Refactor to use ColorScheme instead of 'depth' approach
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@@ -33,7 +33,7 @@ var encodingTable = map[rune][]bool{
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}
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// Encode creates a codabar barcode for the given content
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func EncodeWithDepth(content string, depth int) (barcode.Barcode, error) {
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func EncodeWithColor(content string, color barcode.ColorScheme) (barcode.Barcode, error) {
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checkValid, _ := regexp.Compile(`[ABCD][0123456789\-\$\:/\.\+]*[ABCD]$`)
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if content == "!" || checkValid.ReplaceAllString(content, "!") != "!" {
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return nil, fmt.Errorf("can not encode \"%s\"", content)
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@@ -45,10 +45,10 @@ func EncodeWithDepth(content string, depth int) (barcode.Barcode, error) {
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}
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resBits.AddBit(encodingTable[r]...)
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}
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return utils.New1DCodeWithDepth(barcode.TypeCodabar, content, resBits, depth), nil
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return utils.New1DCodeWithColor(barcode.TypeCodabar, content, resBits, color), nil
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}
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// Encode creates a codabar barcode for the given content
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func Encode(content string) (barcode.Barcode, error) {
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return EncodeWithDepth(content, 16)
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return EncodeWithColor(content, barcode.ColorScheme16)
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}
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