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{image,scene}converter: don't use a white terminal color in --info.

It's invisible on white backgrounds. Use the default color instead, which
is white on black backgrounds and black on white backgrounds.
pull/589/head
Vladimír Vondruš 4 years ago
parent
commit
7c1ae161b9
  1. 46
      src/Magnum/SceneTools/sceneconverter.cpp
  2. 2
      src/Magnum/Trade/imageconverter.cpp

46
src/Magnum/SceneTools/sceneconverter.cpp

@ -823,7 +823,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
std::size_t totalSceneDataSize = 0; std::size_t totalSceneDataSize = 0;
for(const SceneInfo& info: sceneInfos) { for(const SceneInfo& info: sceneInfos) {
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Scene" << info.scene << Debug::nospace << ":" << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Scene" << info.scene << Debug::nospace << ":" << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor; if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor;
d << Debug::newline; d << Debug::newline;
d << " Bound:" << info.mappingBound << "objects" d << " Bound:" << info.mappingBound << "objects"
@ -840,7 +840,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
d << Debug::newline << " Fields:"; d << Debug::newline << " Fields:";
for(const SceneFieldInfo& field: info.fields) { for(const SceneFieldInfo& field: info.fields) {
d << Debug::newline << " " d << Debug::newline << " "
<< Debug::boldColor(Debug::Color::White); << Debug::boldColor(Debug::Color::Default);
if(Trade::isSceneFieldCustom(field.name)) { if(Trade::isSceneFieldCustom(field.name)) {
d << "Custom(" << Debug::nospace d << "Custom(" << Debug::nospace
<< Trade::sceneFieldCustom(field.name) << Trade::sceneFieldCustom(field.name)
@ -848,7 +848,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
<< Debug::color(Debug::Color::Yellow) << Debug::color(Debug::Color::Yellow)
<< sceneFieldNames[sceneFieldCustom(field.name)] << sceneFieldNames[sceneFieldCustom(field.name)]
<< Debug::nospace << Debug::nospace
<< Debug::boldColor(Debug::Color::White) << ")"; << Debug::boldColor(Debug::Color::Default) << ")";
} else d << Debug::packed << field.name; } else d << Debug::packed << field.name;
d << Debug::color(Debug::Color::Blue) << "@" << Debug::packed << Debug::color(Debug::Color::Cyan) << field.type; d << Debug::color(Debug::Color::Blue) << "@" << Debug::packed << Debug::color(Debug::Color::Cyan) << field.type;
@ -872,7 +872,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!info.name && !info.scenes) continue; if(!info.name && !info.scenes) continue;
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Object" << info.object << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Object" << info.object << Debug::resetColor;
if(sceneInfos) { if(sceneInfos) {
const UnsignedInt count = Math::popcount(info.scenes); const UnsignedInt count = Math::popcount(info.scenes);
@ -881,7 +881,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!count) d << Debug::resetColor; if(!count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) if(info.name) d << Debug::boldColor(Debug::Color::Yellow)
<< info.name << Debug::resetColor; << info.name << Debug::resetColor;
@ -911,7 +911,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
std::size_t totalAnimationDataSize = 0; std::size_t totalAnimationDataSize = 0;
for(const AnimationInfo& info: animationInfos) { for(const AnimationInfo& info: animationInfos) {
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Animation" << info.animation << Debug::nospace << ":" << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Animation" << info.animation << Debug::nospace << ":" << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor; if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor;
d << Debug::newline << " Duration:" << info.data.duration() d << Debug::newline << " Duration:" << info.data.duration()
@ -924,7 +924,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(UnsignedInt i = 0; i != info.data.trackCount(); ++i) { for(UnsignedInt i = 0; i != info.data.trackCount(); ++i) {
d << Debug::newline << " Track" << i << Debug::nospace << ":" d << Debug::newline << " Track" << i << Debug::nospace << ":"
<< Debug::packed << Debug::boldColor(Debug::Color::White) << Debug::packed << Debug::boldColor(Debug::Color::Default)
<< info.data.trackTargetType(i) << info.data.trackTargetType(i)
<< Debug::color(Debug::Color::Blue) << "@" << Debug::color(Debug::Color::Blue) << "@"
<< Debug::packed << Debug::color(Debug::Color::Cyan) << Debug::packed << Debug::color(Debug::Color::Cyan)
@ -958,7 +958,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const SkinInfo& info: skinInfos) { for(const SkinInfo& info: skinInfos) {
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Skin" << info.skin d << Debug::boldColor(Debug::Color::Default) << "Skin" << info.skin
<< Debug::resetColor; << Debug::resetColor;
/* Print reference count only if there actually are scenes and they /* Print reference count only if there actually are scenes and they
@ -970,7 +970,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!count) d << Debug::resetColor; if(!count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) if(info.name) d << Debug::boldColor(Debug::Color::Yellow)
<< info.name << Debug::resetColor; << info.name << Debug::resetColor;
@ -980,7 +980,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const LightInfo& info: lightInfos) { for(const LightInfo& info: lightInfos) {
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Light" << info.light << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Light" << info.light << Debug::resetColor;
/* Print reference count only if there actually are scenes and they /* Print reference count only if there actually are scenes and they
were parsed, otherwise this information is useless */ were parsed, otherwise this information is useless */
@ -991,7 +991,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!count) d << Debug::resetColor; if(!count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) if(info.name) d << Debug::boldColor(Debug::Color::Yellow)
<< info.name << Debug::resetColor; << info.name << Debug::resetColor;
@ -1019,7 +1019,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const MaterialInfo& info: materialInfos) { for(const MaterialInfo& info: materialInfos) {
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Material" << info.material << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Material" << info.material << Debug::resetColor;
/* Print reference count only if there actually are scenes and they /* Print reference count only if there actually are scenes and they
were parsed, otherwise this information is useless */ were parsed, otherwise this information is useless */
@ -1030,7 +1030,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!count) d << Debug::resetColor; if(!count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor; if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor;
@ -1043,7 +1043,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
d << Debug::newline << " Layer" << i << Debug::nospace << ":"; d << Debug::newline << " Layer" << i << Debug::nospace << ":";
if(!info.data.layerName(i).isEmpty()) { if(!info.data.layerName(i).isEmpty()) {
if(std::isupper(info.data.layerName(i)[0])) if(std::isupper(info.data.layerName(i)[0]))
d << Debug::boldColor(Debug::Color::White); d << Debug::boldColor(Debug::Color::Default);
else else
d << Debug::color(Debug::Color::Yellow); d << Debug::color(Debug::Color::Yellow);
d << info.data.layerName(i) << Debug::resetColor; d << info.data.layerName(i) << Debug::resetColor;
@ -1063,7 +1063,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
d << Debug::newline << indent; d << Debug::newline << indent;
if(std::isupper(info.data.attributeName(i, j)[0])) if(std::isupper(info.data.attributeName(i, j)[0]))
d << Debug::boldColor(Debug::Color::White); d << Debug::boldColor(Debug::Color::Default);
else else
d << Debug::color(Debug::Color::Yellow); d << Debug::color(Debug::Color::Yellow);
d << info.data.attributeName(i, j) << Debug::color(Debug::Color::Blue) << "@" << Debug::packed << Debug::color(Debug::Color::Cyan) d << info.data.attributeName(i, j) << Debug::color(Debug::Color::Blue) << "@" << Debug::packed << Debug::color(Debug::Color::Cyan)
@ -1136,7 +1136,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const MeshInfo& info: meshInfos) { for(const MeshInfo& info: meshInfos) {
Debug d{useColor}; Debug d{useColor};
if(info.level == 0) { if(info.level == 0) {
d << Debug::boldColor(Debug::Color::White) << "Mesh" << info.mesh << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Mesh" << info.mesh << Debug::resetColor;
/* Print reference count only if there actually are scenes and /* Print reference count only if there actually are scenes and
they were parsed, otherwise this information is useless */ they were parsed, otherwise this information is useless */
@ -1147,7 +1147,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!count) d << Debug::resetColor; if(!count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor; if(info.name) d << Debug::boldColor(Debug::Color::Yellow) << info.name << Debug::resetColor;
d << Debug::newline; d << Debug::newline;
@ -1164,14 +1164,14 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const MeshAttributeInfo& attribute: info.attributes) { for(const MeshAttributeInfo& attribute: info.attributes) {
d << Debug::newline << " " d << Debug::newline << " "
<< Debug::boldColor(Debug::Color::White); << Debug::boldColor(Debug::Color::Default);
if(Trade::isMeshAttributeCustom(attribute.name)) { if(Trade::isMeshAttributeCustom(attribute.name)) {
d << "Custom(" << Debug::nospace d << "Custom(" << Debug::nospace
<< Trade::meshAttributeCustom(attribute.name) << Trade::meshAttributeCustom(attribute.name)
<< Debug::nospace << ":" << Debug::nospace << Debug::nospace << ":" << Debug::nospace
<< Debug::color(Debug::Color::Yellow) << Debug::color(Debug::Color::Yellow)
<< attribute.customName << Debug::nospace << attribute.customName << Debug::nospace
<< Debug::boldColor(Debug::Color::White) << ")"; << Debug::boldColor(Debug::Color::Default) << ")";
} else d << Debug::packed << attribute.name; } else d << Debug::packed << attribute.name;
d << Debug::color(Debug::Color::Blue) << "@" << Debug::packed << Debug::color(Debug::Color::Cyan) << attribute.format; d << Debug::color(Debug::Color::Blue) << "@" << Debug::packed << Debug::color(Debug::Color::Cyan) << attribute.format;
@ -1205,7 +1205,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const TextureInfo& info: textureInfos) { for(const TextureInfo& info: textureInfos) {
Debug d{useColor}; Debug d{useColor};
d << Debug::boldColor(Debug::Color::White) << "Texture" << info.texture << Debug::resetColor; d << Debug::boldColor(Debug::Color::Default) << "Texture" << info.texture << Debug::resetColor;
/* Print reference count only if there actually are materials and /* Print reference count only if there actually are materials and
they were parsed, otherwise this information is useless */ they were parsed, otherwise this information is useless */
@ -1216,7 +1216,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!count) d << Debug::resetColor; if(!count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) if(info.name) d << Debug::boldColor(Debug::Color::Yellow)
<< info.name << Debug::resetColor; << info.name << Debug::resetColor;
@ -1247,7 +1247,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
for(const Trade::Implementation::ImageInfo& info: imageInfos) { for(const Trade::Implementation::ImageInfo& info: imageInfos) {
Debug d{useColor}; Debug d{useColor};
if(info.level == 0) { if(info.level == 0) {
d << Debug::boldColor(Debug::Color::White); d << Debug::boldColor(Debug::Color::Default);
if(info.size.z()) d << "3D image"; if(info.size.z()) d << "3D image";
else if(info.size.y()) d << "2D image"; else if(info.size.y()) d << "2D image";
else d << "1D image"; else d << "1D image";
@ -1270,7 +1270,7 @@ is specified as well, the IDs reference attributes of the first mesh.)")
if(!*count) d << Debug::resetColor; if(!*count) d << Debug::resetColor;
} }
d << Debug::boldColor(Debug::Color::White) << Debug::nospace << ":" d << Debug::boldColor(Debug::Color::Default) << Debug::nospace << ":"
<< Debug::resetColor; << Debug::resetColor;
if(info.name) d << Debug::boldColor(Debug::Color::Yellow) if(info.name) d << Debug::boldColor(Debug::Color::Yellow)
<< info.name << Debug::resetColor; << info.name << Debug::resetColor;

2
src/Magnum/Trade/imageconverter.cpp

@ -599,7 +599,7 @@ no -C / --converter is specified, AnyImageConverter is used.)")
for(const Trade::Implementation::ImageInfo& info: infos) { for(const Trade::Implementation::ImageInfo& info: infos) {
Debug d{useColor}; Debug d{useColor};
if(info.level == 0) { if(info.level == 0) {
d << Debug::boldColor(Debug::Color::White); d << Debug::boldColor(Debug::Color::Default);
if(info.size.z()) d << "3D image"; if(info.size.z()) d << "3D image";
else if(info.size.y()) d << "2D image"; else if(info.size.y()) d << "2D image";
else d << "1D image"; else d << "1D image";

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