More work on EDA_COLOR_T and layers.

In particular the new mechanism for handling extended color palettes is in place,
included renaming the ini keys and saving the color name instead of its index; this means better forward compatibility with palette changes.

Since ini keys are changed, colors will be reset
This commit is contained in:
Lorenzo Marcantonio
2013-04-04 23:35:01 +02:00
parent a47d36e399
commit d12a45923b
54 changed files with 464 additions and 321 deletions
+100
View File
@@ -1451,3 +1451,103 @@ void GRBezier( EDA_RECT* ClipBox,
std::vector<wxPoint> Points = Bezier2Poly( x1, y1, x2, y2, x3, y3, x4, y4 );
GRPoly( ClipBox, DC, Points.size(), &Points[0], false, width, Color, Color );
}
EDA_COLOR_T ColorMix( EDA_COLOR_T aColor1, EDA_COLOR_T aColor2 )
{
/* Memoization storage. This could be potentially called for each
* color merge so a cache is useful (there are few colours anyway) */
static EDA_COLOR_T mix_cache[NBCOLORS][NBCOLORS];
// TODO how is alpha used? it's a mac only thing, I have no idea
aColor1 = ColorGetBase( aColor1 );
aColor2 = ColorGetBase( aColor2 );
// First easy thing: a black gives always the other colour
if( aColor1 == BLACK )
return aColor2;
if( aColor2 == BLACK)
return aColor1;
/* Now we are sure that black can't occur, so the rule is:
* BLACK means not computed yet. If we're lucky we already have
* an answer */
EDA_COLOR_T candidate = mix_cache[aColor1][aColor2];
if( candidate != BLACK )
return candidate;
// Blend the two colors (i.e. OR the RGB values)
const StructColors &c1 = g_ColorRefs[aColor1];
const StructColors &c2 = g_ColorRefs[aColor2];
// Ask the palette for the nearest color to the mix
wxColour mixed( c1.m_Red | c2.m_Red,
c1.m_Green | c2.m_Green,
c1.m_Blue | c2.m_Blue );
candidate = ColorFindNearest( mixed );
/* Here, BLACK is *not* a good answer, since it would recompute the next time.
* Even theorically its not possible (with the current rules), but
* maybe the metric will change in the future */
if( candidate == BLACK)
candidate = DARKDARKGRAY;
// Store the result in the cache. The operation is commutative, too
mix_cache[aColor1][aColor2] = candidate;
mix_cache[aColor2][aColor1] = candidate;
return candidate;
}
EDA_COLOR_T ColorByName( const wxChar *aName )
{
// look for a match in the palette itself
for( EDA_COLOR_T trying = BLACK; trying < NBCOLORS; ++trying )
{
if( 0 == wxStricmp( aName, g_ColorRefs[trying].m_Name ) )
return trying;
}
// Not found, no idea...
return UNSPECIFIED_COLOR;
}
EDA_COLOR_T ColorFindNearest( const wxColour &aColor )
{
EDA_COLOR_T candidate = BLACK;
// These are ints because we will subtract them later
int r = aColor.Red();
int g = aColor.Green();
int b = aColor.Blue();
/* Find the 'nearest' color in the palette. This is fun. There is
a gazilion of metrics for the color space and no one of the
useful one is in the RGB color space. Who cares, this is a CAD,
not a photosomething...
I hereby declare that the distance is the sum of the square of the
component difference. Think about the RGB color cube. Now get the
euclidean distance, but without the square root... for ordering
purposes it's the same, obviously. Also each component can't be
less of the target one, since I found this currently work better...
*/
int nearest_distance = 255 * 255 * 3 + 1; // Can't beat this
for( EDA_COLOR_T trying = BLACK; trying < NBCOLORS; ++trying )
{
const StructColors &c = g_ColorRefs[trying];
int distance = (r - c.m_Red) * (r - c.m_Red) +
(g - c.m_Green) * (g - c.m_Green) +
(b - c.m_Blue) * (b - c.m_Blue);
if( distance < nearest_distance && c.m_Red >= r &&
c.m_Green >= g && c.m_Blue >= b )
{
nearest_distance = distance;
candidate = trying;
}
}
return candidate;
}