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Old 12-17-2008, 05:30 AM   #31
ToukoAozaki
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Quote:
Originally Posted by Szythe
Please add some functionality for ease of coloring Lightnings. They use some weird 0. <= color <= 1. scale for coloring. And I think the alpha might be reversed.
btw, I love this script.

It can be achieved very easily. Each color components range from 0 to 255; just divide the value by 255.0, and you simply get a range from 0 to 1. If the alpha component is reversed, then simply use 1.0 - value/255.0. Vex can add support of it to simplify work, anyway.

Collapse JASS:
method toString takes nothing returns string
       return "0x"+i2cc[.alpha]+i2cc[.red]+i2cc[.green]+i2cc[.blue]
endmethod

Vex, what about this? This would be useful for debugging purposes.
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Old 02-04-2009, 09:38 PM   #32
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Updaterish, edit distance = 15
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Old 03-24-2009, 01:49 PM   #33
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I've added a new feature, ARGB.fromString() which returns ARGB created by a hex string. Can be used for converting AARRGGBB (c|AARRGGBB|r) into ARGB.

Thanks to grim001 for helping me with optimizing the code, and commenting it.

Collapse JASS:
library ARGB initializer init
//******************************************************************************
//*
//* ARGB
//* ====
//*  For your color needs.
//*  
//*  An ARGB object is a by-value struct, this means that assigning copies the
//* contents of the struct and that you don't have to use .destroy(), the
//* downside is that you cannot assign its members (can't do set c.r= 123 )
//*
//*  This library should have plenty of uses, for example, if your spell involves
//* some unit recoloring you can allow users to input the color in the config
//* section as 0xAARRGGBB and you can then use this to decode that stuff.
//*
//* You can also easily merge two colors and make fading effects using ARGB.mix
//*
//* There's ARGB.fromPlayer which gets an ARGB object containing the player's
//* color. Then you can use the previous utilities on it.
//*
//* The .str() instance method can recolor a string, and the recolorUnit method
//* will apply the ARGB on a unit
//*
//* For other uses, you can use the .red, .green, .blue and .alpha members to get
//* an ARGB object's color value (from 0 to 255).
//*
//* As an addition, you can now use ARGB.fromString(), to create an ARGB
//* from a string, like "AARRGGBB"
//*
//********************************************************************************

//=================================================================================
globals
    private string array i2cc
endglobals

//this double naming stuff is beginning to make me insane, if only TriggerEvaluate() wasn't so slow...
struct ARGB extends array
    static method create takes integer a, integer r, integer g, integer b returns ARGB
        return ARGB(b + g*0x100 + r*0x10000 + a*0x1000000)
    endmethod
    
    static method fromString takes string s returns ARGB
     local string fix = StringCase(s, true)
     local integer z = 0
     local integer x
     local integer y
     local string hexchar = "0123456789ABCDEF"
     local string sub
     local integer m = 0x1000000
     local integer sum = 0
        loop
            exitwhen z == 4
            set x = 0
            set y = 0
            set sub = SubString(SubString(fix, (z*2), (z*2)+2), 0, 1)
            loop
                exitwhen x == 15 or SubString(hexchar, x, x+1) == sub
                set x = x+1
            endloop
            set sub = SubString(SubString(fix, (z*2), (z*2)+2), 1, 2)
            loop
                exitwhen y == 15 or SubString(hexchar, y, y+1) == sub
                set y = y+1
            endloop
            set sum = sum + (x * 16 + y) * m
            set m = m / 0x100
            set z = z+1
        endloop
      return ARGB(sum)
    endmethod

    static method fromPlayer takes player p returns ARGB
     local playercolor pc=GetPlayerColor(p)
        if(pc==PLAYER_COLOR_RED) then
            return 0xFFFF0303
        elseif(pc==PLAYER_COLOR_BLUE) then
            return 0xFF0042FF
        elseif(pc==PLAYER_COLOR_CYAN) then
            return 0xFF1CB619
        elseif(pc==PLAYER_COLOR_PURPLE) then
            return 0xFF540081
        elseif(pc==PLAYER_COLOR_YELLOW) then
            return 0xFFFFFF01
        elseif(pc==PLAYER_COLOR_ORANGE) then
            return 0xFFFE8A0E
        elseif(pc==PLAYER_COLOR_GREEN) then
            return 0xFF20C000
        elseif(pc==PLAYER_COLOR_PINK) then
            return 0xFFE55BB0
        elseif(pc==PLAYER_COLOR_LIGHT_GRAY) then
            return 0xFF959697
        elseif(pc==PLAYER_COLOR_LIGHT_BLUE) then
            return 0xFF7EBFF1
        elseif(pc==PLAYER_COLOR_AQUA) then
            return 0xFF106246
        elseif(pc==PLAYER_COLOR_BROWN) then
            return 0xFF4E2A04
        endif
        
      return 0xFF111111
    endmethod

    method operator alpha takes nothing returns integer
        if( integer(this) <0) then
            return 0x80+(-(-integer(this)+0x80000000))/0x1000000
        else
            return (integer(this))/0x1000000
        endif
    endmethod


    method operator red takes nothing returns integer
     local integer c=integer(this)*0x100
        if(c<0) then
            return 0x80+(-(-c+0x80000000))/0x1000000
        else
            return c/0x1000000
        endif
    endmethod

    method operator green takes nothing returns integer
     local integer c=integer(this)*0x10000
        if(c<0) then
            return 0x80+(-(-c+0x80000000))/0x1000000
        else
            return c/0x1000000
        endif
    endmethod

    method operator blue takes nothing returns integer
     local integer c=integer(this)*0x1000000
        if(c<0) then
            return 0x80+(-(-c+0x80000000))/0x1000000
        else
            return c/0x1000000
        endif

    endmethod

    //====================================================================
    // Mixes two colors, s would be a number 0<=s<=1 that determines
    // the weight given to color c2.
    //
    //  mix(c1,c2,0)   = c1
    //  mix(c1,c2,1)   = c2
    //  mix(c1,c2,0.5) = Mixing the colors c1 and c2 in equal proportions.
    //
    static method mix takes ARGB c1, ARGB c2, real s returns ARGB
      //widest function ever
      return ARGB( R2I(c2.blue*s+c1.blue*(1-s)+0.5) + R2I(c2.green*s+c1.green*(1-s)+0.5)*0x100 + R2I(c2.red*s+c1.red*(1-s)+0.5)*0x10000 + R2I(c2.alpha*s+c1.alpha*(1-s)+0.5)*0x1000000)
    endmethod

    method str takes string s returns string
       return "|c"+i2cc[.alpha]+i2cc[.red]+i2cc[.green]+i2cc[.blue]+s+"|r"
    endmethod

    method recolorUnit takes unit u returns nothing
     local integer a
     local integer r
     local integer g
     local integer b
     local integer col=integer(this)
       if (col<0) then
           set col=-(-col+0x80000000)
           set a=0x80+col/0x1000000
           set col=col-(a-0x80)*0x1000000
       else
           set a=col/0x1000000
           set col=col-a*0x1000000
       endif
       set r=col/0x10000
       set col=col-r*0x10000
       set g=col/0x100
       set b=col-g*0x100
       call SetUnitVertexColor(u,r,g,b,a)
    endmethod

endstruct

private function init takes nothing returns nothing
 local integer i=0

    // Don't run textmacros you don't own!
    //! textmacro ARGB_CHAR takes int, chr
        set i=0
        loop
            exitwhen i==16
            set i2cc[$int$*16+i]="$chr$"+i2cc[$int$*16+i]
            set i2cc[i*16+$int$]=i2cc[i*16+$int$]+"$chr$"
            set i=i+1
        endloop
    //! endtextmacro
    //! runtextmacro ARGB_CHAR( "0","0")
    //! runtextmacro ARGB_CHAR( "1","1")
    //! runtextmacro ARGB_CHAR( "2","2")
    //! runtextmacro ARGB_CHAR( "3","3")
    //! runtextmacro ARGB_CHAR( "4","4")
    //! runtextmacro ARGB_CHAR( "5","5")
    //! runtextmacro ARGB_CHAR( "6","6")
    //! runtextmacro ARGB_CHAR( "7","7")
    //! runtextmacro ARGB_CHAR( "8","8")
    //! runtextmacro ARGB_CHAR( "9","9")
    //! runtextmacro ARGB_CHAR("10","A")
    //! runtextmacro ARGB_CHAR("11","B")
    //! runtextmacro ARGB_CHAR("12","C")
    //! runtextmacro ARGB_CHAR("13","D")
    //! runtextmacro ARGB_CHAR("14","E")
    //! runtextmacro ARGB_CHAR("15","F")
endfunction

endlibrary

Last edited by Multiply : 03-24-2009 at 01:50 PM.
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Old 04-12-2009, 06:22 AM   #34
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updated to v1.1

Edit: Multiply, will take a look at it later.
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Old 07-21-2009, 01:41 PM   #35
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Unfortunately I still don't understand how this works.

For example, I don't understand what is the real s parameter in the .mix method.

Also, it would be nice if you add a recolorImage method. Pleeeeaaase? I would do it myself, but I kinda get lost in your code, so I might screw something up. SetImageColor is basically the same as SetUnitVertexColor anyway.

And if the "who the hell uses images?" question is coming up, the answer is: "I DO !!!".

EDIT: Is it just this or is there something more to it?

Collapse JASS:
method recolorImage takes image i returns nothing
     local integer a
     local integer r
     local integer g
     local integer b
     local integer col=integer(this)

       if (col<0) then
           set col=-(-col+0x80000000)
           set a=0x80+col/0x1000000
           set col=col-(a-0x80)*0x1000000
       else
           set a=col/0x1000000
           set col=col-a*0x1000000
       endif
       set r=col/0x10000
       set col=col-r*0x10000
       set g=col/0x100
       set b=col-g*0x100
       call SetImageColor(i,r,g,b,a)
    endmethod

Last edited by Silvenon : 07-21-2009 at 02:57 PM.
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Old 07-21-2009, 02:53 PM   #36
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s is the mix factor, obviously, if it's 0.5 then the two colours will be mixed equally, else one will be stronger than the other, if it's 0.0 or 1.0 then then the colours will not mix, but instead it will just pick one of them.
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Old 09-07-2009, 03:32 PM   #37
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the color CYAN returns is wrong. the blue value is off (19 instead of 91?)
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Old 09-07-2009, 04:59 PM   #38
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Could anyone suggest a more accurate RGB for cyan? I'll change it afterwards.
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Old 09-07-2009, 05:15 PM   #39
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I always use 0, 255, 255 for all of my Cyan needs.
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Old 09-07-2009, 05:59 PM   #40
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Quote:
Originally Posted by Rising_Dusk
I always use 0, 255, 255 for all of my Cyan needs.
That's technically a legitimate cyan, but the player color seems more along the lines of 0, 230, 185. I have a system in one my maps using 27, 229, 184 which seems to be just about perfect.
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Old 09-07-2009, 09:32 PM   #41
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You can directly take it from a blizzard map.
When you open the map 'worm war', you'll find this:

Collapse JASS:

function InitColor takes nothing returns nothing
    local integer nIndex = 0
    set udg_ColorRed[nIndex] = 255
    set udg_ColorGreen[nIndex] = 0
    set udg_ColorBlue[nIndex] = 0
    set udg_ColorString[nIndex] = "|cffff0000"    //red

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 0
    set udg_ColorGreen[nIndex] = 0
    set udg_ColorBlue[nIndex] = 255
    set udg_ColorString[nIndex] = "|cff0000ff"    //blue

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 0
    set udg_ColorGreen[nIndex] = 245
    set udg_ColorBlue[nIndex] = 255
    set udg_ColorString[nIndex] = "|cff00f5ff"    //Teal

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 85
    set udg_ColorGreen[nIndex] = 26
    set udg_ColorBlue[nIndex] = 139
    set udg_ColorString[nIndex] = "|cff551A8B"    //Purple

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 255
    set udg_ColorGreen[nIndex] = 255
    set udg_ColorBlue[nIndex] = 0
    set udg_ColorString[nIndex] = "|cffffff00"    //Yellow

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 248
    set udg_ColorGreen[nIndex] = 154
    set udg_ColorBlue[nIndex] = 0
    set udg_ColorString[nIndex] = "|cffEE9A00"    //Orange

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 0
    set udg_ColorGreen[nIndex] = 255
    set udg_ColorBlue[nIndex] = 0
    set udg_ColorString[nIndex] = "|cff00CD00"    //Green

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 255
    set udg_ColorGreen[nIndex] = 105
    set udg_ColorBlue[nIndex] = 180
    set udg_ColorString[nIndex] = "|cffFF69B4"    //Pink

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 192
    set udg_ColorGreen[nIndex] = 192
    set udg_ColorBlue[nIndex] = 192
    set udg_ColorString[nIndex] = "|cffC0C0C0"    //Gray

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 176
    set udg_ColorGreen[nIndex] = 226
    set udg_ColorBlue[nIndex] = 255
    set udg_ColorString[nIndex] = "|cffB0E2FF"    //Light Blue

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 0
    set udg_ColorGreen[nIndex] = 100
    set udg_ColorBlue[nIndex] = 0
    set udg_ColorString[nIndex] = "|cff006400"    //Dark Green

    set nIndex = nIndex + 1
    set udg_ColorRed[nIndex] = 139
    set udg_ColorGreen[nIndex] = 69
    set udg_ColorBlue[nIndex] = 19
    set udg_ColorString[nIndex] = "|cff8B4513"    //Brown
endfunction

function ResetPlayerNameColor takes boolean bColored returns nothing
    local integer nIndex = 0
    loop
        exitwhen nIndex >= udg_PLAYERNUM

        if ( bColored ) then
            call SetPlayerName( Player(nIndex), GetColoredPlayerName( nIndex) )
        else
            call SetPlayerName( Player(nIndex), GetPlayerName(Player(nIndex)) )
        endif
        
        set nIndex = nIndex + 1
    endloop
endfunction

function GetColoredString takes integer nPlayerIndex, string str returns string
    return udg_ColorString[GetPlayerColorIndex(nPlayerIndex)] + str + "|r"
endfunction

function GetColoredPlayerName takes integer nPlayerIndex returns string
    return GetColoredString( nPlayerIndex, GetPlayerName(Player(nPlayerIndex)) )
endfunction

And these are the correct values.
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Old 09-07-2009, 11:19 PM   #42
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Quote:
Originally Posted by Mr.Malte
You can directly take it from a blizzard map.
Blizzard...does not always do things perfectly.

Those colors are way off, by the way, at least compared to the player chat text. Just plug the teal color it uses into a map, and talk as teal while displaying the teal from that list. It's far too bright and blue.
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Old 09-08-2009, 12:11 AM   #43
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I didn't know that ARGB aimed to correspond to the team colors in WC3 in the first place. I thought it was just "cyan" and other colors and stuff.
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Old 09-08-2009, 03:46 AM   #44
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Quote:
Originally Posted by uberfoop
Blizzard...does not always do things perfectly.

Those colors are way off, by the way, at least compared to the player chat text. Just plug the teal color it uses into a map, and talk as teal while displaying the teal from that list. It's far too bright and blue.
blizzard maps are not really blizzard maps, after all...
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Old 09-08-2009, 09:49 AM   #45
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The cyan playrcolour still needs a fix, it's not even approximately cyan at the moment, it's green.
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