Palettizer/src/Palette.cs

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C#
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using System.Collections.Generic;
namespace Palettizer
{
public class Palette
{
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public Dictionary<byte, Color> GrayscaleToColorMap { get; }
public Color[] GrayscaleToColor { get; }
public Dictionary<Color, byte> ColorToGrayscaleMap { get; }
public int GrayscaleCount { get; set; }
public List<byte[]> AlternateColorRows { get; }
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public int Width { get => 256; }
public int Height { get => AlternateColorRows.Count + 2; }
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public Palette()
{
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GrayscaleToColorMap = new Dictionary<byte, Color>();
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ColorToGrayscaleMap = new Dictionary<Color, byte>();
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GrayscaleCount = 0;
AlternateColorRows = new List<byte[]>();
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}
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public void AddColor(Color color)
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{
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var average = (color.R + color.G + color.B) / 3;
if (GrayscaleToColorMap.ContainsKey((byte)average))
{
var increment = 1;
for (var i = 0; i < 256 - GrayscaleCount; i += 1)
{
average += increment;
if (!GrayscaleToColorMap.ContainsKey((byte)average))
{
break;
}
increment = ((increment > 0) ? (increment + 1) : (increment - 1)) * -1;
}
}
GrayscaleToColorMap.Add((byte)average, color);
ColorToGrayscaleMap.Add(color, (byte)average);
GrayscaleCount += 1;
}
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public void AddAlternateColorRow(Color[] colors)
{
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var byteArray = new byte[256 * 4];
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for (var i = 0; i < 256; i += 1)
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{
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byteArray[i * 4] = colors[i].R;
byteArray[i * 4 + 1] = colors[i].G;
byteArray[i * 4 + 2] = colors[i].B;
byteArray[i * 4 + 3] = colors[i].A;
}
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AlternateColorRows.Add(byteArray);
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}
public byte[] CreateIndexedPaletteBitmap()
{
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var paletteBitmap = new byte[256 * (AlternateColorRows.Count + 2) * 4];
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for (var i = 0; i < 256; i += 1)
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{
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paletteBitmap[i * 4] = (byte)i;
paletteBitmap[i * 4 + 1] = (byte)i;
paletteBitmap[i * 4 + 2] = (byte)i;
paletteBitmap[i * 4 + 3] = 255;
}
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for (var i = 0; i < 256; i += 1)
{
var color = new Color();
if (GrayscaleToColorMap.ContainsKey((byte)i))
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{
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color = GrayscaleToColorMap[(byte)i];
}
paletteBitmap[(256 + i) * 4] = color.R;
paletteBitmap[(256 + i) * 4 + 1] = color.G;
paletteBitmap[(256 + i) * 4 + 2] = color.B;
paletteBitmap[(256 + i) * 4 + 3] = color.A;
}
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for (var i = 0; i < 256; i += 1)
{
for (var j = 0; j < AlternateColorRows.Count; j += 1)
{
paletteBitmap[(i + (256 * (j + 2))) * 4] = AlternateColorRows[j][i * 4];
paletteBitmap[(i + (256 * (j + 2))) * 4 + 1] = AlternateColorRows[j][i * 4 + 1];
paletteBitmap[(i + (256 * (j + 2))) * 4 + 2] = AlternateColorRows[j][i * 4 + 2];
paletteBitmap[(i + (256 * (j + 2))) * 4 + 3] = AlternateColorRows[j][i * 4 + 3];
}
}
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return paletteBitmap;
}
}
}