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colors.go
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package main
import (
"github.com/anaseto/gruid"
)
// Thoses are the colors of the main palette. They are given 16-palette color
// numbers compatible with terminals, though they are then mapped to more
// precise colors depending on options and the driver. Dark colorscheme is
// assumed by default, but it can be changed in configuration.
const (
ColorBackground gruid.Color = gruid.ColorDefault // background
ColorBackgroundSecondary gruid.Color = 1 + 0 // black
ColorForeground gruid.Color = gruid.ColorDefault
ColorForegroundSecondary gruid.Color = 1 + 7 // white
ColorForegroundEmph gruid.Color = 1 + 15 // bright white
ColorYellow gruid.Color = 1 + 3
ColorOrange gruid.Color = 1 + 1 // red
ColorRed gruid.Color = 1 + 9 // bright red
ColorMagenta gruid.Color = 1 + 5
ColorViolet gruid.Color = 1 + 12 // bright blue
ColorBlue gruid.Color = 1 + 4
ColorCyan gruid.Color = 1 + 6
ColorGreen gruid.Color = 1 + 2
)
var (
ColorBg,
ColorBgDark,
ColorBgLOS,
ColorFg,
ColorFgObject,
ColorFgTree,
ColorFgConfusedMonster,
ColorFgLignifiedMonster,
ColorFgParalysedMonster,
ColorFgDark,
ColorFgExcluded,
ColorFgExplosionEnd,
ColorFgExplosionStart,
ColorFgExplosionWallEnd,
ColorFgExplosionWallStart,
ColorFgHPcritical,
ColorFgHPok,
ColorFgHPwounded,
ColorFgLOS,
ColorFgLOSLight,
ColorFgMPcritical,
ColorFgMPok,
ColorFgMPpartial,
ColorFgMagicPlace,
ColorFgMonster,
ColorFgPlace,
ColorFgPlayer,
ColorFgBananas,
ColorFgSleepingMonster,
ColorFgStatusBad,
ColorFgStatusGood,
ColorFgStatusExpire,
ColorFgStatusOther,
ColorFgWanderingMonster gruid.Color
)
func init() {
ColorBg = ColorBackground
ColorBgDark = ColorBackground
ColorBgLOS = ColorBackgroundSecondary
ColorFg = ColorForeground
ColorFgDark = ColorForegroundSecondary
ColorFgLOS = ColorForegroundEmph
ColorFgLOSLight = ColorYellow
ColorFgObject = ColorYellow
ColorFgTree = ColorGreen
ColorFgConfusedMonster = ColorGreen
ColorFgLignifiedMonster = ColorYellow
ColorFgParalysedMonster = ColorCyan
ColorFgExcluded = ColorRed
ColorFgExplosionEnd = ColorOrange
ColorFgExplosionStart = ColorYellow
ColorFgExplosionWallEnd = ColorMagenta
ColorFgExplosionWallStart = ColorViolet
ColorFgHPcritical = ColorRed
ColorFgHPok = ColorGreen
ColorFgHPwounded = ColorYellow
ColorFgMPcritical = ColorMagenta
ColorFgMPok = ColorBlue
ColorFgMPpartial = ColorViolet
ColorFgMagicPlace = ColorCyan
ColorFgMonster = ColorRed
ColorFgPlace = ColorMagenta
ColorFgPlayer = ColorBlue
ColorFgBananas = ColorYellow
ColorFgSleepingMonster = ColorViolet
ColorFgStatusBad = ColorRed
ColorFgStatusGood = ColorBlue
ColorFgStatusExpire = ColorViolet
ColorFgStatusOther = ColorYellow
ColorFgWanderingMonster = ColorOrange
}
var Only8Colors bool
const (
AttrInMap gruid.AttrMask = 1 + iota
AttrReverse
)