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REXPaint .xp read/parse class
/*
Outputs a GlyphImage instance with following structure:
GlyphImage {
'layer' : [
Map(
integer: {
'char' : alt-code or glyph,
'bg' : background css hex-string,
'fg' : foreground css hex-string
}
)
],
'width' : integer,
'height' : integer,
}
Individual cell position can be calculated as follows:
x = Math.floor(key / GlyphImage.height)
y = (key % GlyphImage.height)
*/
const zlib = require('zlib')
// char-code array, slightly altered to mimic REXPaint's default charset
const cp437 = [
0x0000, 0x263A, 0x263B, 0x2665, 0x2666, 0x2663, 0x2660, 0x2022, 0x25D8, 0x25CB, 0x25D9, 0x2642, 0x2640, 0x266A, 0x266B, 0x263C,
0x25BA, 0x25C4, 0x2195, 0x203C, 0x00B6, 0x00A7, 0x25AC, 0x21A8, 0x2191, 0x2193, 0x2192, 0x2190, 0x221F, 0x2194, 0x25B2, 0x25BC,
0x0020, 0x0021, 0x0022, 0x0023, 0x0024, 0x0025, 0x0026, 0x0027, 0x0028, 0x0029, 0x002A, 0x002B, 0x002C, 0x002D, 0x002E, 0x002F,
0x0030, 0x0031, 0x0032, 0x0033, 0x0034, 0x0035, 0x0036, 0x0037, 0x0038, 0x0039, 0x003A, 0x003B, 0x003C, 0x003D, 0x003E, 0x003F,
0x0040, 0x0041, 0x0042, 0x0043, 0x0044, 0x0045, 0x0046, 0x0047, 0x0048, 0x0049, 0x004A, 0x004B, 0x004C, 0x004D, 0x004E, 0x004F,
0x0050, 0x0051, 0x0052, 0x0053, 0x0054, 0x0055, 0x0056, 0x0057, 0x0058, 0x0059, 0x005A, 0x005B, 0x005C, 0x005D, 0x005E, 0x005F,
0x0060, 0x0061, 0x0062, 0x0063, 0x0064, 0x0065, 0x0066, 0x0067, 0x0068, 0x0069, 0x006A, 0x006B, 0x006C, 0x006D, 0x006E, 0x006F,
0x0070, 0x0071, 0x0072, 0x0073, 0x0074, 0x0075, 0x0076, 0x0077, 0x0078, 0x0079, 0x007A, 0x007B, 0x00A6, 0x007D, 0x007E, 0x2302,
0x00C7, 0x00FC, 0x00E9, 0x00E2, 0x00E4, 0x00E0, 0x00E5, 0x00E7, 0x00EA, 0x00EB, 0x00E8, 0x00EF, 0x00EE, 0x00EC, 0x00C4, 0x00C5,
0x00C9, 0x00E6, 0x00C6, 0x00F4, 0x00F6, 0x00F2, 0x00FB, 0x00F9, 0x00FF, 0x00D6, 0x00DC, 0x00A2, 0x00A3, 0x00A5, 0x20A7, 0x0192,
0x00E1, 0x00ED, 0x00F3, 0x00FA, 0x00F1, 0x00D1, 0x00AA, 0x00BA, 0x00BF, 0x2310, 0x00AC, 0x00BD, 0x00BC, 0x00A1, 0x00AB, 0x00BB,
0x2591, 0x2592, 0x2593, 0x2502, 0x2524, 0x2561, 0x2562, 0x2556, 0x2555, 0x2563, 0x2551, 0x2557, 0x255D, 0x255C, 0x255B, 0x2510,
0x2514, 0x2534, 0x252C, 0x251C, 0x2500, 0x253C, 0x255E, 0x255F, 0x255A, 0x2554, 0x2569, 0x2566, 0x2560, 0x2550, 0x256C, 0x2567,
0x2568, 0x2564, 0x2565, 0x2559, 0x2558, 0x2552, 0x2553, 0x256B, 0x256A, 0x2518, 0x250C, 0x2588, 0x2584, 0x258C, 0x2590, 0x2580,
0x03B1, 0x00DF, 0x0393, 0x03C0, 0x03A3, 0x03C3, 0x00B5, 0x03C4, 0x03A6, 0x0398, 0x03A9, 0x03B4, 0x221E, 0x03C6, 0x03B5, 0x2229,
0x2261, 0x00B1, 0x2265, 0x2264, 0x2320, 0x2321, 0x00F7, 0x2248, 0x00B0, 0x2219, 0x00B7, 0x221A, 0x207F, 0x00B2, 0x25A0, 0x25A1
]
const whitespace = [0, 32] // NUL and SP symbol alt-codes
const transparentBG = ['#000000', '#ff00ff'] // black and hot-pink
function rgb2hex (r, g, b) {
return '#' + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1)
}
class GlyphImage {
constructor (deflated, toGlyph = true, ignoreTransparent = true) {
this.layer = [] //because I like layer[n] more than layers[n]
let x = 0
let y = 0
let inflated = zlib.unzipSync(deflated)
let offset = 8
let layerCount = inflated.readInt32LE(4)
this.width = inflated.readInt32LE(8) //we only need these once
this.height = inflated.readInt32LE(12)
for (let i = 0; i < layerCount; i++) {
let layerMap = new Map() //this is gonna be a map for easier access and ability to skip over keys
offset += 8 //skip over width/height, since they're pointless now
for (let c = 0, length = this.width * this.height; c < length; c++) {
let alt = inflated.readInt32LE(offset)
offset += 4
// get both color hex values
// we don't want to calculate at render
let fg = rgb2hex(
inflated[offset + 0],
inflated[offset + 1],
inflated[offset + 2]
)
let bg = rgb2hex(
inflated[offset + 3],
inflated[offset + 4],
inflated[offset + 5]
)
offset += 6
// skip transparent cells (no glyph and black or hot-pink bg)
if (ignoreTransparent)
if (whitespace.includes(alt) && transparentBG.includes(bg))
continue
let glyphData = {}
// write alt-code or char-string
if (toGlyph)
glyphData.char = String.fromCharCode(cp437[alt])
else
glyphData.char = alt
glyphData.bg = bg
glyphData.fg = fg
layerMap.set(c, glyphData)
}
this.layer.push(layerMap)
}
}
//returns a combination of layer maps, ready to be iterated over with for...of
getComposite () {
let composite = this.layer[0]
for (var i = 1; i < this.layer.length; i++)
for (let [key, value] of this.layer[i])
composite.set(key, value)
return composite
}
}
module.exports = {GlyphImage}
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