157 lines
6.3 KiB
C++
157 lines
6.3 KiB
C++
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#include <colors.h>
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/**
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* The predefined colors used in KiCad.
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* Please: if you change a value, remember these values are carefully chosen
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* to have good results in Pcbnew, that uses the ORed value of basic colors
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* when displaying superimposed objects
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* This list must have exactly NBCOLORS items
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*/
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const StructColors g_ColorRefs[NBCOLORS] =
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{
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{ 0, 0, 0, BLACK, wxT( "Black" ), DARKDARKGRAY },
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{ 72, 72, 72, DARKDARKGRAY, wxT( "Gray 1" ), DARKGRAY },
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{ 132, 132, 132, DARKGRAY, wxT( "Gray 2" ), LIGHTGRAY },
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{ 194, 194, 194, LIGHTGRAY, wxT( "Gray 3" ), WHITE },
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{ 255, 255, 255, WHITE, wxT( "White" ), WHITE },
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{ 194, 255, 255, LIGHTYELLOW, wxT( "L.Yellow" ), WHITE },
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{ 72, 0, 0, DARKBLUE, wxT( "Blue 1" ), BLUE },
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{ 0, 72, 0, DARKGREEN, wxT( "Green 1" ), GREEN },
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{ 72, 72, 0, DARKCYAN, wxT( "Cyan 1" ), CYAN },
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{ 0, 0, 72, DARKRED, wxT( "Red 1" ), RED },
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{ 72, 0, 72, DARKMAGENTA, wxT( "Magenta 1" ), MAGENTA },
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{ 0, 72, 72, DARKBROWN, wxT( "Brown 1" ), BROWN },
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{ 132, 0, 0, BLUE, wxT( "Blue 2" ), LIGHTBLUE },
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{ 0, 132, 0, GREEN, wxT( "Green 2" ), LIGHTGREEN },
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{ 132, 132, 0, CYAN, wxT( "Cyan 2" ), LIGHTCYAN },
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{ 0, 0, 132, RED, wxT( "Red 2" ), LIGHTRED },
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{ 132, 0, 132, MAGENTA, wxT( "Magenta 2" ), LIGHTMAGENTA },
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{ 0, 132, 132, BROWN, wxT( "Brown 2" ), YELLOW },
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{ 194, 0, 0, LIGHTBLUE, wxT( "Blue 3" ), PUREBLUE, },
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{ 0, 194, 0, LIGHTGREEN, wxT( "Green 3" ), PUREGREEN },
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{ 194, 194, 0, LIGHTCYAN, wxT( "Cyan 3" ), PURECYAN },
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{ 0, 0, 194, LIGHTRED, wxT( "Red 3" ), PURERED },
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{ 194, 0, 194, LIGHTMAGENTA, wxT( "Magenta 3" ), PUREMAGENTA },
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{ 0, 194, 194, YELLOW, wxT( "Yellow 3" ), PUREYELLOW },
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{ 255, 0, 0, PUREBLUE, wxT( "Blue 4" ), WHITE },
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{ 0, 255, 0, PUREGREEN, wxT( "Green 4" ), WHITE },
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{ 255, 255, 0, PURECYAN, wxT( "Cyan 4" ), WHITE },
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{ 0, 0, 255, PURERED, wxT( "Red 4" ), WHITE },
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{ 255, 0, 255, PUREMAGENTA, wxT( "Magenta 4" ), WHITE },
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{ 0, 255, 255, PUREYELLOW, wxT( "Yellow 4" ), WHITE },
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};
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EDA_COLOR_T ColorByName( const wxString& aName )
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{
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// look for a match in the palette itself
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for( EDA_COLOR_T trying = BLACK; trying < NBCOLORS; trying = NextColor(trying) )
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{
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if( 0 == aName.CmpNoCase( g_ColorRefs[trying].m_Name ) )
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return trying;
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}
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// Not found, no idea...
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return UNSPECIFIED_COLOR;
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}
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bool ColorIsLight( EDA_COLOR_T aColor )
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{
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const StructColors &c = g_ColorRefs[ColorGetBase( aColor )];
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int r = c.m_Red;
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int g = c.m_Green;
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int b = c.m_Blue;
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return ((r * r) + (g * g) + (b * b)) > (128 * 128 * 3);
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}
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EDA_COLOR_T ColorFindNearest( const wxColour &aColor )
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{
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return ColorFindNearest( aColor.Red(), aColor.Green(), aColor.Blue() );
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}
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EDA_COLOR_T ColorFindNearest( int aR, int aG, int aB )
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{
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EDA_COLOR_T candidate = BLACK;
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/* Find the 'nearest' color in the palette. This is fun. There is
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a gazilion of metrics for the color space and no one of the
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useful one is in the RGB color space. Who cares, this is a CAD,
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not a photosomething...
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I hereby declare that the distance is the sum of the square of the
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component difference. Think about the RGB color cube. Now get the
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euclidean distance, but without the square root... for ordering
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purposes it's the same, obviously. Also each component can't be
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less of the target one, since I found this currently work better...
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*/
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int nearest_distance = 255 * 255 * 3 + 1; // Can't beat this
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for( EDA_COLOR_T trying = BLACK; trying < NBCOLORS; trying = NextColor(trying) )
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{
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const StructColors &c = g_ColorRefs[trying];
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int distance = (aR - c.m_Red) * (aR - c.m_Red) +
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(aG - c.m_Green) * (aG - c.m_Green) +
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(aB - c.m_Blue) * (aB - c.m_Blue);
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if( distance < nearest_distance && c.m_Red >= aR &&
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c.m_Green >= aG && c.m_Blue >= aB )
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{
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nearest_distance = distance;
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candidate = trying;
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}
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}
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return candidate;
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}
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EDA_COLOR_T ColorMix( EDA_COLOR_T aColor1, EDA_COLOR_T aColor2 )
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{
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/* Memoization storage. This could be potentially called for each
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* color merge so a cache is useful (there are few colours anyway) */
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static EDA_COLOR_T mix_cache[NBCOLORS][NBCOLORS];
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// TODO how is alpha used? it's a mac only thing, I have no idea
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aColor1 = ColorGetBase( aColor1 );
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aColor2 = ColorGetBase( aColor2 );
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// First easy thing: a black gives always the other colour
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if( aColor1 == BLACK )
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return aColor2;
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if( aColor2 == BLACK)
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return aColor1;
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/* Now we are sure that black can't occur, so the rule is:
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* BLACK means not computed yet. If we're lucky we already have
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* an answer */
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EDA_COLOR_T candidate = mix_cache[aColor1][aColor2];
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if( candidate != BLACK )
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return candidate;
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// Blend the two colors (i.e. OR the RGB values)
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const StructColors &c1 = g_ColorRefs[aColor1];
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const StructColors &c2 = g_ColorRefs[aColor2];
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// Ask the palette for the nearest color to the mix
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wxColour mixed( c1.m_Red | c2.m_Red,
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c1.m_Green | c2.m_Green,
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c1.m_Blue | c2.m_Blue );
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candidate = ColorFindNearest( mixed );
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/* Here, BLACK is *not* a good answer, since it would recompute the next time.
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* Even theorically its not possible (with the current rules), but
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* maybe the metric will change in the future */
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if( candidate == BLACK)
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candidate = DARKDARKGRAY;
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// Store the result in the cache. The operation is commutative, too
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mix_cache[aColor1][aColor2] = candidate;
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mix_cache[aColor2][aColor1] = candidate;
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return candidate;
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}
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