388 lines
9.9 KiB
C++
388 lines
9.9 KiB
C++
/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
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* Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors.
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*
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* Color class
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <map>
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#include <gal/color4d.h>
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using namespace KIGFX;
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COLOR4D::COLOR4D( EDA_COLOR_T aColor )
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{
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if( aColor <= UNSPECIFIED_COLOR || aColor >= NBCOLORS )
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{
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*this = COLOR4D::UNSPECIFIED;
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return;
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}
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r = g_ColorRefs[aColor].m_Red / 255.0;
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g = g_ColorRefs[aColor].m_Green / 255.0;
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b = g_ColorRefs[aColor].m_Blue / 255.0;
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a = 1.0;
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}
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#ifdef WX_COMPATIBILITY
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COLOR4D::COLOR4D( const wxColour& aColor )
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{
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r = aColor.Red() / 255.0;
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g = aColor.Green() / 255.0;
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b = aColor.Blue() / 255.0;
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a = aColor.Alpha() / 255.0;
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}
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bool COLOR4D::SetFromWxString( const wxString& aColorString )
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{
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wxColour c;
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if( c.Set( aColorString ) )
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{
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r = c.Red() / 255.0;
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g = c.Green() / 255.0;
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b = c.Blue() / 255.0;
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a = c.Alpha() / 255.0;
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return true;
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}
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return false;
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}
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wxString COLOR4D::ToWxString( long flags ) const
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{
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wxColour c = ToColour();
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return c.GetAsString( flags );
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}
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COLOR4D COLOR4D::LegacyMix( COLOR4D aColor ) const
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{
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COLOR4D candidate;
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// Blend the two colors (i.e. OR the RGB values)
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candidate.r = ( (unsigned)( 255.0 * r ) | (unsigned)( 255.0 * aColor.r ) ) / 255.0,
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candidate.g = ( (unsigned)( 255.0 * g ) | (unsigned)( 255.0 * aColor.g ) ) / 255.0,
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candidate.b = ( (unsigned)( 255.0 * b ) | (unsigned)( 255.0 * aColor.b ) ) / 255.0,
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candidate.a = 1.0;
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return candidate;
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}
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COLOR4D& COLOR4D::SetToLegacyHighlightColor()
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{
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EDA_COLOR_T legacyColor = GetNearestLegacyColor( *this );
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EDA_COLOR_T highlightColor = g_ColorRefs[legacyColor].m_LightColor;
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r = g_ColorRefs[highlightColor].m_Red / 255.0;
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g = g_ColorRefs[highlightColor].m_Green / 255.0;
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b = g_ColorRefs[highlightColor].m_Blue / 255.0;
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a = 1.0;
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return *this;
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}
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COLOR4D& COLOR4D::SetToNearestLegacyColor()
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{
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EDA_COLOR_T legacyColor = GetNearestLegacyColor( *this );
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r = g_ColorRefs[legacyColor].m_Red / 255.0;
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g = g_ColorRefs[legacyColor].m_Green / 255.0;
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b = g_ColorRefs[legacyColor].m_Blue / 255.0;
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a = 1.0;
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return *this;
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}
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unsigned int COLOR4D::ToU32() const
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{
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return ToColour().GetRGB();
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}
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void COLOR4D::FromU32( unsigned int aPackedColor )
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{
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wxColour c;
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c.SetRGB( aPackedColor );
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r = c.Red() / 255.0;
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g = c.Green() / 255.0;
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b = c.Blue() / 255.0;
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a = c.Alpha() / 255.0;
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}
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EDA_COLOR_T COLOR4D::GetNearestLegacyColor( COLOR4D &aColor )
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{
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// Cache layer implemented here, because all callers are using wxColour
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static std::map< unsigned int, unsigned int > nearestCache;
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static double hues[NBCOLORS];
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static double values[NBCOLORS];
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unsigned int colorInt = aColor.ToU32();
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auto search = nearestCache.find( colorInt );
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if( search != nearestCache.end() )
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return static_cast<EDA_COLOR_T>( search->second );
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// First use ColorFindNearest to check for exact matches
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EDA_COLOR_T nearest = ColorFindNearest( aColor.r * 255.0, aColor.g * 255.0, aColor.b * 255.0 );
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if( COLOR4D( nearest ) == aColor )
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{
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nearestCache.insert( std::pair< unsigned int, unsigned int >(
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colorInt, static_cast<unsigned int>( nearest ) ) );
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return nearest;
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}
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// If not, use hue and value to match.
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// Hue will be NAN for grayscale colors.
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// The legacy color palette is a grid across hue and value.
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// We can exploit that to find a good match -- hue is most apparent to the user.
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// So, first we determine the closest hue match, and then the closest value from that
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// "grid row" in the legacy palette.
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double h, s, v;
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aColor.ToHSV( h, s, v );
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double minDist = 360.0;
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double legacyHue = 0.0;
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if( std::isnan( h ) )
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{
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legacyHue = NAN;
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}
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else
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{
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for( EDA_COLOR_T candidate = ::BLACK;
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candidate < NBCOLORS; candidate = NextColor( candidate ) )
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{
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double ch, cs, cv;
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if( hues[candidate] == 0.0 && values[candidate] == 0.0 )
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{
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COLOR4D candidate4d( candidate );
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candidate4d.ToHSV( ch, cs, cv );
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values[candidate] = cv;
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// Set the hue to non-zero for black so that we won't do this more than once
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hues[candidate] = ( cv == 0.0 ) ? 1.0 : ch;
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}
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else
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{
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ch = hues[candidate];
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cv = values[candidate];
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cv = 0.0;
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}
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if( fabs( ch - h ) < minDist )
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{
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minDist = fabs( ch - h );
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legacyHue = ch;
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}
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}
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}
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// Now we have the desired hue; let's find the nearest value
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minDist = 1.0;
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for( EDA_COLOR_T candidate = ::BLACK;
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candidate < NBCOLORS; candidate = NextColor( candidate ) )
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{
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// If the target hue is NAN, we didn't extract the value for any colors above
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if( std::isnan( legacyHue ) )
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{
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double ch, cs, cv;
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COLOR4D candidate4d( candidate );
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candidate4d.ToHSV( ch, cs, cv );
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values[candidate] = cv;
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hues[candidate] = ( cv == 0.0 ) ? 1.0 : ch;
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}
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if( ( std::isnan( legacyHue ) != std::isnan( hues[candidate] ) ) || hues[candidate] != legacyHue )
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continue;
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if( fabs( values[candidate] - v ) < minDist )
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{
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minDist = fabs( values[candidate] - v );
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nearest = candidate;
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}
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}
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nearestCache.insert( std::pair< unsigned int, unsigned int >(
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colorInt, static_cast<unsigned int>( nearest ) ) );
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return nearest;
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}
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#endif
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namespace KIGFX {
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const bool operator==( const COLOR4D& lhs, const COLOR4D& rhs )
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{
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return lhs.a == rhs.a && lhs.r == rhs.r && lhs.g == rhs.g && lhs.b == rhs.b;
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}
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const bool operator!=( const COLOR4D& lhs, const COLOR4D& rhs )
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{
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return !( lhs == rhs );
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}
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std::ostream &operator<<( std::ostream &aStream, COLOR4D const &aColor )
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{
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return aStream << aColor.ToWxString( wxC2S_CSS_SYNTAX );
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}
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}
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void COLOR4D::ToHSV( double& aOutH, double& aOutS, double& aOutV ) const
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{
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double min, max, delta;
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min = r < g ? r : g;
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min = min < b ? min : b;
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max = r > g ? r : g;
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max = max > b ? max : b;
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aOutV = max; // v
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delta = max - min;
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if( max > 0.0 )
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{
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aOutS = ( delta / max ); // s
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}
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else
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{
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// r = g = b = 0 // s = 0, v is undefined
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aOutS = 0.0;
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aOutH = NAN; // its now undefined
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return;
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}
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if( r >= max ) // > is bogus, just keeps compiler happy
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aOutH = ( g - b ) / delta; // between yellow & magenta
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else if( g >= max )
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aOutH = 2.0 + ( b - r ) / delta; // between cyan & yellow
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else
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aOutH = 4.0 + ( r - g ) / delta; // between magenta & cyan
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aOutH *= 60.0; // degrees
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if( aOutH < 0.0 )
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aOutH += 360.0;
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}
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void COLOR4D::FromHSV( double aInH, double aInS, double aInV )
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{
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double hh, p, q, t, ff;
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long i;
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if( aInS <= 0.0 ) // < is bogus, just shuts up warnings
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{
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r = aInV;
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g = aInV;
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b = aInV;
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return;
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}
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hh = aInH;
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if( hh >= 360.0 )
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hh = 0.0;
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hh /= 60.0;
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i = (long) hh;
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ff = hh - i;
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p = aInV * ( 1.0 - aInS );
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q = aInV * ( 1.0 - ( aInS * ff ) );
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t = aInV * ( 1.0 - ( aInS * ( 1.0 - ff ) ) );
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switch( i )
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{
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case 0:
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r = aInV;
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g = t;
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b = p;
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break;
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case 1:
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r = q;
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g = aInV;
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b = p;
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break;
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case 2:
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r = p;
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g = aInV;
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b = t;
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break;
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case 3:
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r = p;
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g = q;
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b = aInV;
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break;
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case 4:
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r = t;
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g = p;
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b = aInV;
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break;
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case 5:
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default:
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r = aInV;
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g = p;
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b = q;
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break;
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}
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}
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COLOR4D& COLOR4D::Saturate( double aFactor )
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{
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double h, s, v;
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ToHSV( h, s, v );
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FromHSV( h, aFactor, 1.0 );
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return *this;
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}
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const COLOR4D COLOR4D::UNSPECIFIED( 0, 0, 0, 0 );
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const COLOR4D COLOR4D::WHITE( 1, 1, 1, 1 );
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const COLOR4D COLOR4D::BLACK( 0, 0, 0, 1 );
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