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2 changes: 1 addition & 1 deletion Harmony Framework.yyp

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36 changes: 0 additions & 36 deletions scripts/palette_swap/palette_swap.gml

This file was deleted.

217 changes: 217 additions & 0 deletions scripts/palette_swapper_util/palette_swapper_util.gml
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//Basic Palette Swapper with the original functionality
function palette_swap(texture, index){
//Get the shader
var shader = shd_color_replacer;

//Get shader uniforms
var sampled_id = shader_get_sampler_index(shader, "u_sPalette");
var u_coords = shader_get_uniform(shader, "u_vPalcoords");
var u_size = shader_get_uniform(shader, "u_vSize");
var u_index = shader_get_uniform(shader, "u_fIndex");
var u_tolerance = shader_get_uniform(shader, "u_fTolerance");

//Get values for shader
var tex = sprite_get_texture(texture, 0);
var coords = texture_get_uvs(tex);
var size_w = texture_get_texel_width(tex);
var size_h = texture_get_texel_height(tex);
var tolerance = 0.004;

//Get sprite height
var height = sprite_get_height(texture)

//Set the shader
shader_set(shader);
var ind
ind = index mod (height-1);
//ind = max(ind, 1);

//Set the shader uniforms
texture_set_stage(sampled_id, tex);
shader_set_uniform_f(u_coords, coords[0], coords[1], coords[2], coords[3]);
shader_set_uniform_f(u_size, size_w, size_h);
shader_set_uniform_f(u_index, ind + 1);
shader_set_uniform_f(u_tolerance, tolerance);

}

//Palette Swapper Construct
function palette_swapper_create() constructor
{
palettes = [];
current_palette_id = -1;
}

function palette_add(swapper, palette_id, palette_sprite, palette_start_index=0, palette_speed=0, palette_loop_index=-1)
{
swapper.palettes[palette_id] =
{
palette_sprite: palette_sprite,
palette_index: palette_start_index,
palette_speed: palette_speed,
palette_loop: palette_loop_index,

palette_amount: sprite_get_height(palette_sprite)-1,
palette_finished: false,
palette_reset_flag: false,

palette_initial: {
palette_sprite: palette_sprite,
palette_index: palette_start_index,
palette_speed: palette_speed,
palette_loop: palette_loop_index,
}
}
}

function palette_reset(swapper)
{
swapper.palette_reset_flag = true;
}

function palette_swapper_update(swapper)
{
with (swapper.palettes[swapper.current_palette_id])
{
if ((palette_loop > -1 && palette_index >= palette_amount) || (palette_finished && palette_reset_flag))
{
palette_index %= palette_amount;
palette_reset_flag = false;
palette_finished = false;
}
else if (palette_loop == -1 && palette_index >= palette_amount)
{
palette_finished = true;
}

palette_index += palette_speed;

if (palette_index < palette_loop)
{
palette_index = (palette_index % 1) + palette_loop;
}

palette_index = clamp(palette_index, 0, palette_amount);
}
}

function palette_start(swapper, palette_id, reset_palette_start=true)
{
if(!global.process_objects)
exit;

//If current palette is not matching the palette ID, then update it
if(swapper.current_palette_id != palette_id)
{
//If palette doesn't exist just don't update anything
if(palette_id > array_length(swapper.palettes)-1)
exit;

//Update the current palette
swapper.current_palette_id = palette_id;

with (swapper.palettes[swapper.current_palette_id]) {
//Reset palette's properties
if (reset_palette_start) {
palette_index = palette_initial.palette_index;
}

palette_finished = false;
palette_reset_flag = false;
palette_speed = palette_initial.palette_speed;
palette_loop = palette_initial.palette_loop;
}
}
}

function palette_swapper_draw(swapper)
{
//Get the shader
var shader = shd_color_replacer;

//Get shader uniforms
var sampled_id = shader_get_sampler_index(shader, "u_sPalette");
var u_coords = shader_get_uniform(shader, "u_vPalcoords");
var u_size = shader_get_uniform(shader, "u_vSize");
var u_index = shader_get_uniform(shader, "u_fIndex");
var u_tolerance = shader_get_uniform(shader, "u_fTolerance");

//Get values for shader
var tex = sprite_get_texture(swapper.palettes[swapper.current_palette_id].palette_sprite, 0);
var coords = texture_get_uvs(tex);
var size_w = texture_get_texel_width(tex);
var size_h = texture_get_texel_height(tex);
var tolerance = 0.004;

//Get sprite height
var height = sprite_get_height(swapper.palettes[swapper.current_palette_id].palette_sprite)

//Set the shader
shader_set(shader);
var ind
ind = swapper.palettes[swapper.current_palette_id].palette_index mod (height-1);
//ind = max(ind, 1);

//Set the shader uniforms
texture_set_stage(sampled_id, tex);
shader_set_uniform_f(u_coords, coords[0], coords[1], coords[2], coords[3]);
shader_set_uniform_f(u_size, size_w, size_h);
shader_set_uniform_f(u_index, ind + 1);
shader_set_uniform_f(u_tolerance, tolerance);
}

//Palette Swapper Check/Set Functions
function palette_has_finished(swapper)
{
return swapper.palettes[swapper.current_palette_id].palette_finished;
}

function palette_is_playing(swapper, palette_id)
{
return swapper.current_palette_id == palette_id;
}

function palette_swapper_get_current_palette(swapper)
{
return swapper.current_palette_id;
}

function palette_get_sprite(swapper)
{
return swapper.palette_sprite;
}

function palette_swapper_get_index(swapper)
{
return swapper.palettes[swapper.current_palette_id].palette_index;
}

function palette_get_speed(swapper)
{
return swapper.palettes[swapper.current_palette_id].palette_speed;
}

function palette_get_index_count(swapper)
{
return swapper.palettes[swapper.current_palette_id].palette_amount;
}

function palette_get_loop_index(swapper)
{
return swapper.palettes[swapper.current_palette_id].palette_loop;
}

function palette_set_speed(swapper, palette_speed)
{
swapper.palettes[swapper.current_palette_id].palette_speed = palette_speed;
}

function palette_set_loop_index(swapper, palette_loop_index)
{
swapper.palettes[swapper.current_palette_id].palette_loop = palette_loop_index;
}

function palette_set_index(swapper, palette_index)
{
swapper.palettes[swapper.current_palette_id].palette_index = palette_index;
}

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