-- mod-version:3
--[[
base64 -- v1.5.3 public domain Lua base64 encoder/decoder
no warranty implied; use at your own risk
Needs bit32.extract function. If not present it's implemented using BitOp
or Lua 5.3 native bit operators. For Lua 5.1 fallbacks to pure Lua
implementation inspired by Rici Lake's post:
http://ricilake.blogspot.co.uk/2007/10/iterating-bits-in-lua.html
author: Ilya Kolbin (iskolbin@gmail.com)
url: github.com/iskolbin/lbase64
COMPATIBILITY
Lua 5.1+, LuaJIT
LICENSE
See end of file for license information.
--]]
-- This utility has been altered to remove unused functionality
--[[
------------------------------------------------------------------------------
License for the base64 utility
------------------------------------------------------------------------------
MIT License
Copyright (c) 2018 Ilya Kolbin
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
--]]
local base64 = {}
local extract = function( v, from, width )
return ( v >> from ) & ((1 << width) - 1)
end
function base64.makeencoder( s62, s63, spad )
local encoder = {}
for b64code, char in pairs{[0]='A','B','C','D','E','F','G','H','I','J',
'K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y',
'Z','a','b','c','d','e','f','g','h','i','j','k','l','m','n',
'o','p','q','r','s','t','u','v','w','x','y','z','0','1','2',
'3','4','5','6','7','8','9',s62 or '+',s63 or'/',spad or'='} do
encoder[b64code] = char:byte()
end
return encoder
end
local DEFAULT_ENCODER = base64.makeencoder()
local char, concat = string.char, table.concat
function base64.encode( str, encoder, usecaching )
encoder = encoder or DEFAULT_ENCODER
local t, k, n = {}, 1, #str
local lastn = n % 3
local cache = {}
for i = 1, n-lastn, 3 do
local a, b, c = str:byte( i, i+2 )
local v = a*0x10000 + b*0x100 + c
local s
if usecaching then
s = cache[v]
if not s then
s = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[extract(v,6,6)], encoder[extract(v,0,6)])
cache[v] = s
end
else
s = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[extract(v,6,6)], encoder[extract(v,0,6)])
end
t[k] = s
k = k + 1
end
if lastn == 2 then
local a, b = str:byte( n-1, n )
local v = a*0x10000 + b*0x100
t[k] = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[extract(v,6,6)], encoder[64])
elseif lastn == 1 then
local v = str:byte( n )*0x10000
t[k] = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[64], encoder[64])
end
return concat( t )
end
--------------------------------------------------------------------------------
local core = require "core"
local common = require "core.common"
local keymap = require "core.keymap"
local command = require "core.command"
local style = require "core.style"
-- TODO: what about the vertical location of text? (svg uses the baseline)
-- TODO: add the overrides only when screenshotting to avoid overhead
-- TODO: complete the font table
local start_screenshot = false
local screenshotting = false
local draw_data = {}
local known_fonts = {}
local known_colors = {}
local current_clip = ""
local known_clips = {}
local function is_color(t)
if type(t) ~= "table" then return false end
if #t ~=4 then return false end
for i=1,4 do
if type(t[i]) ~= "number" then return false end
end
return true
end
local function get_color(color)
return "rgba(" .. table.concat(color, ",") .. ")"
end
local function get_fill_color(color)
if known_colors[color] then
return "var(--lxl_".. known_colors[color] .. ")"
end
local fill_color = get_color(color)
-- Try to find a known color with the same values
for k, v in pairs(known_colors) do
if get_color(k) == fill_color then
-- Save the color with the name of the found color
known_colors[color] = v
return get_fill_color(k)
end
end
-- Try to find the color with a different opacity
local opaque_color = {table.unpack(color)}
opaque_color[4] = 255
local opaque_fill_color = get_color(opaque_color)
for k, _ in pairs(known_colors) do
if get_color(k) == opaque_fill_color then
-- Hacky way to reuse the defined color with a custom opacity
return get_fill_color(k) .. '" opacity="' .. color[4]/255
end
end
-- Logging warning next frame to avoid drawing it in the screenshot
core.add_thread(function()
core.warn("Unknown color: %s", common.serialize(color))
end)
return fill_color
end
local old_begin_frame = renderer.begin_frame
function renderer.begin_frame(...)
if start_screenshot then
start_screenshot = false
screenshotting = true
known_fonts = {}
current_clip = ""
known_clips = {}
-- `shape-rendering="crispEdges"` is needed to avoid antialisaing issues like
-- spaces between rects
-- `font-variant-ligatures: none;` is needed because we don't support ligatures,
-- so the svg shouldn't too
table.insert(draw_data, string.format([[
"))
core.command_view:enter("Choose a name", {
validate = function(text) return #text > 0 end,
submit = function(name)
-- Add extension if needed
name = string.gsub(name, "%.[sS][vV][gG]", "") .. ".svg"
local fp = assert( io.open(name, "wb") )
fp:write(table.concat(draw_data, "\n"))
fp:close()
end
})
end
return res
end
-- Used by our renderer to round coordinates
local function rect_to_grid(x, y, w, h)
local x1, y1, x2, y2 = math.floor(x + .5), math.floor(y + .5),
math.floor(x + w + .5), math.floor(y + h + .5)
return x1, y1, x2 - x1, y2 - y1
end
local old_draw_rect = renderer.draw_rect
function renderer.draw_rect(x, y, width, height, color, ...)
if screenshotting then
local _x, _y, _w, _h = rect_to_grid(x, y, width, height)
local fill_color = get_fill_color(color)
table.insert(draw_data,
string.format([[]],
_x, _y, _w, _h, fill_color))
end
return old_draw_rect(x, y, width, height, color, ...)
end
local function get_font_style(font)
local path = font:get_path()
-- Only consider the first font in a fontgroup
if type(path) == "table" then path = path[1] end
local fp = assert( io.open(path, "rb") )
local font_content = fp:read("a")
fp:close()
local name, extension = string.match(common.basename(path), "(.*)%.(.-)$")
local encoded_font = base64.encode(font_content)
-- TODO: We need a table of extensions -> mime-type
-- For now we just assume TrueType
return name, string.format([[
]], name, extension, encoded_font, "truetype")
end
local old_draw_text = renderer.draw_text
function renderer.draw_text(font, text, x, y, color, ...)
if screenshotting then
local font_path = font:get_path()
-- Only consider the first font in a fontgroup
if type(font_path) == "table" then font_path = font_path[1] end
if not known_fonts[font_path] then
local name, encoded_font = get_font_style(font)
known_fonts[font_path] = name
-- FIXME: We might want to keep all of those and add them all at the start,
-- before concatenating the draw_data
table.insert(draw_data, encoded_font)
end
local fill_color = get_fill_color(color)
-- Split at spaces, because multiple spaces get removed by svg renderers
for s, e in string.gmatch(text, "()%S+()") do
local partial_text = string.sub(text, s, e - 1)
partial_text = partial_text:gsub("%]%]>", "]]]]>") -- escape eventual CDATA end token in the text
partial_text = partial_text:gsub("%]", "]]>]
]=], x + offset, math.floor(y + font:get_height() * 0.8), known_fonts[font_path],
math.floor(font:get_size()), fill_color, partial_text))
end
end
return old_draw_text(font, text, x, y, color, ...)
end
local old_set_clip_rect = renderer.set_clip_rect
function renderer.set_clip_rect(x, y, width, height, ...)
if screenshotting then
local _x, _y, _w, _h = rect_to_grid(x, y, width, height)
current_clip = string.format("%d_%d_%d_%d", _x, _y, _w, _h)
-- Close last clip
table.insert(draw_data, "")
-- Ideally we don't need this, but just use the `
]], current_clip, _x, _y, _w, _h))
end
-- table.insert(draw_data, string.format([[
--
-- ]], _x, _y, _w, _h, -_w))
table.insert(draw_data, string.format([[
]], current_clip))
end
return old_set_clip_rect(x, y, width, height, ...)
end
command.add(nil, {
["screenshot:svg-screenshot"] = function()
start_screenshot = true
end
})
keymap.add({
["ctrl+f12"] = "screenshot:svg-screenshot"
})