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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
-- we can also do the nsnone via a metatable and then also se index 0
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.
--
-- 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 = attributes.private('color')
colors.selector = attributes.private('colormodel')
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
local function graycolor(...) graycolor = nodeinjections.graycolor return graycolor(...) end
local function rgbcolor (...) rgbcolor = nodeinjections.rgbcolor return rgbcolor (...) end
local function cmykcolor(...) cmykcolor = nodeinjections.cmykcolor return cmykcolor(...) end
local function spotcolor(...) spotcolor = nodeinjections.spotcolor return spotcolor(...) end
local function extender(colors,key)
if key == "none" then
local d = graycolor(0)
colors.none = d
return d
end
end
local function reviver(data,n)
local v = values[n]
local d
if not v then
local gray = 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], graycolor(v[2]), rgbcolor(v[3],v[4],v[5]), 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 = spotcolor(v[10],v[11],v[12],v[13])
d = { spot, gray, rgb, cmyk }
end
end
data[n] = d
return d
end
setmetatable(colors, { __index = extender })
setmetatable(colors.data, { __index = reviver })
function colors.filter(n)
return concat(data[n],":",5)
end
function colors.setmodel(name,weightgray)
colors.model = name
colors.default = models[name] or 1
colors.weightgray = weightgray ~= false
return colors.default
end
function colors.register(name, colorspace, ...) -- passing 9 vars is faster (but not called that often)
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[colors.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
transparencies = transparencies or { }
transparencies.registered = transparencies.registered or { }
transparencies.data = transparencies.data or { }
transparencies.values = transparencies.values or { }
transparencies.enabled = false
transparencies.triggering = true
transparencies.attribute = attributes.private('transparency')
storage.register("transparencies/registered", transparencies.registered, "transparencies.registered")
storage.register("transparencies/values", transparencies.values, "transparencies.values")
local registered = transparencies.registered -- we could use a 2 dimensional table instead
local data = transparencies.data
local values = transparencies.values
local template = "%s:%s"
local function inject_transparency (...)
inject_transparency = nodeinjections.transparency
return inject_transparency(...)
end
local function register_transparency(...)
register_transparency = registrations.transparency
return register_transparency(...)
end
function transparencies.register(name,a,t,force) -- name is irrelevant here (can even be nil)
-- Force needed here for metapost converter. We could always force
-- but then we'd end up with transparencies resources even if we
-- would not use transparencies (but define them only). This is
-- somewhat messy.
local stamp = format(template,a,t)
local n = registered[stamp]
if not n then
n = #values + 1
values[n] = { a, t }
registered[stamp] = n
if force then
register_transparency(n,a,t)
end
elseif force and not data[n] then
register_transparency(n,a,t)
end
return registered[stamp]
end
local function extender(transparencies,key)
if key == "none" then
local d = inject_transparency(0)
transparencies.none = d
return d
end
end
local function reviver(data,n)
local v = values[n]
local d
if not v then
d = inject_transparency(0)
else
d = inject_transparency(n)
register_transparency(n,v[1],v[2])
end
data[n] = d
return d
end
setmetatable(transparencies, { __index = extender })
setmetatable(transparencies.data, { __index = reviver }) -- register if used
-- check if there is an identity
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.attribute = attributes.private('overprint')
overprints.registered = {
overprint = 1,
knockout = 2,
}
local data, registered = overprints.data, overprints.registered
local function extender(overprints,key)
if key == "none" then
local d = data[2]
overprints.none = d
return d
end
end
local function reviver(data,n)
if n == 1 then
local d = nodeinjections.overprint() -- called once
data[1] = d
return d
elseif n == 2 then
local d = nodeinjections.knockout() -- called once
data[2] = d
return d
end
end
setmetatable(overprints, { __index = extender })
setmetatable(overprints.data, { __index = reviver })
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.attribute = attributes.private("negative")
negatives.registered = {
positive = 1,
negative = 2,
}
local data, registered = negatives.data, negatives.registered
local function extender(negatives,key)
if key == "none" then
local d = data[1]
negatives.none = d
return d
end
end
local function reviver(data,n)
if n == 1 then
local d = nodeinjections.positive() -- called once
data[1] = d
return d
elseif n == 2 then
local d = nodeinjections.negative() -- called once
data[2] = d
return d
end
end
setmetatable(negatives, { __index = extender })
setmetatable(negatives.data, { __index = reviver })
function negatives.register(stamp)
return registered[stamp] or 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 (todo: metatables)
effects = effects or { }
effects.data = effects.data or { }
effects.values = effects.values or { }
effects.registered = effects.registered or { }
effects.enabled = false
effects.stamp = "%s:%s:%s"
effects.attribute = attributes.private("effect")
storage.register("effects/registered", effects.registered, "effects.registered")
storage.register("effects/values", effects.values, "effects.values")
local data, registered, values = effects.data, effects.registered, effects.values
-- valid effects: normal inner outer both hidden (stretch,rulethickness,effect)
local function effect(...) effect = nodeinjections.effect return effect(...) end
local function extender(effects,key)
if key == "none" then
local d = effect(0,0,0)
effects.none = d
return d
end
end
local function reviver(data,n)
local e = values[n] -- we could nil values[n] now but hardly needed
local d = effect(v[1],v[2],v[3])
data[n] = d
return d
end
setmetatable(effects, { __index = extender })
setmetatable(effects.data, { __index = reviver })
function effects.register(effect,stretch,rulethickness)
local stamp = format(effects.stamp,effect,stretch,rulethickness)
local n = registered[stamp]
if not n then
n = #values + 1
values[n] = { effect, stretch, rulethickness }
registered[stamp] = n
end
return n
end
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); currently we use exclusive layers
-- but when we need it stacked layers might show up too; the next function based
-- approach can be replaced by static (metatable driven) resolvers
viewerlayers = viewerlayers or { }
viewerlayers.data = viewerlayers.data or { }
viewerlayers.registered = viewerlayers.registered or { }
viewerlayers.values = viewerlayers.values or { }
viewerlayers.listwise = viewerlayers.listwise or { }
viewerlayers.enabled = false
viewerlayers.attribute = attributes.private("viewerlayer")
storage.register("viewerlayers/registered", viewerlayers.registered, "viewerlayers.registered")
storage.register("viewerlayers/values", viewerlayers.values, "viewerlayers.values")
local data = viewerlayers.data
local values = viewerlayers.values
local listwise = viewerlayers.listwise
local registered = viewerlayers.registered
local template = "%s"
-- stacked
local function extender(viewerlayers,key)
if key == "none" then
local d = nodeinjections.stoplayer()
viewerlayers.none = d
return d
end
end
local function reviver(data,n)
local d = nodeinjections.startlayer(values[n])
data[n] = d
return d
end
setmetatable(viewerlayers, { __index = extender })
setmetatable(viewerlayers.data, { __index = reviver })
local function initializer(...)
return states.initialize(...)
end
viewerlayers.register = function(name,lw) -- if not inimode redefine data[n] in first call
local stamp = format(template,name)
local n = registered[stamp]
if not n then
n = #values + 1
values[n] = name
registered[stamp] = n
listwise[n] = lw or false
end
return registered[stamp] -- == n
end
shipouts.handle_viewerlayer = nodes.install_attribute_handler {
name = "viewerlayer",
namespace = viewerlayers,
initializer = initializer,
finalizer = states.finalize,
processor = states.stacked,
}
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