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https://bitbucket.org/mfeemster/fractorium.git
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291 lines
12 KiB
C++
291 lines
12 KiB
C++
#include "FractoriumPch.h"
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#include "Fractorium.h"
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#define PALETTE_CELL_HEIGHT 16
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/// <summary>
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/// Initialize the palette UI.
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/// </summary>
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void Fractorium::InitPaletteUI()
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{
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int spinHeight = 20, row = 0;
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QTableWidget* paletteTable = ui.PaletteListTable;
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QTableWidget* palettePreviewTable = ui.PalettePreviewTable;
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connect(paletteTable, SIGNAL(cellClicked(int, int)), this, SLOT(OnPaletteCellClicked(int, int)), Qt::QueuedConnection);
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connect(paletteTable, SIGNAL(cellDoubleClicked(int, int)), this, SLOT(OnPaletteCellDoubleClicked(int, int)), Qt::QueuedConnection);
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//Palette adjustment table.
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QTableWidget* table = ui.PaletteAdjustTable;
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table->horizontalHeader()->setSectionResizeMode(QHeaderView::Stretch);//Split width over all columns evenly.
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SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteHueSpin, spinHeight, -180, 180, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteSaturationSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteBrightnessSpin, spinHeight, -255, 255, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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row = 0;
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SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteContrastSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteBlurSpin, spinHeight, 0, 127, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteFrequencySpin, spinHeight, 1, 10, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 1, 1, 1);
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connect(ui.PaletteRandomSelect, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomSelectButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.PaletteRandomAdjust, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomAdjustButtonClicked(bool)), Qt::QueuedConnection);
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}
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/// <summary>
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/// Read a palette Xml file and populate the palette table with the contents.
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/// This will clear any previous contents.
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/// Called upon initialization, or controller type change.
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/// </summary>
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/// <param name="s">The full path to the palette file</param>
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/// <returns>True if successful, else false.</returns>
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template <typename T>
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bool FractoriumEmberController<T>::InitPaletteTable(const string& s)
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{
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QTableWidget* paletteTable = m_Fractorium->ui.PaletteListTable;
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QTableWidget* palettePreviewTable = m_Fractorium->ui.PalettePreviewTable;
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paletteTable->clear();
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if (m_PaletteList.Init(s))//Default to this, but add an option later.//TODO
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{
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//Preview table.
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palettePreviewTable->setRowCount(1);
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palettePreviewTable->setColumnWidth(1, 260);//256 plus small margin on each side.
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QTableWidgetItem* previewNameCol = new QTableWidgetItem("");
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palettePreviewTable->setItem(0, 0, previewNameCol);
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QTableWidgetItem* previewPaletteItem = new QTableWidgetItem();
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palettePreviewTable->setItem(0, 1, previewPaletteItem);
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//Palette list table.
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paletteTable->setRowCount(m_PaletteList.Size());
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paletteTable->setColumnWidth(1, 260);//256 plus small margin on each side.
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paletteTable->horizontalHeader()->setSectionsClickable(false);
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//Headers get removed when clearing, so must re-create here.
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QTableWidgetItem* nameHeader = new QTableWidgetItem("Name");
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QTableWidgetItem* paletteHeader = new QTableWidgetItem("Palette");
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nameHeader->setTextAlignment(Qt::AlignLeft|Qt::AlignVCenter);
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paletteHeader->setTextAlignment(Qt::AlignLeft|Qt::AlignVCenter);
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paletteTable->setHorizontalHeaderItem(0, nameHeader);
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paletteTable->setHorizontalHeaderItem(1, paletteHeader);
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//Palette list table.
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for (size_t i = 0; i < m_PaletteList.Size(); i++)
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{
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Palette<T>* p = m_PaletteList.GetPalette(i);
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vector<byte> v = p->MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);
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QTableWidgetItem* nameCol = new QTableWidgetItem(p->m_Name.c_str());
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nameCol->setToolTip(p->m_Name.c_str());
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paletteTable->setItem(i, 0, nameCol);
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QImage image(v.data(), p->Size(), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);
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QTableWidgetItem* paletteItem = new QTableWidgetItem();
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paletteItem->setData(Qt::DecorationRole, QPixmap::fromImage(image));
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paletteTable->setItem(i, 1, paletteItem);
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}
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return true;
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}
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else
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{
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vector<string> errors = m_PaletteList.ErrorReport();
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m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit);
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m_Fractorium->ShowCritical("Palette Read Error", "Could not load palette file, all images will be black. See info tab for details.");
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}
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return false;
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}
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/// <summary>
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/// Apply adjustments to the current ember's palette.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::ApplyPaletteToEmber()
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{
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int i, rot = 0;
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uint blur = m_Fractorium->m_PaletteBlurSpin->value();
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uint freq = m_Fractorium->m_PaletteFrequencySpin->value();
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double sat = double(m_Fractorium->m_PaletteSaturationSpin->value() / 100.0);
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double brightness = double(m_Fractorium->m_PaletteBrightnessSpin->value() / 255.0);
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double contrast = double(m_Fractorium->m_PaletteContrastSpin->value() > 0 ? (m_Fractorium->m_PaletteContrastSpin->value() * 2) : m_Fractorium->m_PaletteContrastSpin->value()) / 100.0;
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m_Ember.m_Hue = double(m_Fractorium->m_PaletteHueSpin->value()) / 360.0;//This is the only palette adjustment value that gets saved with the ember, so just assign it here.
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//Use the temp palette as the base and apply the adjustments gotten from the GUI and save the result in the ember palette.
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m_TempPalette.MakeAdjustedPalette(m_Ember.m_Palette, 0, m_Ember.m_Hue, sat, brightness, contrast, blur, freq);
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}
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/// <summary>
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/// Use adjusted palette to update all related GUI controls with new color values.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="palette">The palette to use</param>
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/// <param name="paletteName">Name of the palette</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateAdjustedPaletteGUI(Palette<T>& palette)
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{
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Xform<T>* xform = CurrentXform();
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QTableWidget* palettePreviewTable = m_Fractorium->ui.PalettePreviewTable;
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QTableWidgetItem* previewPaletteItem = palettePreviewTable->item(0, 1);
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QString paletteName = QString::fromStdString(m_Ember.m_Palette.m_Name);
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if (previewPaletteItem)//This can be null if the palette file was moved or corrupted.
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{
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//Use the adjusted palette to fill the preview palette control so the user can see the effects of applying the adjustements.
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vector<byte> v = palette.MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);//Make the palette repeat for PALETTE_CELL_HEIGHT rows.
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m_FinalPaletteImage = QImage(palette.Size(), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);//Create a QImage out of it.
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memcpy(m_FinalPaletteImage.scanLine(0), v.data(), v.size() * sizeof(v[0]));//Memcpy the data in.
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QPixmap pixmap = QPixmap::fromImage(m_FinalPaletteImage);//Create a QPixmap out of the QImage.
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previewPaletteItem->setData(Qt::DecorationRole, pixmap.scaled(QSize(pixmap.width(), palettePreviewTable->rowHeight(0) + 2), Qt::IgnoreAspectRatio, Qt::SmoothTransformation));//Set the pixmap on the palette tab.
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SetPaletteRefTable(&pixmap);//Set the palette ref table on the xforms | color tab.
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QTableWidgetItem* previewNameItem = palettePreviewTable->item(0, 0);
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previewNameItem->setText(paletteName);//Finally, set the name of the palette to be both the text and the tooltip.
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previewNameItem->setToolTip(paletteName);
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}
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//Update the current xform's color and reset the rendering process.
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if (xform)
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XformColorIndexChanged(xform->m_ColorX, true);
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}
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/// <summary>
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/// Apply all adjustments to the selected palette, show it
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/// and assign it to the current ember.
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/// Called when any adjustment spinner is modified.
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/// Resets the rendering process.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::PaletteAdjust()
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{
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UpdateCurrentXform([&] (Xform<T>* xform)
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{
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ApplyPaletteToEmber();
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UpdateAdjustedPaletteGUI(m_Ember.m_Palette);
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});
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}
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void Fractorium::OnPaletteAdjust(int d) { m_Controller->PaletteAdjust(); }
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/// <summary>
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/// Set the selected palette as the current one,
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/// applying any adjustments previously specified.
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/// Called when a palette cell is clicked. Unfortunately,
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/// this will get called twice on a double click when moving
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/// from one palette to another. It happens quickly so it shouldn't
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/// be too much of a problem.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="row">The table row clicked</param>
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/// <param name="col">The table col clicked</param>
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template <typename T>
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void FractoriumEmberController<T>::PaletteCellClicked(int row, int col)
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{
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Palette<T>* palette = m_PaletteList.GetPalette(row);
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QTableWidgetItem* nameItem = m_Fractorium->ui.PaletteListTable->item(row, 0);
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if (palette)
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{
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m_TempPalette = *palette;//Deep copy.
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ApplyPaletteToEmber();//Copy temp palette to ember palette and apply adjustments.
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UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Show the adjusted palette.
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}
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}
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void Fractorium::OnPaletteCellClicked(int row, int col)
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{
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if (m_PreviousPaletteRow != row)
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{
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m_Controller->PaletteCellClicked(row, col);
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m_PreviousPaletteRow = row;//Save for comparison on next click.
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}
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}
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/// <summary>
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/// Set the selected palette as the current one,
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/// resetting any adjustments previously specified.
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/// Called when a palette cell is double clicked.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="row">The table row clicked</param>
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/// <param name="col">The table col clicked</param>
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void Fractorium::OnPaletteCellDoubleClicked(int row, int col)
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{
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ResetPaletteControls();
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m_PreviousPaletteRow = -1;
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OnPaletteCellClicked(row, col);
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}
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/// <summary>
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/// Set the selected palette to a randomly selected one,
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/// applying any adjustments previously specified.
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/// Called when the Random Palette button is clicked.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="row">The current row selected</param>
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void Fractorium::OnPaletteRandomSelectButtonClicked(bool checked)
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{
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uint i = 0;
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int rowCount = ui.PaletteListTable->rowCount() - 1;
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while ((i = QTIsaac<ISAAC_SIZE, ISAAC_INT>::GlobalRand->Rand(rowCount)) == uint(m_PreviousPaletteRow));
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OnPaletteCellClicked(i, 1);
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}
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/// <summary>
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/// Apply random adjustments to the selected palette.
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/// Called when the Random Adjustment button is clicked.
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/// Resets the rendering process.
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/// </summary>
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void Fractorium::OnPaletteRandomAdjustButtonClicked(bool checked)
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{
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QTIsaac<ISAAC_SIZE, ISAAC_INT>* gRand = QTIsaac<ISAAC_SIZE, ISAAC_INT>::GlobalRand.get();
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m_PaletteHueSpin->setValue(-180 + gRand->Rand(361));
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m_PaletteSaturationSpin->setValue(-50 + gRand->Rand(101));//Full range of these leads to bad palettes, so clamp range.
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m_PaletteBrightnessSpin->setValue(-50 + gRand->Rand(101));
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m_PaletteContrastSpin->setValue(-50 + gRand->Rand(101));
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//Doing frequency and blur together gives bad palettes that are just a solid color.
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if (gRand->RandBit())
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{
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m_PaletteBlurSpin->setValue(gRand->Rand(21));
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m_PaletteFrequencySpin->setValue(1);
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}
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else
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{
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m_PaletteBlurSpin->setValue(0);
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m_PaletteFrequencySpin->setValue(1 + gRand->Rand(10));
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}
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OnPaletteAdjust(0);
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}
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/// <summary>
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/// Reset the palette controls.
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/// Usually in response to a palette cell double click.
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/// </summary>
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void Fractorium::ResetPaletteControls()
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{
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m_PaletteHueSpin->SetValueStealth(0);
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m_PaletteSaturationSpin->SetValueStealth(0);
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m_PaletteBrightnessSpin->SetValueStealth(0);
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m_PaletteContrastSpin->SetValueStealth(0);
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m_PaletteBlurSpin->SetValueStealth(0);
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m_PaletteFrequencySpin->SetValueStealth(1);
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}
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template class FractoriumEmberController<float>;
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#ifdef DO_DOUBLE
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template class FractoriumEmberController<double>;
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#endif
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