forked from mirrors/gecko-dev
		
	# ignore-this-changeset Depends on D28954 Differential Revision: https://phabricator.services.mozilla.com/D28956 --HG-- extra : moz-landing-system : lando
		
			
				
	
	
		
			202 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			202 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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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void NS_GetSpecial3DColors(nscolor aResult[2], nscolor aBorderColor) {
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  const float kDarkerScale = 2.0f / 3.0f;
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  uint8_t r = NS_GET_R(aBorderColor);
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  uint8_t g = NS_GET_G(aBorderColor);
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  uint8_t b = NS_GET_B(aBorderColor);
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  uint8_t a = NS_GET_A(aBorderColor);
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  if (r == 0 && g == 0 && b == 0) {
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    // 0.3 * black
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    aResult[0] = NS_RGBA(76, 76, 76, a);
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    // 0.7 * black
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    aResult[1] = NS_RGBA(178, 178, 178, a);
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    return;
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  }
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  aResult[0] = NS_RGBA(uint8_t(r * kDarkerScale), uint8_t(g * kDarkerScale),
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                       uint8_t(b * kDarkerScale), a);
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  aResult[1] = aBorderColor;
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}
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int NS_GetBrightness(uint8_t aRed, uint8_t aGreen, uint8_t aBlue) {
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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) + (luminosity * LUMINOSITY_FACTOR)) /
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         100;
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}
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int32_t NS_GetLuminosity(nscolor aColor) {
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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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  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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  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 /
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               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:
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        r = aValue;
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        g = t;
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        b = p;
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        break;
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      case 1:
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        r = q;
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        g = aValue;
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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 = aValue;
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        b = t;
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        break;
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      case 3:
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        r = p;
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        g = q;
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        b = aValue;
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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 = aValue;
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        break;
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      case 5:
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        r = aValue;
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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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  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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