That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
399 lines
7.6 KiB
C++
399 lines
7.6 KiB
C++
/*************************************************************************/
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/* color.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "color.h"
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#include "math_funcs.h"
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#include "print_string.h"
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#include "map.h"
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#include "color_names.inc"
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uint32_t Color::to_ARGB32() const {
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uint32_t c=(uint8_t)(a*255);
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c<<=8;
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c|=(uint8_t)(r*255);
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c<<=8;
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c|=(uint8_t)(g*255);
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c<<=8;
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c|=(uint8_t)(b*255);
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return c;
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}
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uint32_t Color::to_32() const {
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uint32_t c=(uint8_t)(a*255);
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c<<=8;
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c|=(uint8_t)(r*255);
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c<<=8;
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c|=(uint8_t)(g*255);
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c<<=8;
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c|=(uint8_t)(b*255);
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return c;
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}
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float Color::get_h() const {
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float min = MIN( r, g );
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min = MIN( min, b );
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float max = MAX( r, g );
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max = MAX( max, b );
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float delta = max - min;
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if( delta == 0 )
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return 0;
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float h;
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if( r == max )
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h = ( g - b ) / delta; // between yellow & magenta
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else if( g == max )
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h = 2 + ( b - r ) / delta; // between cyan & yellow
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else
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h = 4 + ( r - g ) / delta; // between magenta & cyan
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h/=6.0;
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if (h<0)
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h+=1.0;
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return h;
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}
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float Color::get_s() const {
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float min = MIN( r, g );
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min = MIN( min, b );
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float max = MAX( r, g );
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max = MAX( max, b );
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float delta = max - min;
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return (max!=0) ? (delta / max) : 0;
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}
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float Color::get_v() const {
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float max = MAX( r, g );
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max = MAX( max, b );
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return max;
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}
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void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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int i;
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float f, p, q, t;
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a=p_alpha;
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if( p_s == 0 ) {
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// acp_hromatic (grey)
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r = g = b = p_v;
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return;
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}
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p_h *=6.0;
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p_h = Math::fmod(p_h,6);
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i = Math::floor( p_h );
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f = p_h - i;
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p = p_v * ( 1 - p_s );
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q = p_v * ( 1 - p_s * f );
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t = p_v * ( 1 - p_s * ( 1 - f ) );
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switch( i ) {
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case 0: // Red is the dominant color
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r = p_v;
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g = t;
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b = p;
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break;
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case 1: // Green is the dominant color
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r = q;
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g = p_v;
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b = p;
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break;
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case 2:
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r = p;
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g = p_v;
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b = t;
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break;
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case 3: // Blue is the dominant color
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r = p;
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g = q;
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b = p_v;
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break;
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case 4:
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r = t;
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g = p;
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b = p_v;
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break;
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default: // (5) Red is the dominant color
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r = p_v;
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g = p;
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b = q;
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break;
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}
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}
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void Color::invert() {
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r=1.0-r;
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g=1.0-g;
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b=1.0-b;
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}
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void Color::contrast() {
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r=Math::fmod(r+0.5,1.0);
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g=Math::fmod(g+0.5,1.0);
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b=Math::fmod(b+0.5,1.0);
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}
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Color Color::hex(uint32_t p_hex) {
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float a = (p_hex&0xFF)/255.0;
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p_hex>>=8;
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float b = (p_hex&0xFF)/255.0;
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p_hex>>=8;
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float g = (p_hex&0xFF)/255.0;
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p_hex>>=8;
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float r = (p_hex&0xFF)/255.0;
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return Color(r,g,b,a);
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}
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static float _parse_col(const String& p_str, int p_ofs) {
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int ig=0;
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for(int i=0;i<2;i++) {
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int c=p_str[i+p_ofs];
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int v=0;
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if (c>='0' && c<='9') {
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v=c-'0';
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} else if (c>='a' && c<='f') {
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v=c-'a';
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v+=10;
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} else if (c>='A' && c<='F') {
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v=c-'A';
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v+=10;
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} else {
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return -1;
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}
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if (i==0)
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ig+=v*16;
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else
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ig+=v;
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}
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return ig;
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}
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Color Color::inverted() const {
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Color c=*this;
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c.invert();
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return c;
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}
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Color Color::contrasted() const {
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Color c=*this;
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c.contrast();
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return c;
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}
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Color Color::html(const String& p_color) {
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String color = p_color;
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if (color.length()==0)
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return Color();
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if (color[0]=='#')
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color=color.substr(1,color.length()-1);
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bool alpha=false;
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if (color.length()==8) {
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alpha=true;
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} else if (color.length()==6) {
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alpha=false;
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} else {
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ERR_EXPLAIN("Invalid Color Code: "+p_color);
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ERR_FAIL_V(Color());
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}
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int a=255;
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if (alpha) {
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a=_parse_col(color,0);
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if (a<0) {
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ERR_EXPLAIN("Invalid Color Code: "+p_color);
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ERR_FAIL_V(Color());
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}
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}
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int from=alpha?2:0;
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int r=_parse_col(color,from+0);
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if (r<0) {
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ERR_EXPLAIN("Invalid Color Code: "+p_color);
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ERR_FAIL_V(Color());
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}
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int g=_parse_col(color,from+2);
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if (g<0) {
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ERR_EXPLAIN("Invalid Color Code: "+p_color);
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ERR_FAIL_V(Color());
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}
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int b=_parse_col(color,from+4);
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if (b<0) {
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ERR_EXPLAIN("Invalid Color Code: "+p_color);
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ERR_FAIL_V(Color());
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}
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return Color(r/255.0,g/255.0,b/255.0,a/255.0);
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}
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bool Color::html_is_valid(const String& p_color) {
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String color = p_color;
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if (color.length()==0)
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return false;
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if (color[0]=='#')
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color=color.substr(1,color.length()-1);
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bool alpha=false;
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if (color.length()==8) {
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alpha=true;
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} else if (color.length()==6) {
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alpha=false;
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} else {
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return false;
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}
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int a=255;
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if (alpha) {
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a=_parse_col(color,0);
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if (a<0) {
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return false;
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}
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}
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int from=alpha?2:0;
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int r=_parse_col(color,from+0);
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if (r<0) {
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return false;
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}
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int g=_parse_col(color,from+2);
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if (g<0) {
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return false;
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}
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int b=_parse_col(color,from+4);
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if (b<0) {
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return false;
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}
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return true;
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}
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Color Color::named(const String &p_name) {
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if (_named_colors.empty()) _populate_named_colors(); // from color_names.inc
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String name = p_name;
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// Normalize name
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name = name.replace(" ", "");
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name = name.replace("-", "");
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name = name.replace("_", "");
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name = name.replace("'", "");
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name = name.replace(".", "");
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name = name.to_lower();
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const Map<String, Color>::Element* color = _named_colors.find(name);
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if(color) {
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return color->value();
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} else {
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ERR_EXPLAIN("Invalid Color Name: "+p_name);
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ERR_FAIL_V(Color());
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}
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}
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String _to_hex(float p_val) {
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int v = p_val * 255;
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v = CLAMP(v,0,255);
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String ret;
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for(int i=0;i<2;i++) {
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CharType c[2]={0,0};
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int lv = v&0xF;
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if (lv<10)
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c[0]='0'+lv;
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else
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c[0]='a'+lv-10;
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v>>=4;
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String cs=(const CharType*)c;
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ret = cs + ret;
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}
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return ret;
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}
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String Color::to_html(bool p_alpha) const {
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String txt;
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txt+=_to_hex(r);
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txt+=_to_hex(g);
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txt+=_to_hex(b);
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if (p_alpha)
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txt=_to_hex(a)+txt;
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return txt;
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}
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float Color::gray() const {
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return (r+g+b)/3.0;
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}
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Color::operator String() const {
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return rtos(r)+", "+rtos(g)+", "+rtos(b)+", "+rtos(a);
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}
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