/**--------------------------------------------------------------------------**\ ========================== y_colours - X11 colours! ========================== Description: This holds the colour information that used to be part of the text system but which is far more useful than just for text. This now supports the full set of X11 colours, both by name and by definition. You can also define your own if you so choose (up to 32 - should be enough given that this includes the X11 colours). Legal: Version: MPL 1.1 The contents of this file are subject to the Mozilla Public License Version 1.1 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.mozilla.org/MPL/ Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License. The Original Code is the YSI colours include. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright (C) 2011 the Initial Developer. All Rights Reserved. Contributors: ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice Thanks: JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL. ZeeX - Very productive conversations. koolk - IsPlayerinAreaEx code. TheAlpha - Danish translation. breadfish - German translation. Fireburn - Dutch translation. yom - French translation. 50p - Polish translation. Zamaroht - Spanish translation. Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes for me to strive to better. Pixels^ - Running XScripters where the idea was born. Matite - Pestering me to release it and using it. Very special thanks to: Thiadmer - PAWN, whose limits continue to amaze me! Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Version: 1.0 Changelog: 06/01/14: Added embeddable versions of all colours. Cached all macros for faster compilation. Added "GT" macro for "~r~" use in SA:MP text. Split gametext colours in to a separate file. 20/02/12: Added broadcastfunc of colours. 29/11/10: Added the ability to use "X11" prefixes in strings. Added colourspace resolution for converting {FF0000} to ~r~. 25/11/10: First version. \**--------------------------------------------------------------------------**/ #if defined _INC_y_colours #endinput #endif #define _INC_y_colours #include "..\YSI_Internal\y_version" #include "..\YSI_Coding\y_stringhash" #include "..\YSI_Core\y_debug" #include "..\YSI_Coding\y_remote" #include "..\YSI_Core\y_utils" #if !defined MAX_TEXT_COLOURS #if defined MAX_TEXT_COLORS #define MAX_TEXT_COLOURS MAX_TEXT_COLORS #else #define MAX_TEXT_COLOURS (32) #endif #endif #if !defined NO_X11_COLOURS && !defined NO_X11_COLORS && !defined YSI_NO_X11 #define _YSI_USE_X11 true #else #define _YSI_USE_X11 false #endif // Note that these are VERY unsafe, they're not designed for general use! #define MK_RGB(%0,%1,%2) ((%0)<<24|(%1)<<16|(%2)<<8|0xAA) #define MK_RGBA(%0,%1,%2,%3) ((%0)<<24|(%1)<<16|(%2)<<8|(%3)) #define MK_D_RGB(%0,%1,%2) ((%0)<<24|(%1)<<16|(%2)<<8|0xAA) #define MK_D_RGBA(%0,%1,%2,%3) ((%0)<<24|(%1)<<16|(%2)<<8|(%3)) #define MK_S_RGB(%0,%1,%2) #%0#%1#%2 #define MK_S_RGBA(%0,%1,%2,%3) #%0#%1#%2 #define MK_S_DEF(%0) ((%0) >>> 8) #if _YSI_USE_X11 #include "y_colours/x11def" #endif #include "y_colours/gtdef" // Special macro for adding game text colours. #define GT(%0) GT_%0 #define GT_~%0~ "{"#AeC01e"}{"#_GT_%0"}" // This does redefine a possible colour, but with a very obscure pattern. Also // with awkward mixed case to not match "AEC01E" or "aec01e". #define AeC01e"}{"#%0"}"~h~ AeC01e"}{"#%0h"}" // Main code start. Apparently there is a copy of the hash code in y_td. #define COLOUR_NAME_HASH(%0) YHash((%0), false, hash_bernstein, (YSI_g_sCheckSpaces) ? (-1) : (strfind((%0), " "))) #define COLOR_NAME_HASH COLOUR_NAME_HASH #if !defined X11_ALLOW_SPACES #define X11_ALLOW_SPACES (false) #endif static stock YSI_g_sColours[MAX_TEXT_COLOURS][2], bool:YSI_g_sCheckSpaces = X11_ALLOW_SPACES; remotefunc void:_SetColoursCanHaveSpaces(bool:set) { YSI_g_sCheckSpaces = set; } #define SetColorsCanHaveSpaces SetColoursCanHaveSpaces stock SetColoursCanHaveSpaces(bool:set) { // Set this true/false in ALL scripts, since the text system is distributed. broadcastfunc _SetColoursCanHaveSpaces(set); //return 1; } #define SetColor SetColour stock SetColour(const name[], color) { P:3("SetColour called: \"%s\", %i", name, color); #if _YSI_USE_X11 //if (name[0] | 0x20 == 'x' && name[1] == '1' && name[2] == '1') if (!strcmp(name, "X11", true, 3)) { if (name[3] == ' ' || name[3] == '_') { SetColourHash(COLOUR_NAME_HASH(name[4]), color); } else { SetColourHash(COLOUR_NAME_HASH(name[3]), color); } } else #endif { SetColourHash(COLOUR_NAME_HASH(name), color); } } stock SetColourHash(hash, color) { broadcastfunc _SetColourHash(hash, color); } #define SetColorHash SetColourHash remotefunc void:_SetColourHash(hash, color) { P:3("SetColourHash called: %i, %i", hash, color); color &= 0xFFFFFF00; #if _YSI_USE_X11 new id = GetColourHash(hash); if (id != 0) { for (new i = 0; i != MAX_TEXT_COLOURS; ++i) { new iColor = YSI_g_sColours[i][0]; if (iColor == hash) { YSI_g_sColours[i][1] = color; return; // i; } else if (iColor == 0) { // Tried to rename an X11 colour. return; // -1; } } } #endif for (new i = 0; i != MAX_TEXT_COLOURS; ++i) { new iColor = YSI_g_sColours[i][0]; if (iColor == hash || iColor == 0) { YSI_g_sColours[i][0] = hash; YSI_g_sColours[i][1] = color; return; // i; } } return; // -1; } // This now uses REVERSE bernstein hash for switch compatibility. #define GetColor GetColour stock GetColour(const name[], alpha = 0xAA) { P:3("GetColour called: \"%s\", %i", name, alpha); //if (name[0] | 0x20 == 'x' && name[1] == '1' && name[2] == '2') #if _YSI_USE_X11 if (!strcmp(name, "X11", true, 3)) { if ((YSI_g_sCheckSpaces && name[3] == ' ') || name[3] == '_') { return GetColourHash(COLOUR_NAME_HASH(name[4]), alpha); } else { return GetColourHash(COLOUR_NAME_HASH(name[3]), alpha); } } else #endif { return GetColourHash(COLOUR_NAME_HASH(name), alpha); } } #define GetColorStream GetColourStream stock GetColourStream(const str[], &idx, alpha = 0xAA) { P:3("GetColourStream called: \"%s\", %i, %i", str, idx, alpha); // This doesn't work because the hash is backwards, not forwards. You can't // do a reverse hash incrementally. Actually you can, but not well. new pos = idx, ret = -1; #if _YSI_USE_X11 //new // bool:checkSpace = YSI_g_sCheckSpaces; if (!strcmp(str[pos], "X11", true, 3)) { pos += 3; if ((YSI_g_sCheckSpaces && str[pos] == ' ') || str[pos] == '_') { ++pos; } } ret = Colours_DoHashParse(str[pos], pos, YSI_g_sCheckSpaces); if (ret != -1) { idx = pos; return ret | alpha; } #endif // Do the incremental hash. This *should* be "idx = pos + 16;", but it // isn't as you shouldn't prefix custom colours with "X11" as they're not. new test = min(strlen(str[pos]), 16); while (test) { // This is a greedy test, and restricts custom text to 16 characters. ret = YHash(str[pos], false, hash_bernstein, test); for (new i = 0; i != MAX_TEXT_COLOURS; ++i) { new iColor = YSI_g_sColours[i][0]; if (iColor == ret) { idx = pos + test; return alpha | YSI_g_sColours[i][1]; } else if (iColor == 0) { break; } } --test; } return 0; } #define GetColorHash GetColourHash stock GetColourHash(hash, alpha = 0xAA) { P:3("GetColourHash called: %i, %i", hash, alpha); alpha &= 0xFF; // Do the REVERSE hash from YHash #pragma tabsize 4 #if _YSI_USE_X11 #include "y_colours/x11switch" #endif #pragma tabsize 4 // Do the default code here. for (new i = 0; i != MAX_TEXT_COLOURS; ++i) { new iColor = YSI_g_sColours[i][0]; if (iColor == hash) { return alpha | YSI_g_sColours[i][1]; } else if (iColor == 0) { return 0; } } return 0; } #if _YSI_USE_X11 static stock Colours_DoHashParse(const str[], &idx, bool:checkSpace) { // You can't use custom colours with the "#COLOR" format, but you can // with the "{COLOR}" format, this is to save on memory. It is in // theory possible to get it working with the hash format using an // incremental hash and compare. NOW SUPPORTED! #include "y_colours/x11parse" #pragma tabsize 4 return -1; } #endif #define _COLOUR_GT_SPACE_DEF_0(%0) SAMP_GAME_TEXT_%0 #define _COLOUR_GT_SPACE_DEF_1(%0) SAMP_GAME_TEXT_%0H #define _COLOUR_GT_SPACE_DEF_2(%0) SAMP_GAME_TEXT_%0HH #define _COLOUR_GT_SPACE_DEF_3(%0) SAMP_GAME_TEXT_%0HHH #define _COLOUR_GT_SPACE_DEF_4(%0) SAMP_GAME_TEXT_%0HHHH #define _COLOUR_GT_SPACE_DEF_5(%0) SAMP_GAME_TEXT_%0HHHHH #define _COLOUR_GT_SPACE(%0,%1) {('%0'|0x20)|(%1<<8),_COLOUR_GT_SPACE_DEF_%1(%0)>>>24,_COLOUR_GT_SPACE_DEF_%1(%0)>>16&0xFF,_COLOUR_GT_SPACE_DEF_%1(%0)>>8&0xFF} #define Colors_SAMPToGT Colours_SAMPToGT stock Colours_SAMPToGT(colour, start) { P:4("Colours_SAMPToGT called: %i", colour); // Find the closest matching game text colour to the given SA:MP colour. static const sc_aColours[][4] = { // These can't be used as you can't set text to them. You can // however use them at the start by not changing. _COLOUR_GT_SPACE(X,0), _COLOUR_GT_SPACE(X,1), _COLOUR_GT_SPACE(X,2), _COLOUR_GT_SPACE(R,0), _COLOUR_GT_SPACE(R,1), _COLOUR_GT_SPACE(R,2), _COLOUR_GT_SPACE(R,3), _COLOUR_GT_SPACE(R,4), _COLOUR_GT_SPACE(R,5), _COLOUR_GT_SPACE(G,0), _COLOUR_GT_SPACE(G,1), _COLOUR_GT_SPACE(G,2), _COLOUR_GT_SPACE(G,3), //_COLOUR_GT_SPACE(G,4), // Don't want this twice (see Y2). _COLOUR_GT_SPACE(B,0), _COLOUR_GT_SPACE(B,1), _COLOUR_GT_SPACE(B,2), _COLOUR_GT_SPACE(B,3), _COLOUR_GT_SPACE(Y,0), _COLOUR_GT_SPACE(Y,1), _COLOUR_GT_SPACE(Y,2), _COLOUR_GT_SPACE(P,0), _COLOUR_GT_SPACE(P,1), _COLOUR_GT_SPACE(P,2), _COLOUR_GT_SPACE(W,0), _COLOUR_GT_SPACE(L,0) }; new dist = cellmax, found = '\0', r = colour >> 16, g = (colour >> 8) & 0xFF, b = colour & 0xFF, tr, tg, tb, cur; for ( ; start != sizeof (sc_aColours); ++start) { tr = r - sc_aColours[start][1], tg = g - sc_aColours[start][2], tb = b - sc_aColours[start][3], cur = (tr * tr) + (tg * tg) + (tb * tb); P:6("Colours_SAMPToGT: Test %x %d", sc_aColours[start][0], cur); if (cur < dist) { P:6("Colours_SAMPToGT: Change %x %d", found, dist); // This may sometimes give odd results in fades for draw results. // Though I've not seen it happen yet. dist = cur, found = sc_aColours[start][0]; } } return found; } stock Colours_EncodeGameText(str[]) { new ret; if (str[0] == '~') { switch (str[1] | 0x20) { case 'r', 'g', 'b', 'y', 'p', 'w', 'l', 'x': { ret = str[1] | 0x20; } case 'h': { ret = 0x100 | 'x'; } default: return 0; } if (str[2] != '~') return 0; new pos = 3; while (str[pos++] == '~' && str[pos++] | 0x20 == 'h' && str[pos++] == '~') { ret += 0x100; } } return ret; }