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moar/twin/palette256.go

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package twin
func color256ToRGB(color256 uint8) (r, g, b float64) {
if color256 < 16 {
// Standard ANSI colors
r := float64(standardAnsiColors[color256][0]) / 255.0
g := float64(standardAnsiColors[color256][1]) / 255.0
b := float64(standardAnsiColors[color256][2]) / 255.0
return r, g, b
}
if color256 >= 232 {
// Grayscale. Colors 232-255 map to components 0x08 to 0xee
gray := float64((color256-232)*0x0a+0x08) / 255.0
return gray, gray, gray
}
// 6x6 color cube
color0_to_215 := color256 - 16
components := []uint8{0x00, 0x5f, 0x87, 0xaf, 0xd7, 0xff}
r = float64(components[(color0_to_215/36)%6]) / 255.0
g = float64(components[(color0_to_215/6)%6]) / 255.0
b = float64(components[(color0_to_215/1)%6]) / 255.0
return r, g, b
}
// Source, the 256 colors table from here:
// https://en.wikipedia.org/wiki/ANSI_escape_code#3-bit_and_4-bit
var standardAnsiColors = [16][3]uint8{
{0x00, 0x00, 0x00}, // Black
{0x80, 0x00, 0x00}, // Red
{0x00, 0x80, 0x00}, // Green
{0x80, 0x80, 0x00}, // Yellow
{0x00, 0x00, 0x80}, // Blue
{0x80, 0x00, 0x80}, // Magenta
{0x00, 0x80, 0x80}, // Cyan
{0x80, 0x80, 0x80}, // White
{0x80, 0x80, 0x80}, // Bright Black
{0xff, 0x00, 0x00}, // Bright Red
{0x00, 0xff, 0x00}, // Bright Green
{0xff, 0xff, 0x00}, // Bright Yellow
{0x00, 0x00, 0xff}, // Bright Blue
{0xff, 0x00, 0xff}, // Bright Magenta
{0x00, 0xff, 0xff}, // Bright Cyan
{0xff, 0xff, 0xff}, // Bright White
}