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GUI: Darken very bright colours and slightly lighten very dark colour…
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/* | ||
Copyright 2015 MCGalaxy | ||
Dual-licensed under the Educational Community License, Version 2.0 and | ||
the GNU General Public License, Version 3 (the "Licenses"); you may | ||
not use this file except in compliance with the Licenses. You may | ||
obtain a copy of the Licenses at | ||
https://opensource.org/license/ecl-2-0/ | ||
https://www.gnu.org/licenses/gpl-3.0.html | ||
Unless required by applicable law or agreed to in writing, | ||
software distributed under the Licenses are distributed on an "AS IS" | ||
BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express | ||
or implied. See the Licenses for the specific language governing | ||
permissions and limitations under the Licenses. | ||
*/ | ||
using System; | ||
using System.Collections.Generic; | ||
using System.Drawing; | ||
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namespace MCGalaxy.Gui | ||
{ | ||
public static class ColorUtils | ||
{ | ||
struct RGB { public double R, G, B; } | ||
struct HSV { public double H, S, V; } | ||
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/// <summary> Calculates the appropriate text colour for the given background colour </summary> | ||
/// <remarks> Returns black or white colour depending on brightness of the given colour </remarks> | ||
public static Color CalcTextColor(ColorDesc bgColor) { | ||
// https://stackoverflow.com/questions/596216/formula-to-determine-perceived-brightness-of-rgb-color | ||
RGB c = sRGBToLinear(bgColor); | ||
double L = 0.2126 * c.R + 0.7152 * c.G + 0.0722 * c.B; | ||
return L > 0.179 ? Color.Black : Color.White; | ||
} | ||
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/// <summary> Converts gamma corrected RGB to linear RGB </summary> | ||
static RGB sRGBToLinear(ColorDesc c) { | ||
RGB rgb; | ||
rgb.R = ToLinear(c.R); | ||
rgb.G = ToLinear(c.G); | ||
rgb.B = ToLinear(c.B); | ||
return rgb; | ||
} | ||
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/// <summary> Converts a gamma corrected value to a linear value </summary> | ||
static double ToLinear(double c) { | ||
c /= 255.0; | ||
if (c <= 0.03928) return c / 12.92; | ||
return Math.Pow((c + 0.055) / 1.055, 2.4); | ||
} | ||
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/// <summary> Adjust text colour to be easier on the eye on a light or dark background </summary> | ||
public static Color AdjustBrightness(ColorDesc color, bool nightMode) { | ||
double brightness; | ||
RGB rgb = sRGBToLinear(color); | ||
HSV hsv = RGBToHSV(rgb); | ||
brightness = WeightedW3C(rgb); | ||
// TODO is there a better way of doingthis | ||
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if (nightMode) { | ||
// lighten very dark colors | ||
while (brightness < 0.1 && hsv.V >= 0 && hsv.V <= 0.99) | ||
{ | ||
hsv.V += 0.01; | ||
brightness = WeightedW3C(HSVToRGB(hsv)); | ||
} | ||
} else { | ||
// darken overly bright colors | ||
while (brightness > 0.5 && hsv.V >= 0.01 && hsv.V <= 1) | ||
{ | ||
hsv.V -= 0.01; | ||
brightness = WeightedW3C(HSVToRGB(hsv)); | ||
} | ||
} | ||
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rgb = HSVToRGB(hsv); | ||
int R = ToRGB(rgb.R); | ||
int G = ToRGB(rgb.G); | ||
int B = ToRGB(rgb.B); | ||
return Color.FromArgb(R, G, B); | ||
} | ||
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static double sRGB(double c) { | ||
if (c <= 0.00305) return c * 12.92; | ||
return 1.055 * Math.Pow(c, 1.0 / 2.4) - 0.055; | ||
} | ||
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static int ToRGB(double c) { | ||
c = sRGB(c); | ||
if (c < 0.0) return 0; | ||
if (c > 1.0) return 255; | ||
return (int)(c * 255); | ||
} | ||
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static double WeightedW3C(RGB rgb) { | ||
return rgb.R * 0.299 + rgb.G * 0.587 + rgb.B * 0.11; | ||
} | ||
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// https://stackoverflow.com/questions/3018313/algorithm-to-convert-rgb-to-hsv-and-hsv-to-rgb-in-range-0-255-for-both | ||
static HSV RGBToHSV(RGB rgb) { | ||
HSV hsv = default(HSV); | ||
double maxc = Math.Max(rgb.R, Math.Max(rgb.G, rgb.B)); | ||
double minc = Math.Min(rgb.R, Math.Min(rgb.G, rgb.B)); | ||
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hsv.V = maxc; | ||
if (minc == maxc) return hsv; | ||
double D = maxc - minc; | ||
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if (maxc == 0.0) return hsv; | ||
hsv.S = D / maxc; | ||
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double rc = (maxc - rgb.R) / D; | ||
double gc = (maxc - rgb.G) / D; | ||
double bc = (maxc - rgb.B) / D; | ||
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if (rgb.R == maxc) { | ||
hsv.H = 0.0 + bc - gc; | ||
} else if (rgb.G == maxc) { | ||
hsv.H = 2.0 + rc - bc; | ||
} else { | ||
hsv.H = 4.0 + gc - rc; | ||
} | ||
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hsv.H *= 60.0; | ||
if (hsv.H < 0.0) hsv.H += 360.0; | ||
return hsv; | ||
} | ||
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static RGB HSVToRGB(HSV hsv) { | ||
double hh, p, q, t, ff; | ||
int i; | ||
RGB rgb = default(RGB); | ||
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if (hsv.S <= 0.0) { | ||
rgb.R = hsv.V; | ||
rgb.G = hsv.V; | ||
rgb.B = hsv.V; | ||
return rgb; | ||
} | ||
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hh = hsv.H; | ||
if(hh >= 360.0) hh = 0.0; | ||
hh /= 60.0; | ||
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i = (int)hh; | ||
ff = hh - i; | ||
p = hsv.V * (1.0 - hsv.S); | ||
q = hsv.V * (1.0 - (hsv.S * ff)); | ||
t = hsv.V * (1.0 - (hsv.S * (1.0 - ff))); | ||
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switch (i) | ||
{ | ||
case 0: | ||
rgb.R = hsv.V; | ||
rgb.G = t; | ||
rgb.B = p; | ||
break; | ||
case 1: | ||
rgb.R = q; | ||
rgb.G = hsv.V; | ||
rgb.B = p; | ||
break; | ||
case 2: | ||
rgb.R = p; | ||
rgb.G = hsv.V; | ||
rgb.B = t; | ||
break; | ||
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case 3: | ||
rgb.R = p; | ||
rgb.G = q; | ||
rgb.B = hsv.V; | ||
break; | ||
case 4: | ||
rgb.R = t; | ||
rgb.G = p; | ||
rgb.B = hsv.V; | ||
break; | ||
case 5: | ||
rgb.R = hsv.V; | ||
rgb.G = p; | ||
rgb.B = q; | ||
break; | ||
} | ||
return rgb; | ||
} | ||
} | ||
} |
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