Changeset - 4ddfeff50454
[Not reviewed]
Tess Snider (Malkyne) - 9 years ago 2015-10-12 16:35:28
this@malkyne.org
Fixed error that was causing upward-clipped colors to not properly trigger the error-checking for that case. Also, corrected warning message for that condition.
2 files changed with 14 insertions and 14 deletions:
0 comments (0 inline, 0 general)
MainWindow.cs
Show inline comments
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@@ -479,13 +479,13 @@ public partial class MainWindow : Gtk.Wi
 
				pixelStart = (y * stride) + (x * 3);
 
				r = pixBytes[pixelStart];
 
				g = pixBytes[pixelStart + 1];
 
				b = pixBytes[pixelStart + 2];
 
				
 
				// 1.) Check if this is a dark pixel.
 
				if ((r < 0x42) && (g < 0x42) && (b <= 0x42))
 
				if ((r < 0x46) && (g < 0x46) && (b < 0x46))
 
				{
 
					// 2.) Check the pixel above it,
 
					// to see if it's from the papy texture.
 
					otherPixelStart = pixelStart - stride;
 
					if ((otherPixelStart >= 0) &&
 
					    IsPapyTexture(pixBytes[otherPixelStart++],
...
 
@@ -521,45 +521,45 @@ public partial class MainWindow : Gtk.Wi
 
							if (colorMatch)
 
							{
 
								// WE FOUND THE SWATCH!
 
								// Now we know where the color bars are.
 
								otherPixelStart = pixelStart + (redBarSpacing * stride);
 
								int pixelCount = 0;
 
								while ((Math.Abs(pixBytes[otherPixelStart] - 0xA1) < colorTolerance) &&
 
								       (Math.Abs(pixBytes[otherPixelStart + 1] - 0x04) < colorTolerance) &&
 
								       (Math.Abs(pixBytes[otherPixelStart + 2] - 0x03) < colorTolerance))
 
								while ((pixBytes[otherPixelStart] > 0x9F) &&
 
								       (pixBytes[otherPixelStart + 1] < 0x62) &&
 
								       (pixBytes[otherPixelStart + 2]  < 0x62))
 
								{
 
									pixelCount++;
 
									// pixBytes[otherPixelStart] = 0x00;
 
									// pixBytes[otherPixelStart + 1] = 0xFF;
 
									// pixBytes[otherPixelStart + 2] = 0xFF;
 
									otherPixelStart += 3;
 
								}
 
									
 
								reactedColor.Red = (byte)Math.Round((float)pixelCount * 255f / (float)colorBarWidth);
 
								otherPixelStart = pixelStart + (greenBarSpacing * stride);
 
								
 
								pixelCount = 0;		
 
								while ((Math.Abs(pixBytes[otherPixelStart] - 0x04) < colorTolerance) &&
 
								       (Math.Abs(pixBytes[otherPixelStart + 1] - 0xA1) < colorTolerance) &&
 
								       (Math.Abs(pixBytes[otherPixelStart + 2] - 0x03) < colorTolerance))
 
								while ((pixBytes[otherPixelStart] < 0x62) &&
 
								       (pixBytes[otherPixelStart + 1] > 0x9F) &&
 
								       (pixBytes[otherPixelStart + 2] < 0x62))
 
								{
 
									pixelCount++;
 
									// pixBytes[otherPixelStart] = 0x00;
 
									// pixBytes[otherPixelStart + 1] = 0xFF;
 
									// pixBytes[otherPixelStart + 2] = 0xFF;
 
									otherPixelStart += 3;
 
								}
 

 
								reactedColor.Green = (byte)Math.Round((float)pixelCount * 255f / (float)colorBarWidth);
 
								otherPixelStart = pixelStart + (blueBarSpacing * stride);
 
								
 
								pixelCount = 0;
 
								while ((Math.Abs(pixBytes[otherPixelStart] - 0x04) < colorTolerance) &&
 
								       (Math.Abs(pixBytes[otherPixelStart + 1] - 0x04) < colorTolerance) &&
 
								       (Math.Abs(pixBytes[otherPixelStart + 2] - 0xA1) < colorTolerance))
 
								while ((pixBytes[otherPixelStart] < 0x62) &&
 
									(pixBytes[otherPixelStart + 1] < 0x62) &&
 
									(pixBytes[otherPixelStart + 2] > 0x9F))
 
								{
 
									pixelCount++;
 
									// pixBytes[otherPixelStart] = 0x00;
 
									// pixBytes[otherPixelStart + 1] = 0xFF;
 
									// pixBytes[otherPixelStart + 2] = 0xFF;
 
									otherPixelStart += 3;
...
 
@@ -598,21 +598,21 @@ public partial class MainWindow : Gtk.Wi
 
			if (reactedColor.Blue == 0)
 
			{
 
				warning = warning + "\nBlue is too low.";	
 
			}
 
			if (reactedColor.Red == 255)
 
			{
 
				warning = warning + "\nRed is too low.";
 
				warning = warning + "\nRed is too high.";
 
			}
 
			if (reactedColor.Green == 255)
 
			{
 
				warning = warning + "\nGreen is too low.";	
 
				warning = warning + "\nGreen is too high.";	
 
			}
 
			if (reactedColor.Blue == 255)
 
			{
 
				warning = warning + "\nBlue is too low.";	
 
				warning = warning + "\nBlue is too high.";	
 
			}
 
			
 
			if (warning.Length != 0)
 
			{
 
				MessageDialog md = new MessageDialog(this, 
 
	            DialogFlags.DestroyWithParent,
README.md
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@@ -20,13 +20,13 @@ in the game.
 
## Directions
 

 
### Download Desert Paint Lab
 

 
You can always find the available downloads, on [the download page](https://bitbucket.org/Malkyne/desert-paint-lab/downloads).
 

 
The most recent version is [T7 Release Candidate 1](https://bitbucket.org/Malkyne/desert-paint-lab/downloads/DesertPaintLab_T7_RC1.zip).
 
The most recent version is [T7 Release Candidate 2](https://bitbucket.org/Malkyne/desert-paint-lab/downloads/DesertPaintLab_T7_RC2.zip).
 

 
This application should run under Mono on Mac, Linux, and Windows.  If you are on Windows,
 
and do not have Mono installed, you can install [GTK# for .NET](http://www.mono-project.com/download/#download-win),
 
without the need for installing Mono.
 

 
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