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Add base ColorHelpers porting from WinUI

pull/7842/head
robloo 5 years ago
parent
commit
0f34090648
  1. 388
      src/Avalonia.Controls/ColorPicker/ColorSpectrum/ColorHelpers.cs

388
src/Avalonia.Controls/ColorPicker/ColorSpectrum/ColorHelpers.cs

@ -0,0 +1,388 @@
// This source file is adapted from the WinUI project.
// (https://github.com/microsoft/microsoft-ui-xaml)
//
// Licensed to The Avalonia Project under the MIT License.
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Avalonia.Media;
using Avalonia.Media.Imaging;
using Avalonia.Platform;
namespace Avalonia.Controls.Primitives
{
internal static class ColorHelpers
{
public const int CheckerSize = 4;
public static bool ToDisplayNameExists
{
get => false;
}
public static string ToDisplayName(Color color)
{
return string.Empty;
}
public static Hsv IncrementColorChannel(
Hsv originalHsv,
ColorPickerHsvChannel channel,
IncrementDirection direction,
IncrementAmount amount,
bool shouldWrap,
double minBound,
double maxBound)
{
Hsv newHsv = originalHsv;
if (amount == IncrementAmount.Small || !ToDisplayNameExists)
{
// In order to avoid working with small values that can incur rounding issues,
// we'll multiple saturation and value by 100 to put them in the range of 0-100 instead of 0-1.
newHsv.S *= 100;
newHsv.V *= 100;
// Note: *valueToIncrement replaced with ref local variable for C#, must be initialized
ref double valueToIncrement = ref newHsv.H;
double incrementAmount = 0.0;
// If we're adding a small increment, then we'll just add or subtract 1.
// If we're adding a large increment, then we want to snap to the next
// or previous major value - for hue, this is every increment of 30;
// for saturation and value, this is every increment of 10.
switch (channel)
{
case ColorPickerHsvChannel.Hue:
valueToIncrement = ref newHsv.H;
incrementAmount = amount == IncrementAmount.Small ? 1 : 30;
break;
case ColorPickerHsvChannel.Saturation:
valueToIncrement = ref newHsv.S;
incrementAmount = amount == IncrementAmount.Small ? 1 : 10;
break;
case ColorPickerHsvChannel.Value:
valueToIncrement = ref newHsv.V;
incrementAmount = amount == IncrementAmount.Small ? 1 : 10;
break;
default:
throw new InvalidOperationException("Invalid ColorPickerHsvChannel.");
}
double previousValue = valueToIncrement;
valueToIncrement += (direction == IncrementDirection.Lower ? -incrementAmount : incrementAmount);
// If the value has reached outside the bounds, we were previous at the boundary, and we should wrap,
// then we'll place the selection on the other side of the spectrum.
// Otherwise, we'll place it on the boundary that was exceeded.
if (valueToIncrement < minBound)
{
valueToIncrement = (shouldWrap && previousValue == minBound) ? maxBound : minBound;
}
if (valueToIncrement > maxBound)
{
valueToIncrement = (shouldWrap && previousValue == maxBound) ? minBound : maxBound;
}
// We multiplied saturation and value by 100 previously, so now we want to put them back in the 0-1 range.
newHsv.S /= 100;
newHsv.V /= 100;
}
else
{
// While working with named colors, we're going to need to be working in actual HSV units,
// so we'll divide the min bound and max bound by 100 in the case of saturation or value,
// since we'll have received units between 0-100 and we need them within 0-1.
if (channel == ColorPickerHsvChannel.Saturation ||
channel == ColorPickerHsvChannel.Value)
{
minBound /= 100;
maxBound /= 100;
}
newHsv = FindNextNamedColor(originalHsv, channel, direction, shouldWrap, minBound, maxBound);
}
return newHsv;
}
public static Hsv FindNextNamedColor(
Hsv originalHsv,
ColorPickerHsvChannel channel,
IncrementDirection direction,
bool shouldWrap,
double minBound,
double maxBound)
{
// There's no easy way to directly get the next named color, so what we'll do
// is just iterate in the direction that we want to find it until we find a color
// in that direction that has a color name different than our current color name.
// Once we find a new color name, then we'll iterate across that color name until
// we find its bounds on the other side, and then select the color that is exactly
// in the middle of that color's bounds.
Hsv newHsv = originalHsv;
string originalColorName = ColorHelpers.ToDisplayName(originalHsv.ToRgb().ToColor());
string newColorName = originalColorName;
// Note: *newValue replaced with ref local variable for C#, must be initialized
double originalValue = 0.0;
ref double newValue = ref newHsv.H;
double incrementAmount = 0.0;
switch (channel)
{
case ColorPickerHsvChannel.Hue:
originalValue = originalHsv.H;
newValue = ref newHsv.H;
incrementAmount = 1;
break;
case ColorPickerHsvChannel.Saturation:
originalValue = originalHsv.S;
newValue = ref newHsv.S;
incrementAmount = 0.01;
break;
case ColorPickerHsvChannel.Value:
originalValue = originalHsv.V;
newValue = ref newHsv.V;
incrementAmount = 0.01;
break;
default:
throw new InvalidOperationException("Invalid ColorPickerHsvChannel.");
}
bool shouldFindMidPoint = true;
while (newColorName == originalColorName)
{
double previousValue = newValue;
newValue += (direction == IncrementDirection.Lower ? -1 : 1) * incrementAmount;
bool justWrapped = false;
// If we've hit a boundary, then either we should wrap or we shouldn't.
// If we should, then we'll perform that wrapping if we were previously up against
// the boundary that we've now hit. Otherwise, we'll stop at that boundary.
if (newValue > maxBound)
{
if (shouldWrap)
{
newValue = minBound;
justWrapped = true;
}
else
{
newValue = maxBound;
shouldFindMidPoint = false;
newColorName = ColorHelpers.ToDisplayName(newHsv.ToRgb().ToColor());
break;
}
}
else if (newValue < minBound)
{
if (shouldWrap)
{
newValue = maxBound;
justWrapped = true;
}
else
{
newValue = minBound;
shouldFindMidPoint = false;
newColorName = ColorHelpers.ToDisplayName(newHsv.ToRgb().ToColor());
break;
}
}
if (!justWrapped &&
previousValue != originalValue &&
Math.Sign(newValue - originalValue) != Math.Sign(previousValue - originalValue))
{
// If we've wrapped all the way back to the start and have failed to find a new color name,
// then we'll just quit - there isn't a new color name that we're going to find.
shouldFindMidPoint = false;
break;
}
newColorName = ColorHelpers.ToDisplayName(newHsv.ToRgb().ToColor());
}
if (shouldFindMidPoint)
{
Hsv startHsv = newHsv;
Hsv currentHsv = startHsv;
double startEndOffset = 0;
string currentColorName = newColorName;
// Note: *startValue/*currentValue replaced with ref local variables for C#, must be initialized
ref double startValue = ref startHsv.H;
ref double currentValue = ref currentHsv.H;
double wrapIncrement = 0;
switch (channel)
{
case ColorPickerHsvChannel.Hue:
startValue = ref startHsv.H;
currentValue = ref currentHsv.H;
wrapIncrement = 360.0;
break;
case ColorPickerHsvChannel.Saturation:
startValue = ref startHsv.S;
currentValue = ref currentHsv.S;
wrapIncrement = 1.0;
break;
case ColorPickerHsvChannel.Value:
startValue = ref startHsv.V;
currentValue = ref currentHsv.V;
wrapIncrement = 1.0;
break;
default:
throw new InvalidOperationException("Invalid ColorPickerHsvChannel.");
}
while (newColorName == currentColorName)
{
currentValue += (direction == IncrementDirection.Lower ? -1 : 1) * incrementAmount;
// If we've hit a boundary, then either we should wrap or we shouldn't.
// If we should, then we'll perform that wrapping if we were previously up against
// the boundary that we've now hit. Otherwise, we'll stop at that boundary.
if (currentValue > maxBound)
{
if (shouldWrap)
{
currentValue = minBound;
startEndOffset = maxBound - minBound;
}
else
{
currentValue = maxBound;
break;
}
}
else if (currentValue < minBound)
{
if (shouldWrap)
{
currentValue = maxBound;
startEndOffset = minBound - maxBound;
}
else
{
currentValue = minBound;
break;
}
}
currentColorName = ColorHelpers.ToDisplayName(currentHsv.ToRgb().ToColor());
}
newValue = (startValue + currentValue + startEndOffset) / 2;
// Dividing by 2 may have gotten us halfway through a single step, so we'll
// remove that half-step if it exists.
double leftoverValue = Math.Abs(newValue);
while (leftoverValue > incrementAmount)
{
leftoverValue -= incrementAmount;
}
newValue -= leftoverValue;
while (newValue < minBound)
{
newValue += wrapIncrement;
}
while (newValue > maxBound)
{
newValue -= wrapIncrement;
}
}
return newHsv;
}
public static double IncrementAlphaChannel(
double originalAlpha,
IncrementDirection direction,
IncrementAmount amount,
bool shouldWrap,
double minBound,
double maxBound)
{
// In order to avoid working with small values that can incur rounding issues,
// we'll multiple alpha by 100 to put it in the range of 0-100 instead of 0-1.
originalAlpha *= 100;
const double smallIncrementAmount = 1;
const double largeIncrementAmount = 10;
if (amount == IncrementAmount.Small)
{
originalAlpha += (direction == IncrementDirection.Lower ? -1 : 1) * smallIncrementAmount;
}
else
{
if (direction == IncrementDirection.Lower)
{
originalAlpha = Math.Ceiling((originalAlpha - largeIncrementAmount) / largeIncrementAmount) * largeIncrementAmount;
}
else
{
originalAlpha = Math.Floor((originalAlpha + largeIncrementAmount) / largeIncrementAmount) * largeIncrementAmount;
}
}
// If the value has reached outside the bounds and we should wrap, then we'll place the selection
// on the other side of the spectrum. Otherwise, we'll place it on the boundary that was exceeded.
if (originalAlpha < minBound)
{
originalAlpha = shouldWrap ? maxBound : minBound;
}
if (originalAlpha > maxBound)
{
originalAlpha = shouldWrap ? minBound : maxBound;
}
// We multiplied alpha by 100 previously, so now we want to put it back in the 0-1 range.
return originalAlpha / 100;
}
public static WriteableBitmap CreateBitmapFromPixelData(
int pixelWidth,
int pixelHeight,
List<byte> bgraPixelData)
{
Vector dpi = new Vector(96, 96); // Standard may need to change on some devices
WriteableBitmap bitmap = new WriteableBitmap(
new PixelSize(pixelWidth, pixelHeight),
dpi,
PixelFormat.Bgra8888,
AlphaFormat.Premul);
// Warning: This is highly questionable
using (var frameBuffer = bitmap.Lock())
{
Marshal.Copy(bgraPixelData.ToArray(), 0, frameBuffer.Address, bgraPixelData.Count);
}
return bitmap;
}
}
}
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