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DefaultPaletteGenerator.swift
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DefaultPaletteGenerator.swift
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//
// DefaultGenerator.swift
// ImagePalette
//
// Original created by Google/Android
// Ported to Swift/iOS by Shaun Harrison
//
import Foundation
import UIKit
private let TARGET_DARK_LUMA = CGFloat(0.26)
private let MAX_DARK_LUMA = CGFloat(0.45)
private let MIN_LIGHT_LUMA = CGFloat(0.55)
private let TARGET_LIGHT_LUMA = CGFloat(0.74)
private let MIN_NORMAL_LUMA = CGFloat(0.3)
private let TARGET_NORMAL_LUMA = CGFloat(0.5)
private let MAX_NORMAL_LUMA = CGFloat(0.7)
private let TARGET_MUTED_SATURATION = CGFloat(0.3)
private let MAX_MUTED_SATURATION = CGFloat(0.4)
private let TARGET_VIBRANT_SATURATION = CGFloat(1)
private let MIN_VIBRANT_SATURATION = CGFloat(0.35)
private let WEIGHT_SATURATION = CGFloat(3.0)
private let WEIGHT_LUMA = CGFloat(6.0)
private let WEIGHT_POPULATION = CGFloat(1.0)
internal class DefaultPaletteGenerator: PaletteGenerator {
private var swatches = Array<PaletteSwatch>()
private var highestPopulation = Int64(0)
private(set) var vibrantSwatch: PaletteSwatch?
private(set) var lightVibrantSwatch: PaletteSwatch?
private(set) var darkVibrantSwatch: PaletteSwatch?
private(set) var mutedSwatch: PaletteSwatch?
private(set) var lightMutedSwatch: PaletteSwatch?
private(set) var darkMutedSwatch: PaletteSwatch?
func generate(swatches: [PaletteSwatch]) {
self.swatches = swatches
self.highestPopulation = findMaxPopulation()
self.generateVariationColors()
// Now try and generate any missing colors
self.generateEmptySwatches()
}
private func generateVariationColors() {
self.vibrantSwatch = self.findColorVariation(TARGET_NORMAL_LUMA, minLuma: MIN_NORMAL_LUMA, maxLuma: MAX_NORMAL_LUMA, targetSaturation: TARGET_VIBRANT_SATURATION, minSaturation: MIN_VIBRANT_SATURATION, maxSaturation: 1.0)
self.lightVibrantSwatch = self.findColorVariation(TARGET_LIGHT_LUMA, minLuma: MIN_LIGHT_LUMA, maxLuma: 1.0, targetSaturation: TARGET_VIBRANT_SATURATION, minSaturation: MIN_VIBRANT_SATURATION, maxSaturation: 1.0)
self.darkVibrantSwatch = self.findColorVariation(TARGET_DARK_LUMA, minLuma: 0.0, maxLuma: MAX_DARK_LUMA, targetSaturation: TARGET_VIBRANT_SATURATION, minSaturation: MIN_VIBRANT_SATURATION, maxSaturation: 1.0)
self.mutedSwatch = self.findColorVariation(TARGET_NORMAL_LUMA, minLuma: MIN_NORMAL_LUMA, maxLuma: MAX_NORMAL_LUMA, targetSaturation: TARGET_MUTED_SATURATION, minSaturation: 0.0, maxSaturation: MAX_MUTED_SATURATION)
self.lightMutedSwatch = self.findColorVariation(TARGET_LIGHT_LUMA, minLuma: MIN_LIGHT_LUMA, maxLuma: 1.0, targetSaturation: TARGET_MUTED_SATURATION, minSaturation: 0.0, maxSaturation: MAX_MUTED_SATURATION)
self.darkMutedSwatch = self.findColorVariation(TARGET_DARK_LUMA, minLuma: 0.0, maxLuma: MAX_DARK_LUMA, targetSaturation: TARGET_MUTED_SATURATION, minSaturation: 0.0, maxSaturation: MAX_MUTED_SATURATION)
}
/** Try and generate any missing swatches from the swatches we did find. */
private func generateEmptySwatches() {
if self.vibrantSwatch == nil {
// If we do not have a vibrant color...
if let swatch = self.darkVibrantSwatch {
// ...but we do have a dark vibrant, generate the value by modifying the luma
self.vibrantSwatch = PaletteSwatch(color: swatch.hsl.colorWithLightnessComponent(TARGET_NORMAL_LUMA), population: 0)
}
}
if self.darkVibrantSwatch == nil {
// If we do not have a dark vibrant color...
if let swatch = self.vibrantSwatch {
// ...but we do have a vibrant, generate the value by modifying the luma
self.darkVibrantSwatch = PaletteSwatch(color: swatch.hsl.colorWithLightnessComponent(TARGET_DARK_LUMA), population: 0)
}
}
}
/** Find the PaletteSwatch with the highest population value and return the population. */
private func findMaxPopulation() -> Int64 {
var population = Int64(0)
for swatch in self.swatches {
population = max(population, swatch.population)
}
return population
}
private func findColorVariation(targetLuma: CGFloat, minLuma: CGFloat, maxLuma: CGFloat, targetSaturation: CGFloat, minSaturation: CGFloat, maxSaturation: CGFloat) -> PaletteSwatch? {
var max: PaletteSwatch? = nil
var maxValue = 0.0
for swatch in self.swatches {
let sat = swatch.hsl.saturation
let luma = swatch.hsl.lightness
if sat >= minSaturation && sat <= maxSaturation && luma >= minLuma && luma <= maxLuma && !isAlreadySelected(swatch) {
let value = Double(self.dynamicType.createComparisonValue(sat, targetSaturation: targetSaturation, luma: luma, targetLuma: targetLuma, population: swatch.population, maxPopulation: self.highestPopulation))
if max == nil || value > maxValue {
max = swatch
maxValue = value
}
}
}
return max
}
/**
:return: true if we have already selected PaletteSwatch
*/
private func isAlreadySelected(swatch: PaletteSwatch) -> Bool {
return self.vibrantSwatch == swatch || self.darkVibrantSwatch == swatch || self.lightVibrantSwatch == swatch || self.mutedSwatch == swatch || self.darkMutedSwatch == swatch || self.lightMutedSwatch == swatch
}
private static func createComparisonValue(saturation: CGFloat, targetSaturation: CGFloat, luma: CGFloat, targetLuma: CGFloat, population: Int64, maxPopulation: Int64) -> CGFloat {
return self.createComparisonValue(saturation, targetSaturation: targetSaturation, saturationWeight: WEIGHT_SATURATION, luma: luma, targetLuma: targetLuma, lumaWeight: WEIGHT_LUMA, population: population, maxPopulation: maxPopulation, populationWeight: WEIGHT_POPULATION)
}
private static func createComparisonValue(saturation: CGFloat, targetSaturation: CGFloat, saturationWeight: CGFloat, luma: CGFloat, targetLuma: CGFloat, lumaWeight: CGFloat, population: Int64, maxPopulation: Int64, populationWeight: CGFloat) -> CGFloat {
return weightedMean([
invertDiff(saturation, targetValue: targetSaturation), saturationWeight,
invertDiff(luma, targetValue: targetLuma), lumaWeight,
CGFloat(population) / CGFloat(maxPopulation), populationWeight
])
}
/**
Returns a value in the range 0-1. 1 is returned when value equals the targetValue and then decreases as the
absolute difference between value and {@code targetValue} increases.
:param: value the item's value
:param: targetValue the value which we desire
*/
private static func invertDiff(value: CGFloat, targetValue: CGFloat) -> CGFloat {
return 1.0 - abs(value - targetValue)
}
private static func weightedMean(values: [CGFloat]) -> CGFloat {
var sum = CGFloat(0)
var sumWeight = CGFloat(0)
var i = 0
while i < values.count {
defer { i += 1 }
let value = values[i]
let weight = values[i + 1]
sum += (value * weight)
sumWeight += weight
}
return sum / sumWeight
}
}