kicad/include/gal/color4d.h

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/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
* Copyright (C) 2017-2023 Kicad Developers, see AUTHORS.txt for contributors.
*
* Color class
*
* 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 2
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef COLOR4D_H_
#define COLOR4D_H_
#include <wx/debug.h>
#include <wx/colour.h>
#include <wx/string.h>
#include <hash.h>
#include <nlohmann/json_fwd.hpp>
/**
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* Legacy color enumeration. Also contains a flag and the alpha value in the upper bits
*/
enum EDA_COLOR_T
{
UNSPECIFIED_COLOR = -1,
BLACK = 0,
DARKDARKGRAY,
DARKGRAY,
LIGHTGRAY,
WHITE,
LIGHTYELLOW,
DARKBLUE,
DARKGREEN,
DARKCYAN,
DARKRED,
DARKMAGENTA,
DARKBROWN,
BLUE,
GREEN,
CYAN,
RED,
MAGENTA,
BROWN,
LIGHTBLUE,
LIGHTGREEN,
LIGHTCYAN,
LIGHTRED,
LIGHTMAGENTA,
YELLOW,
PUREBLUE,
PUREGREEN,
PURECYAN,
PURERED,
PUREMAGENTA,
PUREYELLOW,
LIGHTERORANGE,
DARKORANGE,
ORANGE,
LIGHTORANGE,
PUREORANGE,
NBCOLORS, ///< Number of colors
HIGHLIGHT_FLAG = ( 1<<19 ),
MASKCOLOR = 31 ///< mask for color index into colorRefs()[]
};
struct StructColors
{
unsigned char m_Blue;
unsigned char m_Green;
unsigned char m_Red;
EDA_COLOR_T m_Numcolor;
std::string m_ColorName;
EDA_COLOR_T m_LightColor;
};
/// Global list of legacy color names, still used all over the place for constructing COLOR4D's
const StructColors* colorRefs();
namespace KIGFX
{
/**
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* A color representation with 4 components: red, green, blue, alpha.
*/
class COLOR4D
{
public:
// Constructor (creates the Color 0,0,0,0)
COLOR4D() :
r( 0 ),
g( 0 ),
b( 0 ),
a( 1.0 )
{
}
/**
* @param aRed is the red component [0.0 .. 1.0].
* @param aGreen is the green component [0.0 .. 1.0].
* @param aBlue is the blue component [0.0 .. 1.0].
* @param aAlpha is the alpha value [0.0 .. 1.0].
*/
COLOR4D( double aRed, double aGreen, double aBlue, double aAlpha ) :
r( aRed ),
g( aGreen ),
b( aBlue ),
a( aAlpha )
{
wxASSERT( r >= 0.0 && r <= 1.0 );
wxASSERT( g >= 0.0 && g <= 1.0 );
wxASSERT( b >= 0.0 && b <= 1.0 );
wxASSERT( a >= 0.0 && a <= 1.0 );
}
/**
* @param aColor is one of KiCad's palette colors.
* @see EDA_COLOR_T
*/
COLOR4D( EDA_COLOR_T aColor );
/**
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* Initialize the color from a RGBA value with 0-255 red/green/blue and 0-1 alpha.
*
* Suitable for taking the values directly from the "CSS syntax" from ToWxString.
*
* @return this color.
*/
COLOR4D& FromCSSRGBA( int aRed, int aGreen, int aBlue, double aAlpha = 1.0 );
/**
* Defines a color from a CSS or HTML-type string
* @param aColorStr input string
*/
COLOR4D( const wxString& aColorStr );
/**
* @param aColor is the color type used by wxWidgets.
*/
COLOR4D( const wxColour& aColor );
/**
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* Set color values by parsing a string using wxColour::Set().
*
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* @param aColorString is a color string that wxColour can understand.
* @return true if color was set successfully.
*/
bool SetFromWxString( const wxString& aColorString );
wxString ToCSSString() const;
bool SetFromHexString( const wxString& aColorString );
wxString ToHexString() const;
wxColour ToColour() const;
/**
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* Mix this COLOR4D with an input COLOR4D using the OR-mixing of legacy canvas.
*
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* Can be removed once legacy canvas is removed. Depends on wxColour for simplicity,
* but could be re-written to avoid this dependency if desired.
*
* @param aColor The color to mix with this one
*/
COLOR4D LegacyMix( const COLOR4D& aColor ) const;
/**
* Converts current color (stored in RGB) to HSL format.
*
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* @param aOutHue is the conversion result for hue component, in degrees 0 ... 360.0.
* @param aOutSaturation is the conversion result for saturation component (0 ... 1.0).
* @param aOutLightness is conversion result for value component (0 ... 1.0).
* @note saturation is set to 0.0 for black color if r = g = b,
*/
void ToHSL( double& aOutHue, double& aOutSaturation, double& aOutValue ) const;
/**
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* Change currently used color to the one given by hue, saturation and lightness parameters.
*
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* @param aInHue is hue component, in degrees (0.0 - 360.0).
* @param aInSaturation is saturation component (0.0 - 1.0).
* @param aInLightness is lightness component (0.0 - 1.0).
*/
void FromHSL( double aInHue, double aInSaturation, double aInLightness );
/**
* Makes the color brighter by a given factor.
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*
* @param aFactor Specifies how bright the color should become (valid values: 0.0 .. 1.0).
* @return COLOR4D& Brightened color.
*/
COLOR4D& Brighten( double aFactor )
{
wxASSERT( aFactor >= 0.0 && aFactor <= 1.0 );
r = r * ( 1.0 - aFactor ) + aFactor;
g = g * ( 1.0 - aFactor ) + aFactor;
b = b * ( 1.0 - aFactor ) + aFactor;
return *this;
}
/**
* Makes the color darker by a given factor.
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*
* @param aFactor Specifies how dark the color should become (valid values: 0.0 .. 1.0).
* @return COLOR4D& Darkened color.
*/
COLOR4D& Darken( double aFactor )
{
wxASSERT( aFactor >= 0.0 && aFactor <= 1.0 );
r = r * ( 1.0 - aFactor );
g = g * ( 1.0 - aFactor );
b = b * ( 1.0 - aFactor );
return *this;
}
/**
* Makes the color inverted, alpha remains the same.
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*
* @return COLOR4D& Inverted color.
*/
COLOR4D& Invert()
{
r = ( 1.0 - r );
g = ( 1.0 - g );
b = ( 1.0 - b );
return *this;
}
/**
* Saturates the color to a given factor (in HSV model)
*/
COLOR4D& Saturate( double aFactor );
/**
* Removes color (in HSL model)
* @return greyscale version of color
*/
COLOR4D& Desaturate();
/**
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* Return a color that is brighter by a given factor, without modifying object.
*
* @param aFactor Specifies how bright the color should become (valid values: 0.0 .. 1.0).
* @return COLOR4D Highlighted color.
*/
COLOR4D Brightened( double aFactor ) const
{
wxASSERT( aFactor >= 0.0 && aFactor <= 1.0 );
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return COLOR4D( r * ( 1.0 - aFactor ) + aFactor, g * ( 1.0 - aFactor ) + aFactor,
b * ( 1.0 - aFactor ) + aFactor, a );
}
/**
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* Return a color that is darker by a given factor, without modifying object.
*
* @param aFactor Specifies how dark the color should become (valid values: 0.0 .. 1.0).
* @return COLOR4D Darkened color.
*/
COLOR4D Darkened( double aFactor ) const
{
wxASSERT( aFactor >= 0.0 && aFactor <= 1.0 );
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return COLOR4D( r * ( 1.0 - aFactor ), g * ( 1.0 - aFactor ), b * ( 1.0 - aFactor ), a );
}
/**
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* Return a color that is mixed with the input by a factor.
*
* @param aFactor Specifies how much of the original color to keep (valid values: 0.0 .. 1.0).
* @return COLOR4D Mixed color.
*/
COLOR4D Mix( const COLOR4D& aColor, double aFactor ) const
{
wxASSERT( aFactor >= 0.0 && aFactor <= 1.0 );
return COLOR4D( aColor.r * ( 1.0 - aFactor ) + r * aFactor,
aColor.g * ( 1.0 - aFactor ) + g * aFactor,
aColor.b * ( 1.0 - aFactor ) + b * aFactor,
a );
}
/**
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* Return a color with the same color, but the given alpha.
*
* @param aAlpha specifies the alpha of the new color
* @return COLOR4D color with that alpha
*/
COLOR4D WithAlpha( double aAlpha ) const
{
wxASSERT( aAlpha >= 0.0 && aAlpha <= 1.0 );
return COLOR4D( r, g, b, aAlpha );
}
/**
* Returns an inverted color, alpha remains the same.
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*
* @return COLOR4D& Inverted color.
*/
COLOR4D Inverted() const
{
return COLOR4D( 1.0 - r, 1.0 - g, 1.0 - b, a );
}
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/**
* Returns the brightness value of the color ranged from 0.0 to 1.0.
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*
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* @return The brightness value.
*/
double GetBrightness() const
{
// Weighted W3C formula
return r * 0.299 + g * 0.587 + b * 0.117;
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}
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/**
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* Convert current color (stored in RGB) to HSV format.
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*
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* @param aOutHue is the conversion result for hue component, in degrees 0 ... 360.0.
* @param aOutSaturation is the conversion result for saturation component (0 ... 1.0).
* @param aOutValue is conversion result for value component (0 ... 1.0).
* @param aAlwaysDefineHue controls the way hue is defined when r = v = b
* @note saturation is set to 0.0 for black color (r = v = b = 0), and if r = v = b,
* hue is set to 0.0 if aAlwaysDefineHue = true, and set to NAN if aAlwaysDefineHue = false.
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* this option is useful to convert a 4D color to a legacy color, because Red has hue = 0,
* therefore aAlwaysDefineHue = false makes difference between Red and Gray colors.
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*/
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void ToHSV( double& aOutHue, double& aOutSaturation, double& aOutValue,
bool aAlwaysDefineHue = false ) const;
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/**
* Changes currently used color to the one given by hue, saturation and value parameters.
*
* @param aInH is hue component, in degrees.
* @param aInS is saturation component.
* @param aInV is value component.
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*/
void FromHSV( double aInH, double aInS, double aInV );
/**
* Returns the distance (in RGB space) between two colors.
*/
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double Distance( const COLOR4D& other ) const;
int Compare( const COLOR4D& aRhs ) const;
/**
* Returns a legacy color ID that is closest to the given 8-bit RGB values.
*/
static EDA_COLOR_T FindNearestLegacyColor( int aR, int aG, int aB );
// Color components: red, green, blue, alpha
double r; ///< Red component
double g; ///< Green component
double b; ///< Blue component
double a; ///< Alpha component
/// For legacy support; used as a value to indicate color hasn't been set yet
static const COLOR4D UNSPECIFIED;
// Declare a few color shortcuts that are used for comparisons frequently
static const COLOR4D WHITE;
static const COLOR4D BLACK;
static const COLOR4D CLEAR;
};
/// @brief Equality operator, are two colors equal
const bool operator==( const COLOR4D& lhs, const COLOR4D& rhs );
/// @brief Not equality operator, are two colors not equal
const bool operator!=( const COLOR4D& lhs, const COLOR4D& rhs );
const bool operator<( const COLOR4D& lhs, const COLOR4D& rhs );
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/// Syntactic sugar for outputting colors to strings
std::ostream &operator<<( std::ostream &aStream, COLOR4D const &aColor );
// to allow json( COLOR4D )
void to_json( nlohmann::json& aJson, const COLOR4D& aColor );
// To allow json::get<COLOR4D>()
void from_json( const nlohmann::json& aJson, COLOR4D& aColor );
} // namespace KIGFX
template<>
struct std::hash<KIGFX::COLOR4D>
{
std::size_t operator()( const KIGFX::COLOR4D& aColor ) const
{
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return hash_val( aColor.r, aColor.b, aColor.g, aColor.a );
}
};
#endif /* COLOR4D_H_ */