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	 680815cd6e
			
		
	
	
		680815cd6e
		
	
	
	
	
		
			
			This patch was generated automatically by the "modeline.py" script, available here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py For every file that is modified in this patch, the changes are as follows: (1) The patch changes the file to use the exact C++ mode lines from the Mozilla coding style guide, available here: https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line (2) The patch deletes any blank lines between the mode line & the MPL boilerplate comment. (3) If the file previously had the mode lines and MPL boilerplate in a single contiguous C++ comment, then the patch splits them into separate C++ comments, to match the boilerplate in the coding style. MozReview-Commit-ID: EuRsDue63tK --HG-- extra : rebase_source : 3356d4b80ff6213935192e87cdbc9103fec6084c
		
			
				
	
	
		
			260 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			260 lines
		
	
	
	
		
			6.9 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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| 
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| /* functions that manipulate colors */
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #define COLOR_LITE_BS_FACTOR 45
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| #define COLOR_LITE_TS_FACTOR 70
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| 
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| #define COLOR_DARK_BS_FACTOR 30
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| #define COLOR_DARK_TS_FACTOR 50
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| 
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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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| 
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| #define MAX_BRIGHTNESS  254
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| #define MAX_DARKNESS     0
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| 
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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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| 
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|   uint8_t f0, f1;
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|   uint8_t r, g, b;
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| 
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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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| 
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|   uint8_t a = NS_GET_A(aBorderColor);
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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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| int NS_GetBrightness(uint8_t aRed, uint8_t aGreen, uint8_t aBlue)
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| {
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| 
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|   uint8_t intensity = (aRed + aGreen + aBlue) / 3;
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| 
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|   uint8_t luminosity = NS_GetLuminosity(NS_RGB(aRed, aGreen, aBlue)) / 1000;
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| 
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|   return ((intensity * INTENSITY_FACTOR) +
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|           (luminosity * LUMINOSITY_FACTOR)) / 100;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|   aHue = (uint16_t)hue;
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| 
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|   aAlpha = NS_GET_A(aColor);
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #undef COLOR_LITE_BS_FACTOR
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| #undef COLOR_LITE_TS_FACTOR
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| 
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| #undef COLOR_DARK_BS_FACTOR
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| #undef COLOR_DARK_TS_FACTOR
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| 
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| #undef LIGHT_GRAY
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| #undef DARK_GRAY
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| 
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| #undef MAX_BRIGHTNESS
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| #undef MAX_DARKNESS
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