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|
if not modules then modules = { } end modules ['attr-ini'] = {
version = 1.001,
comment = "companion to attr-ini.tex",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- this module is being reconstructed
local type = type
local format, gmatch = string.format, string.gmatch
local concat = table.concat
local texsprint = tex.sprint
local ctxcatcodes = tex.ctxcatcodes
-- todo: document this
-- nb: attributes: color etc is much slower than normal (marks + literals) but ...
-- nb. too many "0 g"s
nodes = nodes or { }
states = states or { }
shipouts = shipouts or { }
-- We can distinguish between rules and glyphs but it's not worth the trouble. A
-- first implementation did that and while it saves a bit for glyphs and rules, it
-- costs more resourses for transparencies. So why bother.
-- namespace for all those features / plural becomes singular
-- i will do the resource stuff later, when we have an interface to pdf (ok, i can
-- fake it with tokens but it will take some coding
--
-- colors
--
-- we can also collapse the two attributes: n, n+1, n+2 and then
-- at the tex end add 0, 1, 2, but this is not faster and less
-- flexible (since sometimes we freeze color attribute values at
-- the lua end of the game
--
-- we also need to store the colorvalues because we need then in mp
--
-- This is a compromis between speed and simplicity. We used to store the
-- values and data in one array, which made in neccessary to store the
-- converters that need node constructor into strings and evaluate them
-- at runtime (after reading from storage). Think of:
--
-- colors.strings = colors.strings or { }
--
-- if environment.initex then
-- colors.strings[color] = "return colors." .. colorspace .. "(" .. concat({...},",") .. ")"
-- end
--
-- storage.register("colors/data", colors.strings, "colors.data") -- evaluated
--
-- We assume that only processcolors are defined in the format.
colors = colors or { }
colors.data = colors.data or { }
colors.values = colors.values or { }
colors.registered = colors.registered or { }
colors.enabled = true
colors.weightgray = true
colors.attribute = 0
colors.selector = 0
colors.default = 1
colors.main = nil
colors.triggering = true
storage.register("colors/values", colors.values, "colors.values")
storage.register("colors/registered", colors.registered, "colors.registered")
local templates = {
rgb = "r:%s:%s:%s",
cmyk = "c:%s:%s:%s:%s",
gray = "s:%s",
spot = "p:%s:%s:%s:%s"
}
local models = {
all = 1,
gray = 2,
rgb = 3,
cmyk = 4,
}
colors.model = "all"
local data = colors.data
local values = colors.values
local registered = colors.registered
local numbers = attributes.numbers
local list = attributes.list
local min = math.min
local max = math.max
local nodeinjections = backends.nodeinjections
local codeinjections = backends.codeinjections
local registrations = backends.registrations
local function rgbtocmyk(r,g,b) -- we could reduce
return 1-r, 1-g, 1-b, 0
end
local function cmyktorgb(c,m,y,k)
return 1.0 - min(1.0,c+k), 1.0 - min(1.0,m+k), 1.0 - min(1.0,y+k)
end
local function rgbtogray(r,g,b)
if colors.weightgray then
return .30*r+.59*g+.11*b
else
return r/3+g/3+b/3
end
end
local function cmyktogray(c,m,y,k)
return rgbtogray(cmyktorgb(c,m,y,k))
end
colors.rgbtocmyk = rgbtocmyk
colors.rgbtogray = rgbtogray
colors.cmyktorgb = cmyktorgb
colors.cmyktogray = cmyktogray
-- we can share some *data by using s, rgb and cmyk hashes, but
-- normally the amount of colors is not that large; storing the
-- components costs a bit of extra runtime, but we expect to gain
-- some back because we have them at hand; the number indicates the
-- default color space
function colors.gray(s)
return { 2, s, s, s, s, 0, 0, 0, 1-s }
end
function colors.rgb(r,g,b)
local s = rgbtogray(r,g,b)
local c, m, y, k = rgbtocmyk(r,g,b)
return { 3, s, r, g, b, c, m, y, k }
end
function colors.cmyk(c,m,y,k)
local s = cmyktogray(c,m,y,k)
local r, g, b = cmyktorgb(c,m,y,k)
return { 4, s, r, g, b, c, m, y, k }
end
--~ function colors.spot(parent,f,d,p)
--~ return { 5, .5, .5, .5, .5, 0, 0, 0, .5, parent, f, d, p }
--~ end
function colors.spot(parent,f,d,p)
if type(p) == "number" then
local n = list[numbers.color][parent] -- hard coded ref to color number
if n then
local v = values[n]
if v then
-- the via cmyk hack is dirty, but it scales better
local c, m, y, k = p*v[6], p*v[7], p*v[8], p*v[8]
local r, g, b = cmyktorgb(c,m,y,k)
local s = cmyktogray(c,m,y,k)
return { 5, s, r, g, b, c, m, y, k, parent, f, d, p }
end
end
else
-- todo, multitone (maybe p should be a table)
end
return { 5, .5, .5, .5, .5, 0, 0, 0, .5, parent, f, d, p }
end
function colors.reviver(n)
local d = data[n]
if not d then
local v = values[n]
if not v then
local gray = nodeinjections.graycolor(0)
d = { gray, gray, gray, gray }
logs.report("attributes","unable to revive color %s",n or "?")
else
local kind, gray, rgb, cmyk = v[1], nodeinjections.graycolor(v[2]), nodeinjections.rgbcolor(v[3],v[4],v[5]), nodeinjections.cmykcolor(v[6],v[7],v[8],v[9])
if kind == 2 then
d = { gray, gray, gray, gray }
elseif kind == 3 then
d = { rgb, gray, rgb, cmyk }
elseif kind == 4 then
d = { cmyk, gray, rgb, cmyk }
elseif kind == 5 then
local spot = nodeinjections.spotcolor(v[10],v[11],v[12],v[13])
d = { spot, gray, rgb, cmyk }
end
end
data[n] = d
end
return d
end
function colors.filter(n)
return concat(data[n],":",5)
end
colors.none = nodeinjections.graycolor(0)
function colors.setmodel(attribute,name,weightgray)
colors.model = name
colors.selector = numbers[attribute]
colors.default = models[name] or 1
colors.weightgray = weightgray ~= false
return colors.default
end
function colors.register(attribute, name, colorspace, ...) -- passing 9 vars is faster
local stamp = format(templates[colorspace],...)
local color = registered[stamp]
if not color then
color = #values+1
values[color] = colors[colorspace](...)
registered[stamp] = color
colors.reviver(color)
end
if name then
list[numbers[attribute]][name] = color -- not grouped, so only global colors
end
return registered[stamp]
end
function colors.value(id)
return values[id]
end
shipouts.handle_color = nodes.install_attribute_handler {
name = "color",
namespace = colors,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.selective,
resolver = function() return colors.main end,
}
-- transparencies
-- for the moment we manage transparencies in the pdf driver because
-- first we need a nice interface to some pdf things
transparencies = transparencies or { }
transparencies.registered = transparencies.registered or { }
transparencies.data = transparencies.data or { }
transparencies.values = transparencies.values or { }
transparencies.enabled = false
transparencies.triggering = true
storage.register("transparencies/registered", transparencies.registered, "transparencies.registered")
storage.register("transparencies/values", transparencies.values, "transparencies.values")
local registered = transparencies.registered
local data = transparencies.data
local values = transparencies.values
local template = "%s:%s"
local function reference(n)
reference = nodeinjections.transparency
return reference(n)
end
function transparencies.register(name,a,t)
local stamp = format(template,a,t)
local n = registered[stamp]
if not n then
n = #data+1
data[n] = reference(n)
values[n] = { a, t }
registered[stamp] = n
registrations.transparency(n,a,t)
end
return registered[stamp]
end
function transparencies.reviver(n)
local d = data[n]
if not d then
local v = values[n]
if not v then
d = reference(0)
logs.report("attributes","unable to revive transparency %s",n or "?")
else
d = reference(n)
registrations.transparency(n,v[1],v[2])
end
data[n] = d
end
return d
end
-- check if there is an identity
transparencies.none = reference(0) -- for the moment the pdf backend does this
function transparencies.value(id)
return values[id]
end
shipouts.handle_transparency = nodes.install_attribute_handler {
name = "transparency",
namespace = transparencies,
initializer = states.initialize,
finalizer = states.finalize ,
processor = states.process ,
}
--- overprint / knockout
overprints = overprints or { }
overprints.data = overprints.data or { }
overprints.enabled = false
overprints.data[1] = nodeinjections.overprint()
overprints.data[2] = nodeinjections.knockout()
overprints.none = overprints.data[2]
overprints.registered = {
overprint = 1,
knockout = 2,
}
--~ storage.register("overprints/registered", overprints.registered, "overprints.registered")
--~ storage.register("overprints/data", overprints.data, "overprints.data")
local data = overprints.data
local registered = overprints.registered
function overprints.register(stamp)
return registered[stamp] or registered.overprint
end
shipouts.handle_overprint = nodes.install_attribute_handler {
name = "overprint",
namespace = overprints,
initializer = states.initialize,
finalizer = states.finalize ,
processor = states.process ,
}
--- negative / positive
negatives = negatives or { }
negatives.data = negatives.data or { }
negatives.enabled = false
negatives.data[1] = nodeinjections.positive()
negatives.data[2] = nodeinjections.negative()
negatives.none = negatives.data[1]
negatives.registered = {
positive = 1,
negative = 2,
}
function negatives.register(stamp)
return negatives.registered[stamp] or negatives.registered.positive
end
shipouts.handle_negative = nodes.install_attribute_handler {
name = "negative",
namespace = negatives,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.process,
}
-- effects -- can be optimized
effects = effects or { }
effects.data = effects.data or { }
effects.registered = effects.registered or { }
effects.enabled = false
effects.stamp = "%s:%s:%s"
storage.register("effects/registered", effects.registered, "effects.registered")
storage.register("effects/data", effects.data, "effects.data")
function effects.register(effect,stretch,rulethickness)
local stamp = format(effects.stamp,effect,stretch,rulethickness)
local n = effects.registered[stamp]
if not n then
n = #effects.data+1
effects.data[n] = effects.reference(effect,stretch,rulethickness)
effects.registered[stamp] = n
end
return effects.registered[stamp]
end
-- valid effects: normal inner outer both hidden
function effects.reference(effect,stretch,rulethickness)
effects.reference = nodeinjections.effect
return nodeinjections.effect(stretch,rulethickness,effect)
end
effects.none = effects.reference(0,0,0)
shipouts.handle_effect = nodes.install_attribute_handler {
name = "effect",
namespace = effects,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.process,
}
-- layers (ugly code, due to no grouping and such)
viewerlayers = viewerlayers or { }
viewerlayers.data = viewerlayers.data or { }
viewerlayers.registered = viewerlayers.registered or { }
viewerlayers.enabled = false
storage.register("viewerlayers/registered", viewerlayers.registered, "viewerlayers.registered")
--~ storage.register("viewerlayers/data", viewerlayers.data, "viewerlayers.data")
local data = viewerlayers.data
local registered = viewerlayers.registered
local template = "%s"
local somedone = false
local somedata = { }
local nonedata = nodeinjections.stoplayer()
function viewerlayers.none() -- no local
if somedone then
somedone = false
return nonedata
else
return nil
end
end
local function some(name)
local sd = somedata[name]
if not sd then
sd = {
nodeinjections.switchlayer(name),
nodeinjections.startlayer(name),
}
somedata[name] = sd
end
if somedone then
return sd[1]
else
somedone = true
return sd[2]
end
end
local function initializer(...)
somedone = false
return states.initialize(...)
end
viewerlayers.register = function(name)
local stamp = format(template,name)
local n = registered[stamp]
if not n then
n = #data + 1
data[n] = function() return some(name) end -- slow but for the moment we don't store things in the format
registered[stamp] = n
end
return registered[stamp] -- == n
end
shipouts.handle_viewerlayer = nodes.install_attribute_handler {
name = "viewerlayer",
namespace = viewerlayers,
initializer = initializer,
finalizer = states.finalize,
processor = states.process,
}
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