fractorium/Source/Fractorium/FractoriumPalette.cpp
mfeemster be8e9a5e02 --User changes
Add the ability to apply operations to a selection of xforms, rather than just the current one.
 Update tool tips accordingly.

--Bug fixes
 Fix NAN in equalized weight calculation when all weights are set to 0.

--Code changes
 Clean up strange nested usage of Update([&]()) calls when changing xform color index via either the spinner or scroll bar. Made no sense.
 Make ISAAC RandBit() use RandByte() to be slightly more efficient.
 Put FillXforms() in the controller where it belongs, rather than the main window class.
 Add UpdateXform() function to the controller to handle applying operations to multiple xforms.
 Remove the word "Current" out of most xform related functions because they now operate on whatever is selected.
 Properly use Update() for various xform operations whereas before it was manually calling UpdateRender().
 Also properly use Update() in places where it was erroneously using UpdateXform() for things that did not involve xforms.
 Block signals in FillXaosTable().
 Add new file named FractoriumXformsSelect.cpp to handle new xform selection code.
2015-04-26 22:11:56 -07:00

331 lines
13 KiB
C++

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