Files
golsky/cmd/theme.go
2025-11-13 21:30:44 +01:00

190 lines
4.1 KiB
Go

package cmd
import (
"fmt"
"image/color"
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// Color definitions. ColLife could be black or white depending on theme
const (
ColLife = iota
ColDead
ColOld
ColAge1
ColAge2
ColAge3
ColAge4
ColGrid
)
// A Theme defines how the grid and the cells are colored. We define
// the colors and the actual tile images here, so that they are
// readily available from play.go
type Theme struct {
Tiles map[int]*ebiten.Image
GridTiles map[int]*ebiten.Image
Colors map[int]color.RGBA
Name string
ShowGrid bool
}
type ThemeDef struct {
life, dead, grid, old, age1, age2, age3, age4 string
}
var THEMES = map[string]ThemeDef{
"standard": {
life: "e15f0b",
dead: "5a5a5a",
old: "ff1e1e",
grid: "808080",
age3: "6c6059",
age2: "735f52",
age1: "7b5e4b",
age4: "635d59",
},
"dark": {
life: "c8c8c8",
dead: "000000",
old: "ff1e1e",
grid: "808080",
age1: "522600",
age2: "422300",
age3: "2b1b00",
age4: "191100",
},
"light": {
life: "000000",
dead: "c8c8c8",
old: "ff1e1e",
grid: "808080",
age1: "ffc361",
age2: "ffd38c",
age3: "ffe3b5",
age4: "fff0e0",
},
}
// create a new theme
func NewTheme(def ThemeDef, cellsize int, name string) Theme {
theme := Theme{
Name: name,
Colors: map[int]color.RGBA{
ColLife: HexColor2RGBA(def.life),
ColDead: HexColor2RGBA(def.dead),
ColGrid: HexColor2RGBA(def.grid),
ColAge1: HexColor2RGBA(def.age1),
ColAge2: HexColor2RGBA(def.age2),
ColAge3: HexColor2RGBA(def.age3),
ColAge4: HexColor2RGBA(def.age4),
ColOld: HexColor2RGBA(def.old),
},
}
theme.Tiles = make(map[int]*ebiten.Image, 6)
theme.GridTiles = make(map[int]*ebiten.Image, 6)
for cid, col := range theme.Colors {
theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.Tiles[cid], cellsize, col, 0)
theme.GridTiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.GridTiles[cid], cellsize, col, 1)
}
return theme
}
// return the tile image for the requested color type. panic if
// unknown type is being used, which is ok, since the code is the only
// user anyway
func (theme *Theme) Tile(col int) *ebiten.Image {
if theme.ShowGrid {
return theme.GridTiles[col]
}
return theme.Tiles[col]
}
func (theme *Theme) Color(col int) color.RGBA {
return theme.Colors[col]
}
func (theme *Theme) SetGrid(showgrid bool) {
theme.ShowGrid = showgrid
}
type ThemeManager struct {
Theme string
Themes map[string]Theme
}
// Manager is used to easily switch themes from cli or menu
func NewThemeManager(initial string, cellsize int) ThemeManager {
manager := ThemeManager{
Theme: initial,
}
manager.Themes = make(map[string]Theme, len(THEMES))
for name, def := range THEMES {
manager.Themes[name] = NewTheme(def, cellsize, name)
}
return manager
}
func (manager *ThemeManager) GetCurrentTheme() Theme {
return manager.Themes[manager.Theme]
}
func (manager *ThemeManager) GetCurrentThemeName() string {
return manager.Theme
}
func (manager *ThemeManager) SetCurrentTheme(theme string) {
if Exists(manager.Themes, theme) {
manager.Theme = theme
}
}
// Fill a cell with the given color.
//
// We do not draw the cell at 0,0 of it's position but at 1,1. This
// creates a top and lef transparent. By using a different background
// for the whole grid we can then decide wether to show grid lines or
// not.
//
// If no gridlines are selected the background will just be filled
// with the DEAD color. However, IF we are to show the gridlines, we
// fill it with a lighter color. The transparent edges of all tiles
// then create the grid.
//
// So we don't draw a grid, we just left a grid behind, which saves us
// from a lot of drawing operations.
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA, x int) {
vector.DrawFilledRect(
tile,
float32(x),
float32(x),
float32(cellsize),
float32(cellsize),
col, false,
)
}
func HexColor2RGBA(hex string) color.RGBA {
var r, g, b uint8
_, err := fmt.Sscanf(hex, "%02x%02x%02x", &r, &g, &b)
if err != nil {
log.Fatalf("failed to parse hex color: %s", err)
}
return color.RGBA{r, g, b, 255}
}