0, min_l = 255;
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byte low_l, hi_l;
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byte delta_low = 255, delta_hi = 255;
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int max_l = -1, min_l = 256;
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int low_l, hi_l;
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int delta_low = 999999;
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int delta_high = 999999;
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Old_black =MC_Black;
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Old_dark = MC_Dark;
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@ -2790,7 +2798,11 @@ void Compute_optimal_menu_colors(T_Components * palette)
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// On cherche une couleur de transparence différente des 4 autres.
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for (MC_Trans=0; ((MC_Trans==MC_Black) || (MC_Trans==MC_Dark) ||
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(MC_Trans==MC_Light) || (MC_Trans==MC_White)); MC_Trans++);
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// Easy case
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MC_OnBlack=MC_Dark;
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MC_Window=MC_Light;
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MC_Lighter=MC_White;
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MC_Darker=MC_Dark;
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Remap_menu_sprites();
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return;
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}
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@ -2805,50 +2817,86 @@ void Compute_optimal_menu_colors(T_Components * palette)
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// Compute luminance for whole palette
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// Take the darkest as black, the brightest white
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for(i = 0; i < 256; i++) {
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for(i = 0; i < 256; i++)
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{
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RGB_to_HSL(palette[i].R, palette[i].G, palette[i].B, &h, &s[i], &l[i]);
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if (l[i] > max_l) {
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if (l[i] > max_l)
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{
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max_l = l[i];
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MC_White = i;
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}
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if (l[i] < min_l) {
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}
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for(i = 0; i < 256; i++)
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{
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if (l[i] < min_l && i!=MC_White)
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{
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min_l = l[i];
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MC_Black = i;
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}
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}
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// Find colors nearest to min+(max-min)/3 and min+2(max-min)/3
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// Find color nearest to min+2(max-min)/3
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// but at the same time we try to minimize the saturation so that the menu
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// still looks grey
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low_l = min_l + (max_l - min_l)/3;
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hi_l = min_l + 2*(max_l - min_l)/3;
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for (i = 0; i < 256; i++) {
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if ( abs(l[i] - low_l) + s[i]/2 < delta_low ) {
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delta_low = abs(l[i] - low_l);
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MC_Dark = i;
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}
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if ( abs(l[i] - hi_l) + s[i]/3 < delta_hi ) {
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delta_hi = abs(l[i] - hi_l);
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for (i = 0; i < 256; i++)
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{
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if ( abs(l[i] - hi_l) + s[i]/4 < delta_high && i!=MC_White && i!=MC_Black)
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{
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delta_high = abs(l[i] - hi_l) + s[i]/4;
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MC_Light = i;
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}
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}
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// Target "Dark color" is halfway between Light and Black
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low_l = ((int)l[MC_Light]+l[MC_Black])/2;
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for (i = 0; i < 256; i++)
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{
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if ( abs((int)l[i] - low_l) + s[i]/4 < delta_low && i!=MC_White && i!=MC_Black && i!=MC_Light)
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{
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delta_low = abs((int)l[i] - low_l)+ s[i]/4;
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MC_Dark = i;
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}
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}
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//if (l[MC_Light]<l[MC_Dark])
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//{
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// // Not sure if that can happen, but just in case:
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// SWAP_BYTES(MC_Light, MC_Dark)
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//}
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// Si deux des couleurs choisies ont le même index, c'est destructif car
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// on fait ensuite un remap de l'image. Donc on évite ce problème (un
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// peu brutalement)
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// On commence par déplacer les gris, comme ça on a plus de chances de garder au moins
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// le blanc et le noir
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while (MC_Dark == MC_Light || MC_Dark == MC_White || MC_Black == MC_Dark) MC_Dark--;
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while (MC_White == MC_Light || MC_Dark == MC_Light || MC_Black == MC_Light) MC_Light--;
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while (MC_White == MC_Light || MC_Dark == MC_White || MC_Black == MC_White) MC_White--;
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//while (MC_Dark == MC_Light || MC_Dark == MC_White || MC_Black == MC_Dark || Same_color(palette, MC_Dark, MC_White)) MC_Dark--;
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//while (MC_White == MC_Light || MC_Dark == MC_Light || MC_Black == MC_Light || Same_color(palette, MC_Light, MC_Black)) MC_Light--;
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//while (MC_White == MC_Light || MC_Dark == MC_White || MC_Black == MC_White) MC_White--;
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// On cherche une couleur de transparence différente des 4 autres.
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for (MC_Trans=0; ((MC_Trans==MC_Black) || (MC_Trans==MC_Dark) ||
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(MC_Trans==MC_Light) || (MC_Trans==MC_White)); MC_Trans++);
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if (Same_color(palette, MC_Black, MC_Dark))
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MC_OnBlack=MC_Light;
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else
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MC_OnBlack=MC_Dark;
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if (Same_color(palette, MC_White, MC_Light))
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{
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MC_Window=MC_Dark;
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MC_Darker=MC_Black;
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}
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else
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{
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MC_Window=MC_Light;
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MC_Darker=MC_Dark;
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}
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MC_Lighter=MC_White;
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Remap_menu_sprites();
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}
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