#ifndef YAZE_APP_GFX_PALETTE_H #define YAZE_APP_GFX_PALETTE_H #include #include #include #include #include #include "absl/status/status.h" #include "absl/status/statusor.h" #include "app/core/constants.h" #include "app/gfx/snes_color.h" #include "imgui/imgui.h" #include "snes_color.h" namespace yaze { namespace gfx { constexpr int kNumPalettes = 14; enum PaletteCategory { kSword, kShield, kClothes, kWorldColors, kAreaColors, kGlobalSprites, kSpritesAux1, kSpritesAux2, kSpritesAux3, kDungeons, kWorldMap, kDungeonMap, kTriforce, kCrystal }; static constexpr absl::string_view kPaletteCategoryNames[] = { "Sword", "Shield", "Clothes", "World Colors", "Area Colors", "Global Sprites", "Sprites Aux1", "Sprites Aux2", "Sprites Aux3", "Dungeons", "World Map", "Dungeon Map", "Triforce", "Crystal"}; static constexpr absl::string_view kPaletteGroupNames[] = { "swords", "shields", "armors", "ow_main", "ow_aux", "global_sprites", "sprites_aux1", "sprites_aux2", "sprites_aux3", "dungeon_main", "ow_mini_map", "ow_mini_map", "3d_object", "3d_object"}; constexpr const char *kPaletteGroupAddressesKeys[] = { "ow_main", "ow_aux", "ow_animated", "hud", "global_sprites", "armors", "swords", "shields", "sprites_aux1", "sprites_aux2", "sprites_aux3", "dungeon_main", "grass", "3d_object", "ow_mini_map", }; constexpr int kOverworldPaletteMain = 0xDE6C8; constexpr int kOverworldPaletteAux = 0xDE86C; constexpr int kOverworldPaletteAnimated = 0xDE604; constexpr int kGlobalSpritesLW = 0xDD218; constexpr int kGlobalSpritePalettesDW = 0xDD290; /** < Green, Blue, Red, Bunny, Electrocuted (15 colors each) */ constexpr int kArmorPalettes = 0xDD308; constexpr int kSpritesPalettesAux1 = 0xDD39E; // 7 colors each constexpr int kSpritesPalettesAux2 = 0xDD446; // 7 colors each constexpr int kSpritesPalettesAux3 = 0xDD4E0; // 7 colors each constexpr int kSwordPalettes = 0xDD630; // 3 colors each - 4 entries constexpr int kShieldPalettes = 0xDD648; // 4 colors each - 3 entries constexpr int kHudPalettes = 0xDD660; constexpr int kDungeonMapPalettes = 0xDD70A; // 21 colors // (15*6) colors each - 20 entries constexpr int kDungeonMainPalettes = 0xDD734; constexpr int kDungeonMapBgPalettes = 0xDE544; // 16*6 // Mirrored Value at 0x75645 : 0x75625 constexpr int kHardcodedGrassLW = 0x5FEA9; constexpr int kHardcodedGrassDW = 0x05FEB3; // 0x7564F constexpr int kHardcodedGrassSpecial = 0x75640; constexpr int kOverworldMiniMapPalettes = 0x55B27; constexpr int kTriforcePalette = 0x64425; constexpr int kCrystalPalette = 0xF4CD3; /** < 2 bytes for each overworld area (320) */ constexpr int CustomAreaSpecificBGPalette = 0x140000; constexpr int CustomAreaSpecificBGASM = 0x140150; // 1 byte, not 0 if enabled constexpr int kCustomAreaSpecificBGEnabled = 0x140140; uint32_t GetPaletteAddress(const std::string &group_name, size_t palette_index, size_t color_index); /** * @brief Represents a palette of colors for the Super Nintendo Entertainment * System (SNES). * * The `SnesPalette` class provides functionality to create, modify, and access * colors in an SNES palette. It supports various constructors to initialize the * palette with different types of data. The palette can be modified by adding * or changing colors, and it can be cleared to remove all colors. Colors in the * palette can be accessed using index-based access or through the `GetColor` * method. The class also provides a method to create a sub-palette by selecting * a range of colors from the original palette. */ class SnesPalette { public: template explicit SnesPalette(const std::vector &data) { for (const auto &item : data) { colors.emplace_back(SnesColor(item)); } } SnesPalette() = default; explicit SnesPalette(char *snesPal); explicit SnesPalette(const unsigned char *snes_pal); explicit SnesPalette(const std::vector &); explicit SnesPalette(const std::vector &); explicit SnesPalette(const std::vector &); void Create(const std::vector &cols) { for (const auto &each : cols) { colors.emplace_back(each); } } void Create(std::ranges::range auto &&cols) { std::copy(cols.begin(), cols.end(), std::back_inserter(colors)); } void AddColor(const SnesColor &color) { colors.emplace_back(color); } void AddColor(const snes_color &color) { colors.emplace_back(color); } void AddColor(uint16_t color) { colors.emplace_back(color); } absl::StatusOr GetColor(int i) const { if (i > colors.size()) { return absl::InvalidArgumentError("SnesPalette: Index out of bounds"); } return colors[i]; } auto mutable_color(int i) { return &colors[i]; } void clear() { colors.clear(); } auto size() const { return colors.size(); } auto empty() const { return colors.empty(); } SnesColor &operator[](int i) { if (i > colors.size()) { std::cout << "SNESPalette: Index out of bounds" << std::endl; return colors[0]; } return colors[i]; } void operator()(int i, const SnesColor &color) { if (i >= colors.size()) { std::cout << "SNESPalette: Index out of bounds" << std::endl; } colors[i] = color; } void operator()(int i, const ImVec4 &color) { if (i >= colors.size()) { std::cout << "SNESPalette: Index out of bounds" << std::endl; return; } colors[i].set_rgb(color); colors[i].set_modified(true); } SnesPalette sub_palette(int start, int end) const { SnesPalette pal; for (int i = start; i < end; i++) { pal.AddColor(colors[i]); } return pal; } private: std::vector colors; /**< The colors in the palette. */ }; SnesPalette ReadPaletteFromRom(int offset, int num_colors, const uint8_t *rom); std::array ToFloatArray(const SnesColor &color); /** * @brief Represents a group of palettes. * * Supports adding palettes and colors, clearing the group, and accessing * palettes and colors by index. */ struct PaletteGroup { PaletteGroup() = default; PaletteGroup(const std::string &name) : name_(name) {} void AddPalette(SnesPalette pal) { palettes.emplace_back(pal); } void AddColor(SnesColor color) { if (palettes.empty()) { palettes.emplace_back(); } palettes[0].AddColor(color); } void clear() { palettes.clear(); } auto name() const { return name_; } auto size() const { return palettes.size(); } auto palette(int i) const { return palettes[i]; } auto mutable_palette(int i) { return &palettes[i]; } SnesPalette operator[](int i) { if (i > palettes.size()) { std::cout << "PaletteGroup: Index out of bounds" << std::endl; return palettes[0]; } return palettes[i]; } const SnesPalette &operator[](int i) const { if (i > palettes.size()) { std::cout << "PaletteGroup: Index out of bounds" << std::endl; return palettes[0]; } return palettes[i]; } private: std::string name_; std::vector palettes; }; /** * @brief Represents a mapping of palette groups. * * Originally, this was an actual std::unordered_map but since the palette * groups supported never change, it was changed to a struct with a method to * get the group by name. */ struct PaletteGroupMap { PaletteGroup overworld_main = {kPaletteGroupAddressesKeys[0]}; PaletteGroup overworld_aux = {kPaletteGroupAddressesKeys[1]}; PaletteGroup overworld_animated = {kPaletteGroupAddressesKeys[2]}; PaletteGroup hud = {kPaletteGroupAddressesKeys[3]}; PaletteGroup global_sprites = {kPaletteGroupAddressesKeys[4]}; PaletteGroup armors = {kPaletteGroupAddressesKeys[5]}; PaletteGroup swords = {kPaletteGroupAddressesKeys[6]}; PaletteGroup shields = {kPaletteGroupAddressesKeys[7]}; PaletteGroup sprites_aux1 = {kPaletteGroupAddressesKeys[8]}; PaletteGroup sprites_aux2 = {kPaletteGroupAddressesKeys[9]}; PaletteGroup sprites_aux3 = {kPaletteGroupAddressesKeys[10]}; PaletteGroup dungeon_main = {kPaletteGroupAddressesKeys[11]}; PaletteGroup grass = {kPaletteGroupAddressesKeys[12]}; PaletteGroup object_3d = {kPaletteGroupAddressesKeys[13]}; PaletteGroup overworld_mini_map = {kPaletteGroupAddressesKeys[14]}; auto get_group(const std::string &group_name) { if (group_name == "ow_main") { return &overworld_main; } else if (group_name == "ow_aux") { return &overworld_aux; } else if (group_name == "ow_animated") { return &overworld_animated; } else if (group_name == "hud") { return &hud; } else if (group_name == "global_sprites") { return &global_sprites; } else if (group_name == "armors") { return &armors; } else if (group_name == "swords") { return &swords; } else if (group_name == "shields") { return &shields; } else if (group_name == "sprites_aux1") { return &sprites_aux1; } else if (group_name == "sprites_aux2") { return &sprites_aux2; } else if (group_name == "sprites_aux3") { return &sprites_aux3; } else if (group_name == "dungeon_main") { return &dungeon_main; } else if (group_name == "grass") { return &grass; } else if (group_name == "3d_object") { return &object_3d; } else if (group_name == "ow_mini_map") { return &overworld_mini_map; } else { throw std::out_of_range("PaletteGroupMap: Group not found"); } } template absl::Status for_each(Func &&func) { RETURN_IF_ERROR(func(overworld_aux)); RETURN_IF_ERROR(func(overworld_animated)); RETURN_IF_ERROR(func(hud)); RETURN_IF_ERROR(func(global_sprites)); RETURN_IF_ERROR(func(armors)); RETURN_IF_ERROR(func(swords)); RETURN_IF_ERROR(func(shields)); RETURN_IF_ERROR(func(sprites_aux1)); RETURN_IF_ERROR(func(sprites_aux2)); RETURN_IF_ERROR(func(sprites_aux3)); RETURN_IF_ERROR(func(dungeon_main)); RETURN_IF_ERROR(func(grass)); RETURN_IF_ERROR(func(object_3d)); RETURN_IF_ERROR(func(overworld_mini_map)); return absl::OkStatus(); } void clear() { overworld_main.clear(); overworld_aux.clear(); overworld_animated.clear(); hud.clear(); global_sprites.clear(); armors.clear(); swords.clear(); shields.clear(); sprites_aux1.clear(); sprites_aux2.clear(); sprites_aux3.clear(); dungeon_main.clear(); grass.clear(); object_3d.clear(); overworld_mini_map.clear(); } bool empty() { return overworld_main.size() == 0 && overworld_aux.size() == 0 && overworld_animated.size() == 0 && hud.size() == 0 && global_sprites.size() == 0 && armors.size() == 0 && swords.size() == 0 && shields.size() == 0 && sprites_aux1.size() == 0 && sprites_aux2.size() == 0 && sprites_aux3.size() == 0 && dungeon_main.size() == 0 && grass.size() == 0 && object_3d.size() == 0 && overworld_mini_map.size() == 0; } }; absl::StatusOr CreatePaletteGroupFromColFile( std::vector &colors); /** * @brief Take a SNESPalette, divide it into palettes of 8 colors */ absl::StatusOr CreatePaletteGroupFromLargePalette( SnesPalette &palette, int num_colors = 8); /** * @brief Loads all the palettes for the game. * * This function loads all the palettes for the game, including overworld, * HUD, armor, swords, shields, sprites, dungeon, grass, and 3D object * palettes. It also adds the loaded palettes to their respective palette * groups. * */ absl::Status LoadAllPalettes(const std::vector &rom_data, PaletteGroupMap &groups); /** * @brief Represents a set of palettes used in a SNES graphics system. */ struct Paletteset { /** * @brief Default constructor for Paletteset. */ Paletteset() = default; /** * @brief Constructor for Paletteset. * @param main The main palette. * @param animated The animated palette. * @param aux1 The first auxiliary palette. * @param aux2 The second auxiliary palette. * @param background The background color. * @param hud The HUD palette. * @param spr The sprite palette. * @param spr2 The second sprite palette. * @param comp The composite palette. */ Paletteset(gfx::SnesPalette main, gfx::SnesPalette animated, gfx::SnesPalette aux1, gfx::SnesPalette aux2, gfx::SnesColor background, gfx::SnesPalette hud, gfx::SnesPalette spr, gfx::SnesPalette spr2, gfx::SnesPalette comp) : main_(main), animated(animated), aux1(aux1), aux2(aux2), background(background), hud(hud), spr(spr), spr2(spr2), composite(comp) {} gfx::SnesPalette main_; /**< The main palette. */ gfx::SnesPalette animated; /**< The animated palette. */ gfx::SnesPalette aux1; /**< The first auxiliary palette. */ gfx::SnesPalette aux2; /**< The second auxiliary palette. */ gfx::SnesColor background; /**< The background color. */ gfx::SnesPalette hud; /**< The HUD palette. */ gfx::SnesPalette spr; /**< The sprite palette. */ gfx::SnesPalette spr2; /**< The second sprite palette. */ gfx::SnesPalette composite; /**< The composite palette. */ }; /** * @brief Shared graphical context across editors. */ class GfxContext { protected: // Palettesets for the tile16 individual tiles static std::unordered_map palettesets_; }; } // namespace gfx } // namespace yaze #endif // YAZE_APP_GFX_PALETTE_H