/*************************************************************************/ /* color.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef COLOR_H #define COLOR_H #include "ustring.h" /** @author Juan Linietsky */ struct Color { union { struct { float r; float g; float b; float a; }; float components[4]; }; bool operator==(const Color &p_color) const { return (r==p_color.r && g==p_color.g && b==p_color.b && a==p_color.a ); } bool operator!=(const Color &p_color) const { return (r!=p_color.r || g!=p_color.g || b!=p_color.b || a!=p_color.a ); } uint32_t to_32() const; uint32_t to_ARGB32() const; float gray() const; float get_h() const; float get_s() const; float get_v() const; void set_hsv(float p_h, float p_s, float p_v, float p_alpha=1.0); _FORCE_INLINE_ float& operator[](int idx) { return components[idx]; } _FORCE_INLINE_ const float& operator[](int idx) const { return components[idx]; } void invert(); void contrast(); Color inverted() const; Color contrasted() const; _FORCE_INLINE_ Color linear_interpolate(const Color& p_b, float p_t) const { Color res=*this; res.r+= (p_t * (p_b.r-r)); res.g+= (p_t * (p_b.g-g)); res.b+= (p_t * (p_b.b-b)); res.a+= (p_t * (p_b.a-a)); return res; } _FORCE_INLINE_ Color blend(const Color& p_over) const { Color res; float sa = 1.0 - p_over.a; res.a = a*sa+p_over.a; if (res.a==0) { return Color(0,0,0,0); } else { res.r = (r*a*sa + p_over.r * p_over.a)/res.a; res.g = (g*a*sa + p_over.g * p_over.a)/res.a; res.b = (b*a*sa + p_over.b * p_over.a)/res.a; } return res; } static Color hex(uint32_t p_hex); static Color html(const String& p_color); static bool html_is_valid(const String& p_color); String to_html(bool p_alpha=true) const; _FORCE_INLINE_ bool operator<(const Color& p_color) const; //used in set keys operator String() const; /** * No construct parameters, r=0, g=0, b=0. a=255 */ _FORCE_INLINE_ Color() { r=0; g=0; b=0; a=1.0; } /** * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0 */ _FORCE_INLINE_ Color(float p_r,float p_g,float p_b,float p_a=1.0) { r=p_r; g=p_g; b=p_b; a=p_a; } }; bool Color::operator<(const Color& p_color) const { if (r==p_color.r) { if (g==p_color.g) { if(b==p_color.b) { return (a