#include "core/rendering/palette_manager.hpp" #include #include #include #include #include #include "core/rendering/surface.hpp" #include "core/resources/resource_cache.hpp" #include "game/defaults.hpp" #include "game/options.hpp" #include "utils/utils.hpp" // ── Conversión string ↔ PaletteSortMode ────────────────────────────────────── auto sortModeFromString(const std::string& str) -> PaletteSortMode { const std::string LOWER = toLower(str); if (LOWER == "luminance") { return PaletteSortMode::LUMINANCE; } if (LOWER == "spectrum") { return PaletteSortMode::SPECTRUM; } return PaletteSortMode::ORIGINAL; } auto sortModeToString(PaletteSortMode mode) -> std::string { switch (mode) { case PaletteSortMode::LUMINANCE: return "luminance"; case PaletteSortMode::SPECTRUM: return "spectrum"; default: return "original"; } } // ── Paleta de referencia ZX Spectrum (16 colores ARGB) ─────────────────────── namespace { // Helpers para extraer componentes RGB de un color ARGB (0xAARRGGBB) constexpr auto redOf(Uint32 c) -> int { return static_cast((c >> 16) & 0xFF); } constexpr auto greenOf(Uint32 c) -> int { return static_cast((c >> 8) & 0xFF); } constexpr auto blueOf(Uint32 c) -> int { return static_cast(c & 0xFF); } constexpr auto makeARGB(int r, int g, int b) -> Uint32 { return (0xFFU << 24) | (static_cast(r) << 16) | (static_cast(g) << 8) | static_cast(b); } // Paleta ZX Spectrum de referencia (misma que en tools/sort_palette/sort_palette.py) constexpr std::array SPECTRUM_REFERENCE = { makeARGB(0, 0, 0), makeARGB(0, 0, 0), makeARGB(0, 0, 216), makeARGB(0, 0, 255), makeARGB(216, 0, 0), makeARGB(255, 0, 0), makeARGB(216, 0, 216), makeARGB(255, 0, 255), makeARGB(0, 216, 0), makeARGB(0, 255, 0), makeARGB(0, 216, 216), makeARGB(0, 255, 255), makeARGB(216, 216, 0), makeARGB(255, 255, 0), makeARGB(216, 216, 216), makeARGB(255, 255, 255), }; // Luminancia percibida (ITU-R BT.709) auto luminance(Uint32 color) -> double { return (0.2126 * redOf(color)) + (0.7152 * greenOf(color)) + (0.0722 * blueOf(color)); } // Distancia euclídea al cuadrado en espacio RGB (no necesita sqrt para comparar) auto rgbDistanceSq(Uint32 a, Uint32 b) -> int { const int DR = redOf(a) - redOf(b); const int DG = greenOf(a) - greenOf(b); const int DB = blueOf(a) - blueOf(b); return (DR * DR) + (DG * DG) + (DB * DB); } // Cuenta los colores activos en la paleta (los que tienen alpha != 0) auto countActiveColors(const Palette& palette) -> size_t { size_t count = 0; for (const auto& c : palette) { if (c == 0) { break; } ++count; } return count; } // Ordenar por luminancia auto sortByLuminance(const Palette& palette) -> Palette { const size_t N = countActiveColors(palette); std::vector colors(palette.begin(), palette.begin() + static_cast(N)); std::ranges::sort(colors, [](Uint32 a, Uint32 b) { return luminance(a) < luminance(b); }); Palette result{}; result.fill(0); std::ranges::copy(colors, result.begin()); return result; } // Ordenar por similitud con la paleta ZX Spectrum (greedy matching) auto sortBySpectrum(const Palette& palette) -> Palette { const size_t N = countActiveColors(palette); std::vector available(palette.begin(), palette.begin() + static_cast(N)); std::vector result; result.reserve(N); // Para cada color de referencia del Spectrum, buscar el más cercano disponible const size_t REFS = std::min(N, SPECTRUM_REFERENCE.size()); for (size_t i = 0; i < REFS && !available.empty(); ++i) { const Uint32 REF = SPECTRUM_REFERENCE[i]; auto best = std::ranges::min_element(available, [REF](Uint32 a, Uint32 b) { return rgbDistanceSq(a, REF) < rgbDistanceSq(b, REF); }); result.push_back(*best); available.erase(best); } // Si quedan colores sin asignar, añadirlos al final for (const auto& c : available) { result.push_back(c); } Palette out{}; out.fill(0); std::ranges::copy(result, out.begin()); return out; } } // namespace // ── PaletteManager ─────────────────────────────────────────────────────────── PaletteManager::PaletteManager( std::vector raw_paths, const std::string& initial_name, PaletteSortMode initial_sort_mode, std::shared_ptr game_surface, std::shared_ptr border_surface, OnChangeCallback on_change) : palettes_(std::move(raw_paths)), sort_mode_(initial_sort_mode), game_surface_(std::move(game_surface)), border_surface_(std::move(border_surface)), on_change_(std::move(on_change)) { current_ = findIndex(initial_name); // Leer y aplicar paleta inicial directamente desde el archivo // (Resource::Cache aún no está disponible en este punto del ciclo de vida) const auto INITIAL_PALETTE = sortPalette(readPalFile(palettes_.at(current_)), sort_mode_); game_surface_->setPalette(INITIAL_PALETTE); border_surface_->setPalette(INITIAL_PALETTE); // Procesar la lista: conservar solo los nombres de archivo (sin ruta) processPathList(); } void PaletteManager::next() { if (++current_ == palettes_.size()) { current_ = 0; } apply(); } void PaletteManager::previous() { current_ = (current_ > 0) ? current_ - 1 : palettes_.size() - 1; apply(); } auto PaletteManager::setByName(const std::string& name) -> bool { const std::string LOWER_NAME = toLower(name + ".pal"); for (size_t i = 0; i < palettes_.size(); ++i) { if (toLower(palettes_[i]) == LOWER_NAME) { current_ = i; apply(); return true; } } return false; } auto PaletteManager::getNames() const -> std::vector { std::vector names; names.reserve(palettes_.size()); for (const auto& p : palettes_) { std::string name = p; const size_t POS = name.find(".pal"); if (POS != std::string::npos) { name.erase(POS, 4); } std::ranges::transform(name, name.begin(), ::tolower); names.push_back(std::move(name)); } return names; } auto PaletteManager::getCurrentName() const -> std::string { std::string name = palettes_.at(current_); const size_t POS = name.find(".pal"); if (POS != std::string::npos) { name.erase(POS, 4); } std::ranges::transform(name, name.begin(), ::tolower); return name; } auto PaletteManager::getPrettyName() const -> std::string { std::string name = getCurrentName(); std::ranges::replace(name, '-', ' '); return name; } void PaletteManager::nextSortMode() { sort_mode_ = static_cast((static_cast(sort_mode_) + 1) % static_cast(PaletteSortMode::COUNT)); Options::video.palette_sort = sortModeToString(sort_mode_); apply(); } void PaletteManager::setSortMode(PaletteSortMode mode) { sort_mode_ = mode; Options::video.palette_sort = sortModeToString(sort_mode_); apply(); } auto PaletteManager::getSortMode() const -> PaletteSortMode { return sort_mode_; } auto PaletteManager::getSortModeName() const -> std::string { return sortModeToString(sort_mode_); } void PaletteManager::apply() { Palette raw = Resource::Cache::get()->getPalette(palettes_.at(current_)); Palette sorted = sortPalette(raw, sort_mode_); game_surface_->loadPalette(sorted); border_surface_->loadPalette(sorted); Options::video.palette = getCurrentName(); if (on_change_) { on_change_(); } } auto PaletteManager::findIndex(const std::string& name) const -> size_t { const std::string LOWER_NAME = toLower(name + ".pal"); for (size_t i = 0; i < palettes_.size(); ++i) { if (toLower(getFileName(palettes_[i])) == LOWER_NAME) { return i; } } // Fallback: buscar la paleta por defecto const std::string DEFAULT_NAME = toLower(std::string(Defaults::Video::PALETTE_NAME) + ".pal"); for (size_t i = 0; i < palettes_.size(); ++i) { if (toLower(getFileName(palettes_[i])) == DEFAULT_NAME) { return i; } } return 0; } void PaletteManager::processPathList() { for (auto& palette : palettes_) { palette = getFileName(palette); } } auto PaletteManager::sortPalette(const Palette& palette, PaletteSortMode mode) -> Palette { switch (mode) { case PaletteSortMode::LUMINANCE: return sortByLuminance(palette); case PaletteSortMode::SPECTRUM: return sortBySpectrum(palette); default: return palette; } }