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/////////////////////////////////////////////////////////////////////////
// Copyright (c) 2011-2016 by Simon Schneegans
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or (at
// your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
/////////////////////////////////////////////////////////////////////////
using GLib.Math;
namespace GnomePie {
/////////////////////////////////////////////////////////////////////////
/// A Color class with full rgb/hsv support
/// and some useful utility methods.
/////////////////////////////////////////////////////////////////////////
public class Color: GLib.Object {
/////////////////////////////////////////////////////////////////////
/// Private members, storing the actual color information.
/// In range 0 .. 1
/////////////////////////////////////////////////////////////////////
private float _r;
private float _g;
private float _b;
private float _a;
/////////////////////////////////////////////////////////////////////
/// Creates a white Color.
/////////////////////////////////////////////////////////////////////
public Color() {
Color.from_rgb(1.0f, 1.0f, 1.0f);
}
/////////////////////////////////////////////////////////////////////
/// Creates a solid color with the given RGB values.
/////////////////////////////////////////////////////////////////////
public Color.from_rgb(float red, float green, float blue) {
Color.from_rgba(red, green, blue, 1.0f);
}
/////////////////////////////////////////////////////////////////////
/// Creates a translucient color with the given RGBA values.
/////////////////////////////////////////////////////////////////////
public Color.from_rgba(float red, float green, float blue, float alpha) {
r = red;
g = green;
b = blue;
a = alpha;
}
/////////////////////////////////////////////////////////////////////
/// Creates a color from the given Gdk.Color
/////////////////////////////////////////////////////////////////////
public Color.from_gdk(Gdk.RGBA color) {
Color.from_rgba(
(float)color.red,
(float)color.green,
(float)color.blue,
(float)color.alpha
);
}
/////////////////////////////////////////////////////////////////////
/// Creates a color from a given widget style
/////////////////////////////////////////////////////////////////////
public Color.from_widget_style(Gtk.Widget widget, string style_name) {
var ctx = widget.get_style_context();
Gdk.RGBA color;
if (!ctx.lookup_color(style_name, out color)) {
warning("Failed to get style color for widget style \"" + style_name + "\"!");
}
Color.from_gdk(color);
}
/////////////////////////////////////////////////////////////////////
/// Creates a color, parsed from a string, such as #22EE33
/////////////////////////////////////////////////////////////////////
public Color.from_string(string hex_string) {
var color = Gdk.RGBA();
color.parse(hex_string);
Color.from_gdk(color);
}
/////////////////////////////////////////////////////////////////////
/// Gets the main color from an Image. Code from Unity.
/////////////////////////////////////////////////////////////////////
public Color.from_icon(Image icon) {
unowned uchar[] data = icon.surface.get_data();
uint width = icon.surface.get_width();
uint height = icon.surface.get_height();
uint row_bytes = icon.surface.get_stride();
double total = 0.0;
double rtotal = 0.0;
double gtotal = 0.0;
double btotal = 0.0;
for (uint i = 0; i < width; ++i) {
for (uint j = 0; j < height; ++j) {
uint pixel = j * row_bytes + i * 4;
double b = data[pixel + 0]/255.0;
double g = data[pixel + 1]/255.0;
double r = data[pixel + 2]/255.0;
double a = data[pixel + 3]/255.0;
double saturation = (fmax (r, fmax (g, b)) - fmin (r, fmin (g, b)));
double relevance = 0.1 + 0.9 * a * saturation;
rtotal += (r * relevance);
gtotal += (g * relevance);
btotal += (b * relevance);
total += relevance;
}
}
Color.from_rgb((float)(rtotal/total), (float)(gtotal/total), (float)(btotal/total));
if (s > 0.15f) s = 0.65f;
v = 1.0f;
}
/////////////////////////////////////////////////////////////////////
/// Returns this color as its hex representation.
/////////////////////////////////////////////////////////////////////
public string to_hex_string() {
return "#%02X%02X%02X".printf((int)(_r*255), (int)(_g*255), (int)(_b*255));
}
/////////////////////////////////////////////////////////////////////
/// The reddish part of the color.
/////////////////////////////////////////////////////////////////////
public float r {
get {
return _r;
}
set {
if (value > 1.0f) _r = 1.0f;
else if (value < 0.0f) _r = 0.0f;
else _r = value;
}
}
/////////////////////////////////////////////////////////////////////
/// The greenish part of the color.
/////////////////////////////////////////////////////////////////////
public float g {
get {
return _g;
}
set {
if (value > 1.0f) _g = 1.0f;
else if (value < 0.0f) _g = 0.0f;
else _g = value;
}
}
/////////////////////////////////////////////////////////////////////
/// The blueish part of the color.
/////////////////////////////////////////////////////////////////////
public float b {
get {
return _b;
}
set {
if (value > 1.0f) _b = 1.0f;
else if (value < 0.0f) _b = 0.0f;
else _b = value;
}
}
/////////////////////////////////////////////////////////////////////
/// The transparency of the color.
/////////////////////////////////////////////////////////////////////
public float a {
get {
return _a;
}
set {
if (value > 1.0f) _a = 1.0f;
else if (value < 0.0f) _a = 0.0f;
else _a = value;
}
}
/////////////////////////////////////////////////////////////////////
/// The hue of the color.
/////////////////////////////////////////////////////////////////////
public float h {
get {
if (s > 0.0f) {
float maxi = fmaxf(fmaxf(r, g), b);
float mini = fminf(fminf(r, g), b);
if (maxi == r)
return fmodf(60.0f*((g-b)/(maxi-mini))+360.0f, 360.0f);
else if (maxi == g)
return fmodf(60.0f*(2.0f + (b-r)/(maxi-mini))+360.0f, 360.0f);
else
return fmodf(60.0f*(4.0f + (r-g)/(maxi-mini))+360.0f, 360.0f);
}
else return 0.0f;
}
set {
setHSV(value, s, v);
}
}
/////////////////////////////////////////////////////////////////////
/// The saturation of the color.
/////////////////////////////////////////////////////////////////////
public float s {
get {
if (v == 0.0f) return 0.0f;
else return ((v-fminf(fminf(r, g), b)) / v);
}
set {
if (value > 1.0f) setHSV(h, 1.0f, v);
else if (value < 0.0f) setHSV(h, 0.0f, v);
else setHSV(h, value, v);
}
}
/////////////////////////////////////////////////////////////////////
/// The value of the color.
/////////////////////////////////////////////////////////////////////
public float v {
get {
return fmaxf(fmaxf(r, g), b);
}
set {
if (value > 1) setHSV(h, s, 1.0f);
else if (value < 0) setHSV(h, s, 0.0f);
else setHSV(h, s, value);
}
}
/////////////////////////////////////////////////////////////////////
/// Inverts the color.
/////////////////////////////////////////////////////////////////////
public void invert() {
h += 180.0f;
v = 1.0f - v;
}
/////////////////////////////////////////////////////////////////////
/// Private member, used to apply color changes.
/////////////////////////////////////////////////////////////////////
private void setHSV(float hue, float saturation, float val) {
if(saturation == 0) {
r = val;
g = val;
b = val;
return;
}
hue = fmodf(hue, 360);
hue /= 60;
int i = (int) floorf(hue);
float f = hue - i;
switch(i) {
case 0:
r = val;
g = val * (1.0f - saturation * (1.0f - f));
b = val * (1.0f - saturation);
break;
case 1:
r = val * (1.0f - saturation * f);
g = val;
b = val * (1.0f - saturation);
break;
case 2:
r = val * (1.0f - saturation);
g = val;
b = val * (1.0f - saturation * (1.0f - f));
break;
case 3:
r = val * (1.0f - saturation);
g = val * (1.0f - saturation * f);
b = val;
break;
case 4:
r = val * (1.0f - saturation * (1.0f - f));
g = val * (1.0f - saturation);
b = val;
break;
default:
r = val;
g = val * (1.0f - saturation);
b = val * (1.0f - saturation * f);
break;
}
}
}
}
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