Refactor to use ColorScheme instead of 'depth' approach
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@@ -13,11 +13,11 @@ type aztecCode struct {
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*utils.BitList
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size int
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content []byte
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depth int
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color barcode.ColorScheme
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}
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func newAztecCode(size int, depth int) *aztecCode {
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return &aztecCode{utils.NewBitList(size * size), size, nil, 16}
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func newAztecCode(size int, color barcode.ColorScheme) *aztecCode {
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return &aztecCode{utils.NewBitList(size * size), size, nil, barcode.ColorScheme16}
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}
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func (c *aztecCode) Content() string {
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@@ -29,7 +29,7 @@ func (c *aztecCode) Metadata() barcode.Metadata {
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}
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func (c *aztecCode) ColorModel() color.Model {
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return utils.ColorModel(c.depth)
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return c.color.Model
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}
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func (c *aztecCode) Bounds() image.Rectangle {
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@@ -38,9 +38,9 @@ func (c *aztecCode) Bounds() image.Rectangle {
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func (c *aztecCode) At(x, y int) color.Color {
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if c.GetBit(x*c.size + y) {
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return utils.BlackColor(c.depth)
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return c.color.Foreground
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}
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return utils.WhiteColor(c.depth)
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return c.color.Background
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}
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func (c *aztecCode) set(x, y int) {
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+4
-4
@@ -123,12 +123,12 @@ func drawBullsEye(matrix *aztecCode, center, size int) {
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}
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// Encode returns an aztec barcode with the given content
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func Encode(data []byte, minECCPercent int, userSpecifiedLayers int) (barcode.Barcode, error){
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return EncodeWithDepth(data, minECCPercent, userSpecifiedLayers, 16)
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func Encode(data []byte, minECCPercent int, userSpecifiedLayers int) (barcode.Barcode, error) {
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return EncodeWithColor(data, minECCPercent, userSpecifiedLayers, barcode.ColorScheme16)
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}
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// Encode returns an aztec barcode with the given content
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func EncodeWithDepth(data []byte, minECCPercent int, userSpecifiedLayers int, depth int) (barcode.Barcode, error) {
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func EncodeWithColor(data []byte, minECCPercent int, userSpecifiedLayers int, color barcode.ColorScheme) (barcode.Barcode, error) {
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bits := highlevelEncode(data)
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eccBits := ((bits.Len() * minECCPercent) / 100) + 11
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totalSizeBits := bits.Len() + eccBits
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@@ -220,7 +220,7 @@ func EncodeWithDepth(data []byte, minECCPercent int, userSpecifiedLayers int, de
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alignmentMap[origCenter+i] = center + newOffset + 1
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}
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}
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code := newAztecCode(matrixSize, depth)
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code := newAztecCode(matrixSize, color)
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code.content = data
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// draw data bits
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