SAPI: Accept either ARGB8 table or ColorString to specify colors

This commit is contained in:
kwolekr 2015-05-16 12:26:57 -04:00
parent 8f9af57314
commit fb36c471d7
5 changed files with 77 additions and 54 deletions

@ -1607,6 +1607,16 @@ To specify the value of the alpha channel, append `#AA` to the end of the color
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
value must (always) be two hexadecimal digits. value must (always) be two hexadecimal digits.
`ColorSpec`
-----------
A ColorSpec specifies a 32-bit color. It can be written in either:
table form, each element ranging from 0..255 (a, if absent, defaults to 255):
`colorspec = {a=255, r=0, g=255, b=0}`
numerical form, the raw integer value of an ARGB8 quad:
`colorspec = 0xFF00FF00`
or string form, a ColorString (defined above):
`colorspec = "green"`
Vector helpers Vector helpers
-------------- --------------
@ -2481,7 +2491,7 @@ This is basically a reference to a C++ `ServerActiveObject`
* `name`: `"breath"` or `"health"` * `name`: `"breath"` or `"health"`
* `hud_definition`: definition to replace builtin definition * `hud_definition`: definition to replace builtin definition
* `set_sky(bgcolor, type, {texture names})` * `set_sky(bgcolor, type, {texture names})`
* `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white * `bgcolor`: ColorSpec, defaults to white
* Available types: * Available types:
* `"regular"`: Uses 0 textures, `bgcolor` ignored * `"regular"`: Uses 0 textures, `bgcolor` ignored
* `"skybox"`: Uses 6 textures, `bgcolor` used * `"skybox"`: Uses 6 textures, `bgcolor` used
@ -2507,13 +2517,13 @@ This is basically a reference to a C++ `ServerActiveObject`
* `get_nametag_attributes()` * `get_nametag_attributes()`
* returns a table with the attributes of the nametag of the player * returns a table with the attributes of the nametag of the player
* { * {
color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 } color = {a=0..255, r=0..255, g=0..255, b=0..255},
} }
* `set_nametag_attributes(attributes)` * `set_nametag_attributes(attributes)`
* sets the attributes of the nametag of the player * sets the attributes of the nametag of the player
* `attributes`: * `attributes`:
{ {
color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 } color = ColorSpec,
} }
### `InvRef` ### `InvRef`
@ -3023,7 +3033,7 @@ Definition tables
^ List can be shortened to needed length ]] ^ List can be shortened to needed length ]]
alpha = 255, alpha = 255,
use_texture_alpha = false, -- Use texture's alpha channel use_texture_alpha = false, -- Use texture's alpha channel
post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
paramtype = "none", -- See "Nodes" --[[ paramtype = "none", -- See "Nodes" --[[
^ paramtype = "light" allows light to propagate from or through the node with light value ^ paramtype = "light" allows light to propagate from or through the node with light value
^ falling by 1 per node. This line is essential for a light source node to spread its light. ]] ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]

@ -162,18 +162,13 @@ void read_object_properties(lua_State *L, int index,
lua_pop(L, 1); lua_pop(L, 1);
lua_getfield(L, -1, "colors"); lua_getfield(L, -1, "colors");
if(lua_istable(L, -1)){ if (lua_istable(L, -1)) {
prop->colors.clear();
int table = lua_gettop(L); int table = lua_gettop(L);
lua_pushnil(L); prop->colors.clear();
while(lua_next(L, table) != 0){ for (lua_pushnil(L); lua_next(L, table); lua_pop(L, 1)) {
// key at index -2 and value at index -1 video::SColor color(255, 255, 255, 255);
if(lua_isstring(L, -1)) read_color(L, -1, &color);
prop->colors.push_back(readARGB8(L, -1)); prop->colors.push_back(color);
else
prop->colors.push_back(video::SColor(255, 255, 255, 255));
// removes value, keeps key for next iteration
lua_pop(L, 1);
} }
} }
lua_pop(L, 1); lua_pop(L, 1);
@ -357,8 +352,7 @@ ContentFeatures read_content_features(lua_State *L, int index)
/* Other stuff */ /* Other stuff */
lua_getfield(L, index, "post_effect_color"); lua_getfield(L, index, "post_effect_color");
if(!lua_isnil(L, -1)) read_color(L, -1, &f.post_effect_color);
f.post_effect_color = readARGB8(L, -1);
lua_pop(L, 1); lua_pop(L, 1);
f.param_type = (ContentParamType)getenumfield(L, index, "paramtype", f.param_type = (ContentParamType)getenumfield(L, index, "paramtype",

@ -23,35 +23,23 @@ extern "C" {
} }
#include "util/numeric.h" #include "util/numeric.h"
#include "util/string.h"
#include "common/c_converter.h" #include "common/c_converter.h"
#include "constants.h" #include "constants.h"
#define CHECK_TYPE(index, name, type) do { \ #define CHECK_TYPE(index, name, type) do { \
int t = lua_type(L, (index)); \ int t = lua_type(L, (index)); \
if (t != (type)) { \ if (t != (type)) { \
throw LuaError(std::string("Invalid ") + (name) + \ throw LuaError(std::string("Invalid ") + (name) + \
" (expected " + lua_typename(L, (type)) + \ " (expected " + lua_typename(L, (type)) + \
" got " + lua_typename(L, t) + ")."); \ " got " + lua_typename(L, t) + ")."); \
} \ } \
} while(0) } while(0)
#define CHECK_POS_COORD(name) CHECK_TYPE(-1, "position coordinate '" name "'", LUA_TNUMBER) #define CHECK_POS_COORD(name) CHECK_TYPE(-1, "position coordinate '" name "'", LUA_TNUMBER)
#define CHECK_POS_TAB(index) CHECK_TYPE(index, "position", LUA_TTABLE) #define CHECK_POS_TAB(index) CHECK_TYPE(index, "position", LUA_TTABLE)
void push_ARGB8(lua_State *L, video::SColor color)
{
lua_newtable(L);
lua_pushnumber(L, color.getAlpha());
lua_setfield(L, -2, "a");
lua_pushnumber(L, color.getRed());
lua_setfield(L, -2, "r");
lua_pushnumber(L, color.getGreen());
lua_setfield(L, -2, "g");
lua_pushnumber(L, color.getBlue());
lua_setfield(L, -2, "b");
}
void push_v3f(lua_State *L, v3f p) void push_v3f(lua_State *L, v3f p)
{ {
lua_newtable(L); lua_newtable(L);
@ -176,6 +164,19 @@ v3f check_v3f(lua_State *L, int index)
return pos; return pos;
} }
void push_ARGB8(lua_State *L, video::SColor color)
{
lua_newtable(L);
lua_pushnumber(L, color.getAlpha());
lua_setfield(L, -2, "a");
lua_pushnumber(L, color.getRed());
lua_setfield(L, -2, "r");
lua_pushnumber(L, color.getGreen());
lua_setfield(L, -2, "g");
lua_pushnumber(L, color.getBlue());
lua_setfield(L, -2, "b");
}
void pushFloatPos(lua_State *L, v3f p) void pushFloatPos(lua_State *L, v3f p)
{ {
p /= BS; p /= BS;
@ -212,13 +213,31 @@ v3s16 check_v3s16(lua_State *L, int index)
return floatToInt(pf, 1.0); return floatToInt(pf, 1.0);
} }
video::SColor readARGB8(lua_State *L, int index) bool read_color(lua_State *L, int index, video::SColor *color)
{
if (lua_istable(L, index)) {
*color = read_ARGB8(L, index);
} else if (lua_isnumber(L, index)) {
color->set(lua_tonumber(L, index));
} else if (lua_isstring(L, index)) {
video::SColor parsed_color;
if (!parseColorString(lua_tostring(L, index), parsed_color, true))
return false;
*color = parsed_color;
} else {
return false;
}
return true;
}
video::SColor read_ARGB8(lua_State *L, int index)
{ {
video::SColor color(0); video::SColor color(0);
CHECK_TYPE(index, "ARGB color", LUA_TTABLE); CHECK_TYPE(index, "ARGB color", LUA_TTABLE);
lua_getfield(L, index, "a"); lua_getfield(L, index, "a");
if(lua_isnumber(L, -1)) color.setAlpha(lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 0xFF);
color.setAlpha(lua_tonumber(L, -1));
lua_pop(L, 1); lua_pop(L, 1);
lua_getfield(L, index, "r"); lua_getfield(L, index, "r");
color.setRed(lua_tonumber(L, -1)); color.setRed(lua_tonumber(L, -1));

@ -76,7 +76,6 @@ void setfloatfield(lua_State *L, int table,
void setboolfield(lua_State *L, int table, void setboolfield(lua_State *L, int table,
const char *fieldname, bool value); const char *fieldname, bool value);
v3f checkFloatPos (lua_State *L, int index); v3f checkFloatPos (lua_State *L, int index);
v2f check_v2f (lua_State *L, int index); v2f check_v2f (lua_State *L, int index);
v2s16 check_v2s16 (lua_State *L, int index); v2s16 check_v2s16 (lua_State *L, int index);
@ -87,7 +86,10 @@ v3f read_v3f (lua_State *L, int index);
v2f read_v2f (lua_State *L, int index); v2f read_v2f (lua_State *L, int index);
v2s16 read_v2s16 (lua_State *L, int index); v2s16 read_v2s16 (lua_State *L, int index);
v2s32 read_v2s32 (lua_State *L, int index); v2s32 read_v2s32 (lua_State *L, int index);
video::SColor readARGB8 (lua_State *L, int index); video::SColor read_ARGB8 (lua_State *L, int index);
bool read_color (lua_State *L, int index,
video::SColor *color);
aabb3f read_aabb3f (lua_State *L, int index, f32 scale); aabb3f read_aabb3f (lua_State *L, int index, f32 scale);
v3s16 read_v3s16 (lua_State *L, int index); v3s16 read_v3s16 (lua_State *L, int index);
std::vector<aabb3f> read_aabb3f_vector (lua_State *L, int index, f32 scale); std::vector<aabb3f> read_aabb3f_vector (lua_State *L, int index, f32 scale);
@ -100,11 +102,8 @@ void pushFloatPos (lua_State *L, v3f p);
void push_v3f (lua_State *L, v3f p); void push_v3f (lua_State *L, v3f p);
void push_v2f (lua_State *L, v2f p); void push_v2f (lua_State *L, v2f p);
void warn_if_field_exists(lua_State *L, int table,
const char *fieldname,
void warn_if_field_exists (lua_State *L, const std::string &message);
int table,
const char *fieldname,
const std::string &message);
#endif /* C_CONVERTER_H_ */ #endif /* C_CONVERTER_H_ */

@ -1222,8 +1222,7 @@ int ObjectRef::l_set_sky(lua_State *L)
return 0; return 0;
video::SColor bgcolor(255,255,255,255); video::SColor bgcolor(255,255,255,255);
if (!lua_isnil(L, 2)) read_color(L, 2, &bgcolor);
bgcolor = readARGB8(L, 2);
std::string type = luaL_checkstring(L, 3); std::string type = luaL_checkstring(L, 3);
@ -1283,11 +1282,13 @@ int ObjectRef::l_set_nametag_attributes(lua_State *L)
if (playersao == NULL) if (playersao == NULL)
return 0; return 0;
video::SColor color = playersao->getNametagColor();
lua_getfield(L, 2, "color"); lua_getfield(L, 2, "color");
if (!lua_isnil(L, -1)) if (!lua_isnil(L, -1)) {
color = readARGB8(L, -1); video::SColor color = playersao->getNametagColor();
playersao->setNametagColor(color); if (!read_color(L, -1, &color))
return 0;
playersao->setNametagColor(color);
}
lua_pushboolean(L, true); lua_pushboolean(L, true);
return 1; return 1;