using System.Collections.ObjectModel;
using System.IO;
using UnityEngine;
namespace UnityEditor.U2D.Aseprite
{
///
/// Structure for an entry in the color palette.
///
public struct PaletteEntry
{
internal PaletteEntry(string name, Color32 color)
{
this.name = name;
this.color = color;
}
///
/// Name of the color.
///
public string name { get; private set; }
///
/// Color value.
///
public Color32 color { get; private set; }
}
///
/// Parsed representation of an Aseprite Palette chunk.
///
public class PaletteChunk : BaseChunk
{
public override ChunkTypes chunkType => ChunkTypes.Palette;
///
/// Number of entries in the palette.
///
public uint noOfEntries { get; private set; }
///
/// Index of the first color to change.
///
public uint firstColorIndex { get; private set; }
///
/// Index of the last color to change.
///
public uint lastColorIndex { get; private set; }
///
/// Array of palette entries.
///
public ReadOnlyCollection entries => System.Array.AsReadOnly(m_Entries);
PaletteEntry[] m_Entries;
internal PaletteChunk(uint chunkSize) : base(chunkSize) { }
protected override void InternalRead(BinaryReader reader)
{
noOfEntries = reader.ReadUInt32();
firstColorIndex = reader.ReadUInt32();
lastColorIndex = reader.ReadUInt32();
// Reserved bytes
for (var i = 0; i < 8; ++i)
reader.ReadByte();
m_Entries = new PaletteEntry[noOfEntries];
for (var i = 0; i < noOfEntries; ++i)
{
var entryFlag = reader.ReadUInt16();
var red = reader.ReadByte();
var green = reader.ReadByte();
var blue = reader.ReadByte();
var alpha = reader.ReadByte();
var color = new Color32(red, green, blue, alpha);
var name = "";
var hasName = entryFlag == 1;
if (hasName)
name = AsepriteUtilities.ReadString(reader);
m_Entries[i] = new PaletteEntry(name, color);
}
}
}
}