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A better way to store colors in a Realm database. Add a Color property to a Realm model the same way as a numeric value type (including RealmOptional). This could be cleaned up once Realm supports signed integers.
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// | |
// RealmColor.swift | |
// | |
// Created by HT154 on 11/19/16. | |
// Copyright © 2016 HT154. All rights reserved. | |
// | |
import Cocoa | |
import RealmSwift | |
import SpriteKit | |
public typealias Color = Int32 | |
extension Color { | |
private var uint: UInt32 { | |
get { return UInt32(bitPattern: self) } | |
set { self = Int32(bitPattern: newValue) } | |
} | |
private init(_ raw: UInt32) { | |
self = Int32(bitPattern: raw) | |
} | |
public init(_ r: UInt8, _ g: UInt8, _ b: UInt8, _ a: UInt8 = 0xff) { | |
self.init((UInt32(r) << 24) | (UInt32(g) << 16) | (UInt32(b) << 8) | (UInt32(a) << 0)) | |
} | |
public var r: UInt8 { | |
get { return UInt8(uint >> 24) } | |
set { uint = (uint & 0x00ffffff) | (UInt32(newValue) << 24) } | |
} | |
public var g: UInt8 { | |
get { return UInt8(uint >> 16) } | |
set { uint = (uint & 0xff00ffff) | (UInt32(newValue) << 16) } | |
} | |
public var b: UInt8 { | |
get { return UInt8(uint >> 8) } | |
set { uint = (uint & 0xffff00ff) | (UInt32(newValue) << 8) } | |
} | |
public var a: UInt8 { | |
get { return UInt8(uint >> 0) } | |
set { uint = (uint & 0xffffff00) | (UInt32(newValue) << 0) } | |
} | |
public var hexCode: String { | |
get { | |
return "#" + String(format: "%02dx%02dx%02dx", r, g, b) + (a == 0xff ? "" : String(format: "%02dx", a)) | |
} | |
set { | |
var hex = newValue.trimmingCharacters(in: .whitespacesAndNewlines) | |
if hex.hasPrefix("#") { | |
hex = hex.substring(from: hex.index(after: hex.startIndex)) | |
} | |
if (hex.range(of: "(^[0-9A-Fa-f]{6}$)|(^[0-9A-Fa-f]{3}$)|(^[0-9A-Fa-f]{8}$)|(^[0-9A-Fa-f]{4}$)", options: [.regularExpression]) != nil) { | |
var r: UInt8, g: UInt8, b: UInt8, a: UInt8 | |
if hex.characters.count > 4 { | |
r = UInt8(Scanner(string: hex[0..<2]).scanHexInt()!) & 0xff | |
g = UInt8(Scanner(string: hex[2..<4]).scanHexInt()!) & 0xff | |
b = UInt8(Scanner(string: hex[4..<6]).scanHexInt()!) & 0xff | |
if hex.characters.count % 4 == 0 { | |
a = UInt8(Scanner(string: hex[6..<8]).scanHexInt()!) & 0xff | |
} else { | |
a = 0xff | |
} | |
} else { | |
r = UInt8(Scanner(string: hex[0]).scanHexInt()!) & 0xf | |
g = UInt8(Scanner(string: hex[1]).scanHexInt()!) & 0xf | |
b = UInt8(Scanner(string: hex[2]).scanHexInt()!) & 0xf | |
if hex.characters.count % 4 == 0 { | |
a = UInt8(Scanner(string: hex[3]).scanHexInt()!) & 0xf | |
} else { | |
a = 0xf | |
} | |
r |= r << 4; g |= g << 4; b |= b << 4; a |= a << 4 | |
} | |
self = Color((UInt32(r) << 24) | (UInt32(g) << 16) | (UInt32(b) << 8) | (UInt32(a) << 0)) | |
} | |
} | |
} | |
public var skColor: SKColor { | |
return SKColor(red: CGFloat(r) / 255, green: CGFloat(g) / 255, blue: CGFloat(b) / 255, alpha: CGFloat(a) / 255) | |
} | |
} |
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