/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2012 Torsten Hueter, torstenhtr 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 #include #include #include #include #include /** * 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 KICOMMON_API 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 KICOMMON_API const StructColors* colorRefs(); namespace KIGFX { /** * A color representation with 4 components: red, green, blue, alpha. */ class KICOMMON_API 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 ); /** * 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 ); /** * Set color values by parsing a string using wxColour::Set(). * * @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; /** * Mix this COLOR4D with an input COLOR4D using the OR-mixing of legacy canvas. * * 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. * * @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& aOutLightness ) const; /** * Change currently used color to the one given by hue, saturation and lightness parameters. * * @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. * * @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. * * @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. * * @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(); /** * 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 ); return COLOR4D( r * ( 1.0 - aFactor ) + aFactor, g * ( 1.0 - aFactor ) + aFactor, b * ( 1.0 - aFactor ) + aFactor, a ); } /** * 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 ); return COLOR4D( r * ( 1.0 - aFactor ), g * ( 1.0 - aFactor ), b * ( 1.0 - aFactor ), a ); } /** * 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 ); } /** * 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. * * @return COLOR4D& Inverted color. */ COLOR4D Inverted() const { return COLOR4D( 1.0 - r, 1.0 - g, 1.0 - b, a ); } /** * Returns the brightness value of the color ranged from 0.0 to 1.0. * * @return The brightness value. */ double GetBrightness() const { // Weighted W3C formula return r * 0.299 + g * 0.587 + b * 0.117; } /** * Convert current color (stored in RGB) to HSV format. * * @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. * 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. */ void ToHSV( double& aOutHue, double& aOutSaturation, double& aOutValue, bool aAlwaysDefineHue = false ) const; /** * 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. */ void FromHSV( double aInH, double aInS, double aInV ); /** * Returns the distance (in RGB space) between two colors. */ double Distance( const COLOR4D& other ) const; int Compare( const COLOR4D& aRhs ) const; /** * Compute the relative luminance of a color using the formula from WCAG21. * * @return relative luminance between 0 and 1 where 0 is darkest black and 1 is lightest white. */ double RelativeLuminance() const; /** * Compute the contrast ration between two colors using the formula from WCAG21. * * @param aLeft is the first color to use in the ratio * @param aRight is the second color to use in the ratio * @return contrast ratio between 1.0:1 and 21.0:1 between the two colors. */ static double ContrastRatio( const COLOR4D& aLeft, const COLOR4D& aRight ); /** * 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 KICOMMON_API bool operator==( const COLOR4D& lhs, const COLOR4D& rhs ); /// @brief Not equality operator, are two colors not equal KICOMMON_API bool operator!=( const COLOR4D& lhs, const COLOR4D& rhs ); KICOMMON_API bool operator<( const COLOR4D& lhs, const COLOR4D& rhs ); /// Syntactic sugar for outputting colors to strings KICOMMON_API std::ostream& operator<<( std::ostream& aStream, COLOR4D const& aColor ); // to allow json( COLOR4D ) KICOMMON_API void to_json( nlohmann::json& aJson, const COLOR4D& aColor ); // To allow json::get() KICOMMON_API void from_json( const nlohmann::json& aJson, COLOR4D& aColor ); } // namespace KIGFX template<> struct KICOMMON_API std::hash { std::size_t operator()( const KIGFX::COLOR4D& aColor ) const { return hash_val( aColor.r, aColor.b, aColor.g, aColor.a ); } }; #endif /* COLOR4D_H_ */