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Files

screenshots into appropriate sizes and colour depths. This is all done with a nasty Perl script, because ImageMagick does not output correct .ICO format. Not sure why; it isn't _that_ hard. I intend at some point to link the resulting icons into the actual Windows puzzle binaries, but before then I have to make them prettier: most of them would benefit from being derived from a smaller crop of the puzzle screenshot instead of trying to fit the whole thing in. [originally from svn r7017]
212 lines
6.2 KiB
Prolog
Executable File
212 lines
6.2 KiB
Prolog
Executable File
#!/usr/bin/perl
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# Take nine input image files and convert them into a
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# multi-resolution Windows .ICO icon file. The nine files should
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# be, in order:
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#
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# - 48x48 icons at 24-bit, 8-bit and 4-bit colour depth respectively
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# - 32x32 icons at 24-bit, 8-bit and 4-bit colour depth respectively
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# - 16x16 icons at 24-bit, 8-bit and 4-bit colour depth respectively
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#
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# ICO files support a 1-bit alpha channel on all these image types.
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#
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# TODO: it would be nice if we could extend this icon builder to
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# support monochrome icons and a user-specified subset of the
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# available formats. None of that should be too hard: the
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# monochrome raster data has the same format as the alpha channel,
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# monochrome images have a 2-colour palette containing 000000 and
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# FFFFFF respectively, and really the biggest problem is designing
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# a sensible command-line syntax!
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%win16pal = (
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"\x00\x00\x00\x00" => 0,
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"\x00\x00\x80\x00" => 1,
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"\x00\x80\x00\x00" => 2,
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"\x00\x80\x80\x00" => 3,
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"\x80\x00\x00\x00" => 4,
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"\x80\x00\x80\x00" => 5,
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"\x80\x80\x00\x00" => 6,
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"\xC0\xC0\xC0\x00" => 7,
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"\x80\x80\x80\x00" => 8,
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"\x00\x00\xFF\x00" => 9,
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"\x00\xFF\x00\x00" => 10,
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"\x00\xFF\xFF\x00" => 11,
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"\xFF\x00\x00\x00" => 12,
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"\xFF\x00\xFF\x00" => 13,
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"\xFF\xFF\x00\x00" => 14,
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"\xFF\xFF\xFF\x00" => 15,
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);
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@win16pal = sort { $win16pal{$a} <=> $win16pal{$b} } keys %win16pal;
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@hdr = ();
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@dat = ();
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&readicon($ARGV[0], 48, 48, 24);
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&readicon($ARGV[1], 48, 48, 8);
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&readicon($ARGV[2], 48, 48, 4);
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&readicon($ARGV[3], 32, 32, 24);
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&readicon($ARGV[4], 32, 32, 8);
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&readicon($ARGV[5], 32, 32, 4);
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&readicon($ARGV[6], 16, 16, 24);
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&readicon($ARGV[7], 16, 16, 8);
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&readicon($ARGV[8], 16, 16, 4);
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# Now write out the output icon file.
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print pack "vvv", 0, 1, scalar @hdr; # file-level header
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$filepos = 6 + 16 * scalar @hdr;
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for ($i = 0; $i < scalar @hdr; $i++) {
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print $hdr[$i];
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print pack "V", $filepos;
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$filepos += length($dat[$i]);
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}
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for ($i = 0; $i < scalar @hdr; $i++) {
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print $dat[$i];
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}
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sub readicon {
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my $filename = shift @_;
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my $w = shift @_;
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my $h = shift @_;
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my $depth = shift @_;
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my $pix;
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my $i;
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my %pal;
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# Read the file in as RGBA data. We flip vertically at this
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# point, to avoid having to do it ourselves (.BMP and hence
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# .ICO are bottom-up).
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my $data = [];
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open IDATA, "convert -flip -depth 8 $filename rgba:- |";
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push @$data, $rgb while (read IDATA,$rgb,4,0) == 4;
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close IDATA;
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# Check we have the right amount of data.
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$xl = $w * $h;
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$al = scalar @$data;
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die "wrong amount of image data ($al, expected $xl) from $filename\n"
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unless $al == $xl;
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# Build the alpha channel now, so we can exclude transparent
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# pixels from the palette analysis. We replace transparent
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# pixels with undef in the data array.
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#
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# We quantise the alpha channel half way up, so that alpha of
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# 0x80 or more is taken to be fully opaque and 0x7F or less is
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# fully transparent. Nasty, but the best we can do without
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# dithering (and don't even suggest we do that!).
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my $x;
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my $y;
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my $alpha = "";
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for ($y = 0; $y < $h; $y++) {
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my $currbyte = 0, $currbits = 0;
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for ($x = 0; $x < (($w+31)|31)-31; $x++) {
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$pix = ($x < $w ? $data->[$y*$w+$x] : "\x00\x00\x00\xFF");
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my @rgba = unpack "CCCC", $pix;
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$currbyte <<= 1;
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$currbits++;
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if ($rgba[3] < 0x80) {
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if ($x < $w) {
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$data->[$y*$w+$x] = undef;
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}
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$currbyte |= 1; # MS has the alpha channel inverted :-)
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} else {
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# Might as well flip RGBA into BGR0 while we're here.
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if ($x < $w) {
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$data->[$y*$w+$x] = pack "CCCC",
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$rgba[2], $rgba[1], $rgba[0], 0;
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}
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}
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if ($currbits >= 8) {
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$alpha .= pack "C", $currbyte;
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$currbits -= 8;
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}
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}
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}
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# For an 8-bit image, check we have at most 256 distinct
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# colours, and build the palette.
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%pal = ();
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if ($depth == 8) {
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my $palindex = 0;
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foreach $pix (@$data) {
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next unless defined $pix;
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$pal{$pix} = $palindex++ unless defined $pal{$pix};
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}
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die "too many colours in 8-bit image $filename\n" unless $palindex <= 256;
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} elsif ($depth == 4) {
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%pal = %win16pal;
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}
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my $raster = "";
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if ($depth < 24) {
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# For a non-24-bit image, flatten the image into one palette
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# index per pixel.
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my $currbyte = 0, $currbits = 0;
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for ($i = 0; $i < scalar @$data; $i++) {
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$pix = $data->[$i];
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$currbyte <<= $depth;
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$currbits += $depth;
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if (defined $pix) {
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if (!defined $pal{$pix}) {
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die "illegal colour value $pix at pixel $i in $filename\n";
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}
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$currbyte |= $pal{$pix};
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} else {
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$currbyte |= 0;
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}
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if ($currbits >= 8) {
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$raster .= pack "C", $currbyte;
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$currbits -= 8;
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}
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}
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} else {
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# For a 24-bit image, reverse the order of the R,G,B values
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# and stick a padding zero on the end.
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for ($i = 0; $i < scalar @$data; $i++) {
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if (defined $data->[$i]) {
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$raster .= $data->[$i];
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} else {
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$raster .= "\x00\x00\x00\x00";
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}
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}
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$depth = 32; # and adjust this
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}
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# Prepare the icon data. First the header...
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my $data = pack "VVVvvVVVVVV",
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40, # size of bitmap info header
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$w, # icon width
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$h*2, # icon height (x2 to indicate the subsequent alpha channel)
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1, # 1 plane (common to all MS image formats)
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$depth, # bits per pixel
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0, # no compression
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length $raster, # image size
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0, 0, 0, 0; # resolution, colours used, colours important (ignored)
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# ... then the palette ...
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if ($depth <= 8) {
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my $ncols = (1 << $depth);
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my $palette = "\x00\x00\x00\x00" x $ncols;
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foreach $i (keys %pal) {
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substr($palette, $pal{$i}*4, 4) = $i;
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}
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$data .= $palette;
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}
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# ... the raster data we already had ready ...
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$data .= $raster;
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# ... and the alpha channel we already had as well.
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$data .= $alpha;
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# Prepare the header which will represent this image in the
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# icon file.
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my $header = pack "CCCCvvV",
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$w, $h, # width and height (this time the real height)
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1 << $depth, # number of colours, if less than 256
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0, # reserved
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1, # planes
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$depth, # bits per pixel
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length $data; # size of real icon data
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push @hdr, $header;
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push @dat, $data;
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}
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