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260 lines
6.9 KiB
C++
260 lines
6.9 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/* functions that manipulate colors */
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#include "nsCSSColorUtils.h"
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#include "nsDebug.h"
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#include <math.h>
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// Weird color computing code stolen from winfe which was stolen
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// from the xfe which was written originally by Eric Bina. So there.
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#define RED_LUMINOSITY 299
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#define GREEN_LUMINOSITY 587
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#define BLUE_LUMINOSITY 114
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#define INTENSITY_FACTOR 25
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#define LUMINOSITY_FACTOR 75
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#define MAX_COLOR 255
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#define COLOR_DARK_THRESHOLD 51
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#define COLOR_LIGHT_THRESHOLD 204
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#define COLOR_LITE_BS_FACTOR 45
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#define COLOR_LITE_TS_FACTOR 70
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#define COLOR_DARK_BS_FACTOR 30
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#define COLOR_DARK_TS_FACTOR 50
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#define LIGHT_GRAY NS_RGB(192, 192, 192)
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#define DARK_GRAY NS_RGB(96, 96, 96)
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#define MAX_BRIGHTNESS 254
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#define MAX_DARKNESS 0
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void NS_GetSpecial3DColors(nscolor aResult[2],
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nscolor aBackgroundColor,
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nscolor aBorderColor)
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{
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uint8_t f0, f1;
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uint8_t r, g, b;
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uint8_t rb = NS_GET_R(aBorderColor);
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uint8_t gb = NS_GET_G(aBorderColor);
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uint8_t bb = NS_GET_B(aBorderColor);
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uint8_t a = NS_GET_A(aBorderColor);
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// This needs to be optimized.
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// Calculating background brightness again and again is
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// a waste of time!!!. Just calculate it only once.
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// .....somehow!!!
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uint8_t red = NS_GET_R(aBackgroundColor);
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uint8_t green = NS_GET_G(aBackgroundColor);
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uint8_t blue = NS_GET_B(aBackgroundColor);
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uint8_t elementBrightness = NS_GetBrightness(rb,gb,bb);
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uint8_t backgroundBrightness = NS_GetBrightness(red, green, blue);
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if (backgroundBrightness < COLOR_DARK_THRESHOLD) {
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f0 = COLOR_DARK_BS_FACTOR;
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f1 = COLOR_DARK_TS_FACTOR;
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if(elementBrightness == MAX_DARKNESS)
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{
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rb = NS_GET_R(DARK_GRAY);
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gb = NS_GET_G(DARK_GRAY);
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bb = NS_GET_B(DARK_GRAY);
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}
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}else if (backgroundBrightness > COLOR_LIGHT_THRESHOLD) {
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f0 = COLOR_LITE_BS_FACTOR;
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f1 = COLOR_LITE_TS_FACTOR;
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if(elementBrightness == MAX_BRIGHTNESS)
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{
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rb = NS_GET_R(LIGHT_GRAY);
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gb = NS_GET_G(LIGHT_GRAY);
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bb = NS_GET_B(LIGHT_GRAY);
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}
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}else {
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f0 = COLOR_DARK_BS_FACTOR +
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(backgroundBrightness *
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(COLOR_LITE_BS_FACTOR - COLOR_DARK_BS_FACTOR) / MAX_COLOR);
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f1 = COLOR_DARK_TS_FACTOR +
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(backgroundBrightness *
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(COLOR_LITE_TS_FACTOR - COLOR_DARK_TS_FACTOR) / MAX_COLOR);
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}
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r = rb - (f0 * rb / 100);
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g = gb - (f0 * gb / 100);
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b = bb - (f0 * bb / 100);
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aResult[0] = NS_RGBA(r, g, b, a);
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r = rb + (f1 * (MAX_COLOR - rb) / 100);
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g = gb + (f1 * (MAX_COLOR - gb) / 100);
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b = bb + (f1 * (MAX_COLOR - bb) / 100);
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aResult[1] = NS_RGBA(r, g, b, a);
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}
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int NS_GetBrightness(uint8_t aRed, uint8_t aGreen, uint8_t aBlue)
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{
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uint8_t intensity = (aRed + aGreen + aBlue) / 3;
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uint8_t luminosity = NS_GetLuminosity(NS_RGB(aRed, aGreen, aBlue)) / 1000;
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return ((intensity * INTENSITY_FACTOR) +
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(luminosity * LUMINOSITY_FACTOR)) / 100;
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}
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int32_t NS_GetLuminosity(nscolor aColor)
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{
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// When aColor is not opaque, the perceived luminosity will depend
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// on what color(s) aColor is ultimately drawn on top of, which we
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// do not know.
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NS_ASSERTION(NS_GET_A(aColor) == 255,
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"impossible to compute luminosity of a non-opaque color");
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return (NS_GET_R(aColor) * RED_LUMINOSITY +
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NS_GET_G(aColor) * GREEN_LUMINOSITY +
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NS_GET_B(aColor) * BLUE_LUMINOSITY);
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}
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// Function to convert RGB color space into the HSV colorspace
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// Hue is the primary color defined from 0 to 359 degrees
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// Saturation is defined from 0 to 255. The higher the number.. the deeper
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// the color Value is the brightness of the color. 0 is black, 255 is white.
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void NS_RGB2HSV(nscolor aColor, uint16_t &aHue, uint16_t &aSat,
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uint16_t &aValue, uint8_t &aAlpha)
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{
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uint8_t r, g, b;
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int16_t delta, min, max, r1, b1, g1;
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float hue;
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r = NS_GET_R(aColor);
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g = NS_GET_G(aColor);
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b = NS_GET_B(aColor);
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if (r>g) {
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max = r;
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min = g;
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} else {
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max = g;
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min = r;
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}
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if (b>max) {
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max = b;
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}
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if (b<min) {
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min = b;
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}
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// value or brightness will always be the max of all the colors(RGB)
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aValue = max;
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delta = max-min;
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aSat = (max!=0)?((delta*255)/max):0;
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r1 = r;
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b1 = b;
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g1 = g;
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if (aSat==0) {
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hue = 1000;
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} else {
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if(r==max){
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hue=(float)(g1-b1)/(float)delta;
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} else if (g1==max) {
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hue= 2.0f+(float)(b1-r1)/(float)delta;
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} else {
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hue = 4.0f+(float)(r1-g1)/(float)delta;
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}
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}
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if(hue<999) {
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hue*=60;
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if(hue<0){
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hue+=360;
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}
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} else {
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hue=0;
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}
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aHue = (uint16_t)hue;
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aAlpha = NS_GET_A(aColor);
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}
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// Function to convert HSV color space into the RGB colorspace
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// Hue is the primary color defined from 0 to 359 degrees
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// Saturation is defined from 0 to 255. The higher the number.. the deeper
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// the color Value is the brightness of the color. 0 is black, 255 is white.
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void NS_HSV2RGB(nscolor &aColor, uint16_t aHue, uint16_t aSat, uint16_t aValue,
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uint8_t aAlpha)
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{
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uint16_t r = 0, g = 0, b = 0;
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uint16_t i, p, q, t;
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double h, f, percent;
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if ( aSat == 0 ){
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// achromatic color, no hue is defined
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r = aValue;
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g = aValue;
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b = aValue;
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} else {
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// hue in in degrees around the color wheel defined from
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// 0 to 360 degrees.
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if (aHue >= 360) {
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aHue = 0;
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}
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// we break the color wheel into 6 areas.. these
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// areas define how the saturation and value define the color.
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// reds behave differently than the blues
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h = (double)aHue / 60.0;
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i = (uint16_t) floor(h);
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f = h-(double)i;
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percent = ((double)aValue/255.0); // this needs to be a value from 0 to 1, so a percentage
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// can be calculated of the saturation.
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p = (uint16_t)(percent*(255-aSat));
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q = (uint16_t)(percent*(255-(aSat*f)));
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t = (uint16_t)(percent*(255-(aSat*(1.0-f))));
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// i is guaranteed to never be larger than 5.
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switch(i){
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case 0: r = aValue; g = t; b = p;break;
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case 1: r = q; g = aValue; b = p;break;
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case 2: r = p; g = aValue; b = t;break;
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case 3: r = p; g = q; b = aValue;break;
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case 4: r = t; g = p; b = aValue;break;
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case 5: r = aValue; g = p; b = q;break;
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}
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}
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aColor = NS_RGBA(r, g, b, aAlpha);
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}
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#undef RED_LUMINOSITY
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#undef GREEN_LUMINOSITY
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#undef BLUE_LUMINOSITY
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#undef INTENSITY_FACTOR
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#undef LUMINOSITY_FACTOR
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#undef MAX_COLOR
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#undef COLOR_DARK_THRESHOLD
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#undef COLOR_LIGHT_THRESHOLD
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#undef COLOR_LITE_BS_FACTOR
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#undef COLOR_LITE_TS_FACTOR
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#undef COLOR_DARK_BS_FACTOR
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#undef COLOR_DARK_TS_FACTOR
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#undef LIGHT_GRAY
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#undef DARK_GRAY
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#undef MAX_BRIGHTNESS
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#undef MAX_DARKNESS
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