diff --git a/samples/ControlCatalog/Pages/CanvasPage.xaml b/samples/ControlCatalog/Pages/CanvasPage.xaml
index 747df593b3..416164f391 100644
--- a/samples/ControlCatalog/Pages/CanvasPage.xaml
+++ b/samples/ControlCatalog/Pages/CanvasPage.xaml
@@ -14,7 +14,7 @@
-
+
diff --git a/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj b/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj
index 5a7daa6d12..9629324c8d 100644
--- a/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj
+++ b/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj
@@ -83,6 +83,9 @@
Markup/%(RecursiveDir)%(FileName)%(Extension)
+
+ Markup/%(RecursiveDir)%(FileName)%(Extension)
+
Markup/%(RecursiveDir)%(FileName)%(Extension)
diff --git a/src/Avalonia.Visuals/Media/Color.cs b/src/Avalonia.Visuals/Media/Color.cs
index aa730b3219..eaa886ccbd 100644
--- a/src/Avalonia.Visuals/Media/Color.cs
+++ b/src/Avalonia.Visuals/Media/Color.cs
@@ -1,3 +1,10 @@
+// Color conversion portions of this source file are adapted from the WinUI project
+// (https://github.com/microsoft/microsoft-ui-xaml)
+// and the Windows Community Toolkit project.
+// (https://github.com/CommunityToolkit/WindowsCommunityToolkit)
+//
+// Licensed to The Avalonia Project under MIT License, courtesy of The .NET Foundation.
+
using System;
using System.Globalization;
#if !BUILDTASK
@@ -14,6 +21,8 @@ namespace Avalonia.Media
#endif
readonly struct Color : IEquatable
{
+ private const double byteToDouble = 1.0 / 255;
+
static Color()
{
#if !BUILDTASK
@@ -41,6 +50,13 @@ namespace Avalonia.Media
///
public byte B { get; }
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The alpha component.
+ /// The red component.
+ /// The green component.
+ /// The blue component.
public Color(byte a, byte r, byte g, byte b)
{
A = a;
@@ -144,17 +160,46 @@ namespace Avalonia.Media
return false;
}
- if (s[0] == '#' && TryParseInternal(s.AsSpan(), out color))
+ if (s[0] == '#' &&
+ TryParseHexFormat(s.AsSpan(), out color))
{
return true;
}
+ if (s.Length > 5 &&
+ (s[0] == 'r' || s[0] == 'R') &&
+ (s[1] == 'g' || s[1] == 'G') &&
+ (s[2] == 'b' || s[2] == 'B') &&
+ TryParseCssFormat(s, out color))
+ {
+ return true;
+ }
+
+ if (s.Length > 5 &&
+ (s[0] == 'h' || s[0] == 'H') &&
+ (s[1] == 's' || s[1] == 'S') &&
+ (s[2] == 'l' || s[2] == 'L') &&
+ HslColor.TryParse(s, out HslColor hslColor))
+ {
+ color = hslColor.ToRgb();
+ return true;
+ }
+
+ if (s.Length > 5 &&
+ (s[0] == 'h' || s[0] == 'H') &&
+ (s[1] == 's' || s[1] == 'S') &&
+ (s[2] == 'v' || s[2] == 'V') &&
+ HsvColor.TryParse(s, out HsvColor hsvColor))
+ {
+ color = hsvColor.ToRgb();
+ return true;
+ }
+
var knownColor = KnownColors.GetKnownColor(s);
if (knownColor != KnownColor.None)
{
color = knownColor.ToColor();
-
return true;
}
@@ -172,21 +217,52 @@ namespace Avalonia.Media
if (s.Length == 0)
{
color = default;
-
return false;
}
- if (s[0] == '#')
+ if (s[0] == '#' &&
+ TryParseHexFormat(s, out color))
+ {
+ return true;
+ }
+
+ // At this point all parsing uses strings
+ var str = s.ToString();
+
+ if (s.Length > 5 &&
+ (s[0] == 'r' || s[0] == 'R') &&
+ (s[1] == 'g' || s[1] == 'G') &&
+ (s[2] == 'b' || s[2] == 'B') &&
+ TryParseCssFormat(str, out color))
+ {
+ return true;
+ }
+
+ if (s.Length > 5 &&
+ (s[0] == 'h' || s[0] == 'H') &&
+ (s[1] == 's' || s[1] == 'S') &&
+ (s[2] == 'l' || s[2] == 'L') &&
+ HslColor.TryParse(str, out HslColor hslColor))
{
- return TryParseInternal(s, out color);
+ color = hslColor.ToRgb();
+ return true;
}
- var knownColor = KnownColors.GetKnownColor(s.ToString());
+ if (s.Length > 5 &&
+ (s[0] == 'h' || s[0] == 'H') &&
+ (s[1] == 's' || s[1] == 'S') &&
+ (s[2] == 'v' || s[2] == 'V') &&
+ HsvColor.TryParse(str, out HsvColor hsvColor))
+ {
+ color = hsvColor.ToRgb();
+ return true;
+ }
+
+ var knownColor = KnownColors.GetKnownColor(str);
if (knownColor != KnownColor.None)
{
color = knownColor.ToColor();
-
return true;
}
@@ -195,7 +271,7 @@ namespace Avalonia.Media
return false;
}
- private static bool TryParseInternal(ReadOnlySpan s, out Color color)
+ private static bool TryParseHexFormat(ReadOnlySpan s, out Color color)
{
static bool TryParseCore(ReadOnlySpan input, ref Color color)
{
@@ -249,6 +325,91 @@ namespace Avalonia.Media
return TryParseCore(input, ref color);
}
+ private static bool TryParseCssFormat(string s, out Color color)
+ {
+ color = default;
+
+ if (s is null)
+ {
+ return false;
+ }
+
+ string workingString = s.Trim();
+
+ if (workingString.Length == 0 ||
+ workingString.IndexOf(",", StringComparison.Ordinal) < 0)
+ {
+ return false;
+ }
+
+ if (workingString.Length > 6 &&
+ workingString.StartsWith("rgba(", StringComparison.OrdinalIgnoreCase) &&
+ workingString.EndsWith(")", StringComparison.Ordinal))
+ {
+ workingString = workingString.Substring(5, workingString.Length - 6);
+ }
+
+ if (workingString.Length > 5 &&
+ workingString.StartsWith("rgb(", StringComparison.OrdinalIgnoreCase) &&
+ workingString.EndsWith(")", StringComparison.Ordinal))
+ {
+ workingString = workingString.Substring(4, workingString.Length - 5);
+ }
+
+ string[] components = workingString.Split(',');
+
+ if (components.Length == 3) // RGB
+ {
+ if (byte.TryParse(components[0], NumberStyles.Number, CultureInfo.InvariantCulture, out byte red) &&
+ byte.TryParse(components[1], NumberStyles.Number, CultureInfo.InvariantCulture, out byte green) &&
+ byte.TryParse(components[2], NumberStyles.Number, CultureInfo.InvariantCulture, out byte blue))
+ {
+ color = new Color(0xFF, red, green, blue);
+ return true;
+ }
+ }
+ else if (components.Length == 4) // RGBA
+ {
+ if (byte.TryParse(components[0], NumberStyles.Number, CultureInfo.InvariantCulture, out byte red) &&
+ byte.TryParse(components[1], NumberStyles.Number, CultureInfo.InvariantCulture, out byte green) &&
+ byte.TryParse(components[2], NumberStyles.Number, CultureInfo.InvariantCulture, out byte blue) &&
+ TryInternalParse(components[3], out double alpha))
+ {
+ color = new Color((byte)(alpha * 255), red, green, blue);
+ return true;
+ }
+ }
+
+ // Local function to specially parse a double value with an optional percentage sign
+ bool TryInternalParse(string inString, out double outDouble)
+ {
+ // The percent sign, if it exists, must be at the end of the number
+ int percentIndex = inString.IndexOf("%", StringComparison.Ordinal);
+
+ if (percentIndex >= 0)
+ {
+ var result = double.TryParse(
+ inString.Substring(0, percentIndex),
+ NumberStyles.Number,
+ CultureInfo.InvariantCulture,
+ out double percentage);
+
+ outDouble = percentage / 100.0;
+ return result;
+ }
+ else
+ {
+ return double.TryParse(
+ inString,
+ NumberStyles.Number,
+ CultureInfo.InvariantCulture,
+ out outDouble);
+ }
+ }
+
+ return false;
+ }
+
///
/// Returns the string representation of the color.
///
@@ -272,15 +433,24 @@ namespace Avalonia.Media
return ((uint)A << 24) | ((uint)R << 16) | ((uint)G << 8) | (uint)B;
}
+ ///
+ /// Returns the HSL color model equivalent of this RGB color.
+ ///
+ /// The HSL equivalent color.
+ public HslColor ToHsl()
+ {
+ // Don't use the HslColor(Color) constructor to avoid an extra HslColor
+ return Color.ToHsl(R, G, B, A);
+ }
+
///
/// Returns the HSV color model equivalent of this RGB color.
///
/// The HSV equivalent color.
public HsvColor ToHsv()
{
- // Use the by-channel conversion method directly for performance
// Don't use the HsvColor(Color) constructor to avoid an extra HsvColor
- return HsvColor.FromRgb(R, G, B, A);
+ return Color.ToHsv(R, G, B, A);
}
///
@@ -289,11 +459,13 @@ namespace Avalonia.Media
return A == other.A && R == other.R && G == other.G && B == other.B;
}
+ ///
public override bool Equals(object? obj)
{
return obj is Color other && Equals(other);
}
+ ///
public override int GetHashCode()
{
unchecked
@@ -306,11 +478,261 @@ namespace Avalonia.Media
}
}
+ ///
+ /// Converts the given RGB color to its HSL color equivalent.
+ ///
+ /// The color in the RGB color model.
+ /// A new equivalent to the given RGBA values.
+ public static HslColor ToHsl(Color color)
+ {
+ // Normalize RGBA components into the 0..1 range
+ return Color.ToHsl(
+ (byteToDouble * color.R),
+ (byteToDouble * color.G),
+ (byteToDouble * color.B),
+ (byteToDouble * color.A));
+ }
+
+ ///
+ /// Converts the given RGBA color component values to their HSL color equivalent.
+ ///
+ /// The Red component in the RGB color model.
+ /// The Green component in the RGB color model.
+ /// The Blue component in the RGB color model.
+ /// The Alpha component.
+ /// A new equivalent to the given RGBA values.
+ public static HslColor ToHsl(
+ byte red,
+ byte green,
+ byte blue,
+ byte alpha = 0xFF)
+ {
+ // Normalize RGBA components into the 0..1 range
+ return Color.ToHsl(
+ (byteToDouble * red),
+ (byteToDouble * green),
+ (byteToDouble * blue),
+ (byteToDouble * alpha));
+ }
+
+ ///
+ /// Converts the given RGBA color component values to their HSL color equivalent.
+ ///
+ ///
+ /// Warning: No bounds checks or clamping is done on the input component values.
+ /// This method is for internal-use only and the caller must ensure bounds.
+ ///
+ /// The Red component in the RGB color model within the range 0..1.
+ /// The Green component in the RGB color model within the range 0..1.
+ /// The Blue component in the RGB color model within the range 0..1.
+ /// The Alpha component in the RGB color model within the range 0..1.
+ /// A new equivalent to the given RGBA values.
+ internal static HslColor ToHsl(
+ double r,
+ double g,
+ double b,
+ double a = 1.0)
+ {
+ // Note: Conversion code is originally based on ColorHelper in the Windows Community Toolkit (licensed MIT)
+ // https://github.com/CommunityToolkit/WindowsCommunityToolkit/blob/main/Microsoft.Toolkit.Uwp/Helpers/ColorHelper.cs
+ // It has been modified.
+
+ double max = r >= g ? (r >= b ? r : b) : (g >= b ? g : b);
+ double min = r <= g ? (r <= b ? r : b) : (g <= b ? g : b);
+ double chroma = max - min;
+ double h1;
+
+ if (chroma == 0)
+ {
+ h1 = 0;
+ }
+ else if (max == r)
+ {
+ // The % operator doesn't do proper modulo on negative
+ // numbers, so we'll add 6 before using it
+ h1 = (((g - b) / chroma) + 6) % 6;
+ }
+ else if (max == g)
+ {
+ h1 = 2 + ((b - r) / chroma);
+ }
+ else
+ {
+ h1 = 4 + ((r - g) / chroma);
+ }
+
+ double lightness = 0.5 * (max + min);
+ double saturation = chroma == 0 ? 0 : chroma / (1 - Math.Abs((2 * lightness) - 1));
+
+ return new HslColor(a, 60 * h1, saturation, lightness, clampValues: false);
+ }
+
+ ///
+ /// Converts the given RGB color to its HSV color equivalent.
+ ///
+ /// The color in the RGB color model.
+ /// A new equivalent to the given RGBA values.
+ public static HsvColor ToHsv(Color color)
+ {
+ // Normalize RGBA components into the 0..1 range
+ return Color.ToHsv(
+ (byteToDouble * color.R),
+ (byteToDouble * color.G),
+ (byteToDouble * color.B),
+ (byteToDouble * color.A));
+ }
+
+ ///
+ /// Converts the given RGBA color component values to their HSV color equivalent.
+ ///
+ /// The Red component in the RGB color model.
+ /// The Green component in the RGB color model.
+ /// The Blue component in the RGB color model.
+ /// The Alpha component.
+ /// A new equivalent to the given RGBA values.
+ public static HsvColor ToHsv(
+ byte red,
+ byte green,
+ byte blue,
+ byte alpha = 0xFF)
+ {
+ // Normalize RGBA components into the 0..1 range
+ return Color.ToHsv(
+ (byteToDouble * red),
+ (byteToDouble * green),
+ (byteToDouble * blue),
+ (byteToDouble * alpha));
+ }
+
+ ///
+ /// Converts the given RGBA color component values to their HSV color equivalent.
+ ///
+ ///
+ /// Warning: No bounds checks or clamping is done on the input component values.
+ /// This method is for internal-use only and the caller must ensure bounds.
+ ///
+ /// The Red component in the RGB color model within the range 0..1.
+ /// The Green component in the RGB color model within the range 0..1.
+ /// The Blue component in the RGB color model within the range 0..1.
+ /// The Alpha component in the RGB color model within the range 0..1.
+ /// A new equivalent to the given RGBA values.
+ internal static HsvColor ToHsv(
+ double r,
+ double g,
+ double b,
+ double a = 1.0)
+ {
+ // Note: Conversion code is originally based on the C++ in WinUI (licensed MIT)
+ // https://github.com/microsoft/microsoft-ui-xaml/blob/main/dev/Common/ColorConversion.cpp
+ // This was used because it is the best documented and likely most optimized for performance
+ // Alpha support was added
+
+ double hue;
+ double saturation;
+ double value;
+
+ double max = r >= g ? (r >= b ? r : b) : (g >= b ? g : b);
+ double min = r <= g ? (r <= b ? r : b) : (g <= b ? g : b);
+
+ // The value, a number between 0 and 1, is the largest of R, G, and B (divided by 255).
+ // Conceptually speaking, it represents how much color is present.
+ // If at least one of R, G, B is 255, then there exists as much color as there can be.
+ // If RGB = (0, 0, 0), then there exists no color at all - a value of zero corresponds
+ // to black (i.e., the absence of any color).
+ value = max;
+
+ // The "chroma" of the color is a value directly proportional to the extent to which
+ // the color diverges from greyscale. If, for example, we have RGB = (255, 255, 0),
+ // then the chroma is maximized - this is a pure yellow, no gray of any kind.
+ // On the other hand, if we have RGB = (128, 128, 128), then the chroma being zero
+ // implies that this color is pure greyscale, with no actual hue to be found.
+ var chroma = max - min;
+
+ // If the chrome is zero, then hue is technically undefined - a greyscale color
+ // has no hue. For the sake of convenience, we'll just set hue to zero, since
+ // it will be unused in this circumstance. Since the color is purely gray,
+ // saturation is also equal to zero - you can think of saturation as basically
+ // a measure of hue intensity, such that no hue at all corresponds to a
+ // nonexistent intensity.
+ if (chroma == 0)
+ {
+ hue = 0.0;
+ saturation = 0.0;
+ }
+ else
+ {
+ // In this block, hue is properly defined, so we'll extract both hue
+ // and saturation information from the RGB color.
+
+ // Hue can be thought of as a cyclical thing, between 0 degrees and 360 degrees.
+ // A hue of 0 degrees is red; 120 degrees is green; 240 degrees is blue; and 360 is back to red.
+ // Every other hue is somewhere between either red and green, green and blue, and blue and red,
+ // so every other hue can be thought of as an angle on this color wheel.
+ // These if/else statements determines where on this color wheel our color lies.
+ if (r == max)
+ {
+ // If the red channel is the most pronounced channel, then we exist
+ // somewhere between (-60, 60) on the color wheel - i.e., the section around 0 degrees
+ // where red dominates. We figure out where in that section we are exactly
+ // by considering whether the green or the blue channel is greater - by subtracting green from blue,
+ // then if green is greater, we'll nudge ourselves closer to 60, whereas if blue is greater, then
+ // we'll nudge ourselves closer to -60. We then divide by chroma (which will actually make the result larger,
+ // since chroma is a value between 0 and 1) to normalize the value to ensure that we get the right hue
+ // even if we're very close to greyscale.
+ hue = 60 * (g - b) / chroma;
+ }
+ else if (g == max)
+ {
+ // We do the exact same for the case where the green channel is the most pronounced channel,
+ // only this time we want to see if we should tilt towards the blue direction or the red direction.
+ // We add 120 to center our value in the green third of the color wheel.
+ hue = 120 + (60 * (b - r) / chroma);
+ }
+ else // blue == max
+ {
+ // And we also do the exact same for the case where the blue channel is the most pronounced channel,
+ // only this time we want to see if we should tilt towards the red direction or the green direction.
+ // We add 240 to center our value in the blue third of the color wheel.
+ hue = 240 + (60 * (r - g) / chroma);
+ }
+
+ // Since we want to work within the range [0, 360), we'll add 360 to any value less than zero -
+ // this will bump red values from within -60 to -1 to 300 to 359. The hue is the same at both values.
+ if (hue < 0.0)
+ {
+ hue += 360.0;
+ }
+
+ // The saturation, our final HSV axis, can be thought of as a value between 0 and 1 indicating how intense our color is.
+ // To find it, we divide the chroma - the distance between the minimum and the maximum RGB channels - by the maximum channel (i.e., the value).
+ // This effectively normalizes the chroma - if the maximum is 0.5 and the minimum is 0, the saturation will be (0.5 - 0) / 0.5 = 1,
+ // meaning that although this color is not as bright as it can be, the dark color is as intense as it possibly could be.
+ // If, on the other hand, the maximum is 0.5 and the minimum is 0.25, then the saturation will be (0.5 - 0.25) / 0.5 = 0.5,
+ // meaning that this color is partially washed out.
+ // A saturation value of 0 corresponds to a greyscale color, one in which the color is *completely* washed out and there is no actual hue.
+ saturation = chroma / value;
+ }
+
+ return new HsvColor(a, hue, saturation, value, clampValues: false);
+ }
+
+ ///
+ /// Indicates whether the values of two specified objects are equal.
+ ///
+ /// The first object to compare.
+ /// The second object to compare.
+ /// True if left and right are equal; otherwise, false.
public static bool operator ==(Color left, Color right)
{
return left.Equals(right);
}
+ ///
+ /// Indicates whether the values of two specified objects are not equal.
+ ///
+ /// The first object to compare.
+ /// The second object to compare.
+ /// True if left and right are not equal; otherwise, false.
public static bool operator !=(Color left, Color right)
{
return !left.Equals(right);
diff --git a/src/Avalonia.Visuals/Media/HslColor.cs b/src/Avalonia.Visuals/Media/HslColor.cs
new file mode 100644
index 0000000000..e27a4f3106
--- /dev/null
+++ b/src/Avalonia.Visuals/Media/HslColor.cs
@@ -0,0 +1,476 @@
+// Color conversion portions of this source file are adapted from the Windows Community Toolkit project.
+// (https://github.com/CommunityToolkit/WindowsCommunityToolkit)
+//
+// Licensed to The Avalonia Project under MIT License, courtesy of The .NET Foundation.
+
+using System;
+using System.Globalization;
+using System.Text;
+using Avalonia.Utilities;
+
+namespace Avalonia.Media
+{
+ ///
+ /// Defines a color using the hue/saturation/lightness (HSL) model.
+ ///
+#if !BUILDTASK
+ public
+#endif
+ readonly struct HslColor : IEquatable
+ {
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The Alpha (transparency) component in the range from 0..1.
+ /// The Hue component in the range from 0..360.
+ /// Note that 360 is equivalent to 0 and will be adjusted automatically.
+ /// The Saturation component in the range from 0..1.
+ /// The Lightness component in the range from 0..1.
+ public HslColor(
+ double alpha,
+ double hue,
+ double saturation,
+ double lightness)
+ {
+ A = MathUtilities.Clamp(alpha, 0.0, 1.0);
+ H = MathUtilities.Clamp(hue, 0.0, 360.0);
+ S = MathUtilities.Clamp(saturation, 0.0, 1.0);
+ L = MathUtilities.Clamp(lightness, 0.0, 1.0);
+
+ // The maximum value of Hue is technically 360 minus epsilon (just below 360).
+ // This is because, in a color circle, 360 degrees is equivalent to 0 degrees.
+ // However, that is too tricky to work with in code and isn't as intuitive.
+ // Therefore, since 360 == 0, just wrap 360 if needed back to 0.
+ H = (H == 360.0 ? 0 : H);
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ ///
+ /// This constructor exists only for internal use where performance is critical.
+ /// Whether or not the component values are in the correct ranges must be known.
+ ///
+ /// The Alpha (transparency) component in the range from 0..1.
+ /// The Hue component in the range from 0..360.
+ /// Note that 360 is equivalent to 0 and will be adjusted automatically.
+ /// The Saturation component in the range from 0..1.
+ /// The Lightness component in the range from 0..1.
+ /// Whether to clamp component values to their required ranges.
+ internal HslColor(
+ double alpha,
+ double hue,
+ double saturation,
+ double lightness,
+ bool clampValues)
+ {
+ if (clampValues)
+ {
+ A = MathUtilities.Clamp(alpha, 0.0, 1.0);
+ H = MathUtilities.Clamp(hue, 0.0, 360.0);
+ S = MathUtilities.Clamp(saturation, 0.0, 1.0);
+ L = MathUtilities.Clamp(lightness, 0.0, 1.0);
+
+ // See comments in constructor above
+ H = (H == 360.0 ? 0 : H);
+ }
+ else
+ {
+ A = alpha;
+ H = hue;
+ S = saturation;
+ L = lightness;
+ }
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The RGB color to convert to HSL.
+ public HslColor(Color color)
+ {
+ var hsl = Color.ToHsl(color);
+
+ A = hsl.A;
+ H = hsl.H;
+ S = hsl.S;
+ L = hsl.L;
+ }
+
+ ///
+ /// Gets the Alpha (transparency) component in the range from 0..1.
+ ///
+ public double A { get; }
+
+ ///
+ /// Gets the Hue component in the range from 0..360.
+ /// Note that 360 is equivalent to 0 and will be adjusted automatically.
+ ///
+ public double H { get; }
+
+ ///
+ /// Gets the Saturation component in the range from 0..1.
+ ///
+ public double S { get; }
+
+ ///
+ /// Gets the Lightness component in the range from 0..1.
+ ///
+ public double L { get; }
+
+ ///
+ public bool Equals(HslColor other)
+ {
+ return other.A == A &&
+ other.H == H &&
+ other.S == S &&
+ other.L == L;
+ }
+
+ ///
+ public override bool Equals(object? obj)
+ {
+ if (obj is HslColor hslColor)
+ {
+ return Equals(hslColor);
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ ///
+ /// Gets a hashcode for this object.
+ /// Hashcode is not guaranteed to be unique.
+ ///
+ /// The hashcode for this object.
+ public override int GetHashCode()
+ {
+ // Same algorithm as Color
+ // This is used instead of HashCode.Combine() due to .NET Standard 2.0 requirements
+ unchecked
+ {
+ int hashCode = A.GetHashCode();
+ hashCode = (hashCode * 397) ^ H.GetHashCode();
+ hashCode = (hashCode * 397) ^ S.GetHashCode();
+ hashCode = (hashCode * 397) ^ L.GetHashCode();
+ return hashCode;
+ }
+ }
+
+ ///
+ /// Returns the RGB color model equivalent of this HSL color.
+ ///
+ /// The RGB equivalent color.
+ public Color ToRgb()
+ {
+ // Use the by-component conversion method directly for performance
+ return HslColor.ToRgb(H, S, L, A);
+ }
+
+ ///
+ public override string ToString()
+ {
+ var sb = new StringBuilder();
+
+ // Use a format similar to CSS. However:
+ // - To ensure precision is never lost, allow decimal places.
+ // This is especially important for round-trip serialization.
+ // - To maintain numerical consistency, do not use percent.
+ //
+ // Example:
+ //
+ // hsla(hue, saturation, lightness, alpha)
+ // hsla(230, 1.0, 0.5, 1.0)
+ //
+
+ sb.Append("hsva(");
+ sb.Append(H.ToString(CultureInfo.InvariantCulture));
+ sb.Append(", ");
+ sb.Append(S.ToString(CultureInfo.InvariantCulture));
+ sb.Append(", ");
+ sb.Append(L.ToString(CultureInfo.InvariantCulture));
+ sb.Append(", ");
+ sb.Append(A.ToString(CultureInfo.InvariantCulture));
+ sb.Append(')');
+
+ return sb.ToString();
+ }
+
+ ///
+ /// Parses an HSL color string.
+ ///
+ /// The HSL color string to parse.
+ /// The parsed .
+ public static HslColor Parse(string s)
+ {
+ if (s is null)
+ {
+ throw new ArgumentNullException(nameof(s));
+ }
+
+ if (TryParse(s, out HslColor hslColor))
+ {
+ return hslColor;
+ }
+
+ throw new FormatException($"Invalid HSL color string: '{s}'.");
+ }
+
+ ///
+ /// Parses an HSL color string.
+ ///
+ /// The HSL color string to parse.
+ /// The parsed .
+ /// True if parsing was successful; otherwise, false.
+ public static bool TryParse(string s, out HslColor hslColor)
+ {
+ hslColor = default;
+
+ if (s is null)
+ {
+ return false;
+ }
+
+ string workingString = s.Trim();
+
+ if (workingString.Length == 0 ||
+ workingString.IndexOf(",", StringComparison.Ordinal) < 0)
+ {
+ return false;
+ }
+
+ if (workingString.Length > 6 &&
+ workingString.StartsWith("hsla(", StringComparison.OrdinalIgnoreCase) &&
+ workingString.EndsWith(")", StringComparison.Ordinal))
+ {
+ workingString = workingString.Substring(5, workingString.Length - 6);
+ }
+
+ if (workingString.Length > 5 &&
+ workingString.StartsWith("hsl(", StringComparison.OrdinalIgnoreCase) &&
+ workingString.EndsWith(")", StringComparison.Ordinal))
+ {
+ workingString = workingString.Substring(4, workingString.Length - 5);
+ }
+
+ string[] components = workingString.Split(',');
+
+ if (components.Length == 3) // HSL
+ {
+ if (double.TryParse(components[0], NumberStyles.Number, CultureInfo.InvariantCulture, out double hue) &&
+ TryInternalParse(components[1], out double saturation) &&
+ TryInternalParse(components[2], out double lightness))
+ {
+ hslColor = new HslColor(1.0, hue, saturation, lightness);
+ return true;
+ }
+ }
+ else if (components.Length == 4) // HSLA
+ {
+ if (double.TryParse(components[0], NumberStyles.Number, CultureInfo.InvariantCulture, out double hue) &&
+ TryInternalParse(components[1], out double saturation) &&
+ TryInternalParse(components[2], out double lightness) &&
+ TryInternalParse(components[3], out double alpha))
+ {
+ hslColor = new HslColor(alpha, hue, saturation, lightness);
+ return true;
+ }
+ }
+
+ // Local function to specially parse a double value with an optional percentage sign
+ bool TryInternalParse(string inString, out double outDouble)
+ {
+ // The percent sign, if it exists, must be at the end of the number
+ int percentIndex = inString.IndexOf("%", StringComparison.Ordinal);
+
+ if (percentIndex >= 0)
+ {
+ var result = double.TryParse(
+ inString.Substring(0, percentIndex),
+ NumberStyles.Number,
+ CultureInfo.InvariantCulture,
+ out double percentage);
+
+ outDouble = percentage / 100.0;
+ return result;
+ }
+ else
+ {
+ return double.TryParse(
+ inString,
+ NumberStyles.Number,
+ CultureInfo.InvariantCulture,
+ out outDouble);
+ }
+ }
+
+ return false;
+ }
+
+ ///
+ /// Creates a new from individual color component values.
+ ///
+ ///
+ /// This exists for symmetry with the struct; however, the
+ /// appropriate constructor should commonly be used instead.
+ ///
+ /// The Alpha (transparency) component in the range from 0..1.
+ /// The Hue component in the range from 0..360.
+ /// The Saturation component in the range from 0..1.
+ /// The Lightness component in the range from 0..1.
+ /// A new built from the individual color component values.
+ public static HslColor FromAhsl(double a, double h, double s, double l)
+ {
+ return new HslColor(a, h, s, l);
+ }
+
+ ///
+ /// Creates a new from individual color component values.
+ ///
+ ///
+ /// This exists for symmetry with the struct; however, the
+ /// appropriate constructor should commonly be used instead.
+ ///
+ /// The Hue component in the range from 0..360.
+ /// The Saturation component in the range from 0..1.
+ /// The Lightness component in the range from 0..1.
+ /// A new built from the individual color component values.
+ public static HslColor FromHsl(double h, double s, double l)
+ {
+ return new HslColor(1.0, h, s, l);
+ }
+
+ ///
+ /// Converts the given HSL color to its RGB color equivalent.
+ ///
+ /// The color in the HSL color model.
+ /// A new RGB equivalent to the given HSLA values.
+ public static Color ToRgb(HslColor hslColor)
+ {
+ return HslColor.ToRgb(hslColor.H, hslColor.S, hslColor.L, hslColor.A);
+ }
+
+ ///
+ /// Converts the given HSLA color component values to their RGB color equivalent.
+ ///
+ /// The Hue component in the HSL color model in the range from 0..360.
+ /// The Saturation component in the HSL color model in the range from 0..1.
+ /// The Lightness component in the HSL color model in the range from 0..1.
+ /// The Alpha component in the range from 0..1.
+ /// A new RGB equivalent to the given HSLA values.
+ public static Color ToRgb(
+ double hue,
+ double saturation,
+ double lightness,
+ double alpha = 1.0)
+ {
+ // Note: Conversion code is originally based on ColorHelper in the Windows Community Toolkit (licensed MIT)
+ // https://github.com/CommunityToolkit/WindowsCommunityToolkit/blob/main/Microsoft.Toolkit.Uwp/Helpers/ColorHelper.cs
+ // It has been modified to ensure input ranges and not throw exceptions.
+
+ // We want the hue to be between 0 and 359,
+ // so we first ensure that that's the case.
+ while (hue >= 360.0)
+ {
+ hue -= 360.0;
+ }
+
+ while (hue < 0.0)
+ {
+ hue += 360.0;
+ }
+
+ // We similarly clamp saturation, lightness and alpha between 0 and 1.
+ saturation = saturation < 0.0 ? 0.0 : saturation;
+ saturation = saturation > 1.0 ? 1.0 : saturation;
+
+ lightness = lightness < 0.0 ? 0.0 : lightness;
+ lightness = lightness > 1.0 ? 1.0 : lightness;
+
+ alpha = alpha < 0.0 ? 0.0 : alpha;
+ alpha = alpha > 1.0 ? 1.0 : alpha;
+
+ double chroma = (1 - Math.Abs((2 * lightness) - 1)) * saturation;
+ double h1 = hue / 60;
+ double x = chroma * (1 - Math.Abs((h1 % 2) - 1));
+ double m = lightness - (0.5 * chroma);
+ double r1, g1, b1;
+
+ if (h1 < 1)
+ {
+ r1 = chroma;
+ g1 = x;
+ b1 = 0;
+ }
+ else if (h1 < 2)
+ {
+ r1 = x;
+ g1 = chroma;
+ b1 = 0;
+ }
+ else if (h1 < 3)
+ {
+ r1 = 0;
+ g1 = chroma;
+ b1 = x;
+ }
+ else if (h1 < 4)
+ {
+ r1 = 0;
+ g1 = x;
+ b1 = chroma;
+ }
+ else if (h1 < 5)
+ {
+ r1 = x;
+ g1 = 0;
+ b1 = chroma;
+ }
+ else
+ {
+ r1 = chroma;
+ g1 = 0;
+ b1 = x;
+ }
+
+ return Color.FromArgb(
+ (byte)Math.Round(255 * alpha),
+ (byte)Math.Round(255 * (r1 + m)),
+ (byte)Math.Round(255 * (g1 + m)),
+ (byte)Math.Round(255 * (b1 + m)));
+ }
+
+ ///
+ /// Indicates whether the values of two specified objects are equal.
+ ///
+ /// The first object to compare.
+ /// The second object to compare.
+ /// True if left and right are equal; otherwise, false.
+ public static bool operator ==(HslColor left, HslColor right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Indicates whether the values of two specified objects are not equal.
+ ///
+ /// The first object to compare.
+ /// The second object to compare.
+ /// True if left and right are not equal; otherwise, false.
+ public static bool operator !=(HslColor left, HslColor right)
+ {
+ return !(left == right);
+ }
+
+ ///
+ /// Explicit conversion from an to a .
+ ///
+ /// The to convert.
+ public static explicit operator Color(HslColor hslColor)
+ {
+ return hslColor.ToRgb();
+ }
+ }
+}
diff --git a/src/Avalonia.Visuals/Media/HsvColor.cs b/src/Avalonia.Visuals/Media/HsvColor.cs
index 4a0277b4d4..164aeb1df1 100644
--- a/src/Avalonia.Visuals/Media/HsvColor.cs
+++ b/src/Avalonia.Visuals/Media/HsvColor.cs
@@ -1,6 +1,6 @@
-// Color conversion portions of this source file are adapted from the WinUI project.
-// (https://github.com/microsoft/microsoft-ui-xaml)
-//
+// Color conversion portions of this source file are adapted from the WinUI project.
+// (https://github.com/microsoft/microsoft-ui-xaml)
+//
// Licensed to The Avalonia Project under MIT License, courtesy of The .NET Foundation.
using System;
@@ -21,11 +21,11 @@ namespace Avalonia.Media
///
/// Initializes a new instance of the struct.
///
- /// The Alpha (transparency) channel value in the range from 0..1.
- /// The Hue channel value in the range from 0..360.
+ /// The Alpha (transparency) component in the range from 0..1.
+ /// The Hue component in the range from 0..360.
/// Note that 360 is equivalent to 0 and will be adjusted automatically.
- /// The Saturation channel value in the range from 0..1.
- /// The Value channel value in the range from 0..1.
+ /// The Saturation component in the range from 0..1.
+ /// The Value component in the range from 0..1.
public HsvColor(
double alpha,
double hue,
@@ -49,14 +49,14 @@ namespace Avalonia.Media
///
///
/// This constructor exists only for internal use where performance is critical.
- /// Whether or not the channel values are in the correct ranges must be known.
+ /// Whether or not the component values are in the correct ranges must be known.
///
- /// The Alpha (transparency) channel value in the range from 0..1.
- /// The Hue channel value in the range from 0..360.
+ /// The Alpha (transparency) component in the range from 0..1.
+ /// The Hue component in the range from 0..360.
/// Note that 360 is equivalent to 0 and will be adjusted automatically.
- /// The Saturation channel value in the range from 0..1.
- /// The Value channel value in the range from 0..1.
- /// Whether to clamp channel values to their required ranges.
+ /// The Saturation component in the range from 0..1.
+ /// The Value component in the range from 0..1.
+ /// Whether to clamp component values to their required ranges.
internal HsvColor(
double alpha,
double hue,
@@ -89,7 +89,7 @@ namespace Avalonia.Media
/// The RGB color to convert to HSV.
public HsvColor(Color color)
{
- var hsv = HsvColor.FromRgb(color);
+ var hsv = Color.ToHsv(color);
A = hsv.A;
H = hsv.H;
@@ -98,23 +98,23 @@ namespace Avalonia.Media
}
///
- /// Gets the Alpha (transparency) channel value in the range from 0..1.
+ /// Gets the Alpha (transparency) component in the range from 0..1.
///
public double A { get; }
///
- /// Gets the Hue channel value in the range from 0..360.
+ /// Gets the Hue component in the range from 0..360.
/// Note that 360 is equivalent to 0 and will be adjusted automatically.
///
public double H { get; }
///
- /// Gets the Saturation channel value in the range from 0..1.
+ /// Gets the Saturation component in the range from 0..1.
///
public double S { get; }
///
- /// Gets the Value channel value in the range from 0..1.
+ /// Gets the Value component in the range from 0..1.
///
public double V { get; }
@@ -165,7 +165,7 @@ namespace Avalonia.Media
/// The RGB equivalent color.
public Color ToRgb()
{
- // Use the by-channel conversion method directly for performance
+ // Use the by-component conversion method directly for performance
return HsvColor.ToRgb(H, S, V, A);
}
@@ -174,26 +174,16 @@ namespace Avalonia.Media
{
var sb = new StringBuilder();
- // Use a format similar to HSL in HTML/CSS "hsla(0, 100%, 50%, 0.5)"
- //
- // However:
- // - To ensure precision is never lost, allow decimal places
- // - To maintain numerical consistency do not use percent
+ // Use a format similar to CSS. However:
+ // - To ensure precision is never lost, allow decimal places.
+ // This is especially important for round-trip serialization.
+ // - To maintain numerical consistency, do not use percent.
//
// Example:
//
// hsva(hue, saturation, value, alpha)
// hsva(230, 1.0, 0.5, 1.0)
//
- // Where:
- //
- // hue : double from 0 to 360
- // saturation : double from 0 to 1
- // (HTML uses a percentage)
- // value : double from 0 to 1
- // (HTML uses a percentage)
- // alpha : double from 0 to 1
- // (HTML does not use a percentage for alpha)
sb.Append("hsva(");
sb.Append(H.ToString(CultureInfo.InvariantCulture));
@@ -270,8 +260,8 @@ namespace Avalonia.Media
if (components.Length == 3) // HSV
{
if (double.TryParse(components[0], NumberStyles.Number, CultureInfo.InvariantCulture, out double hue) &&
- double.TryParse(components[1], NumberStyles.Number, CultureInfo.InvariantCulture, out double saturation) &&
- double.TryParse(components[2], NumberStyles.Number, CultureInfo.InvariantCulture, out double value))
+ TryInternalParse(components[1], out double saturation) &&
+ TryInternalParse(components[2], out double value))
{
hsvColor = new HsvColor(1.0, hue, saturation, value);
return true;
@@ -280,37 +270,80 @@ namespace Avalonia.Media
else if (components.Length == 4) // HSVA
{
if (double.TryParse(components[0], NumberStyles.Number, CultureInfo.InvariantCulture, out double hue) &&
- double.TryParse(components[1], NumberStyles.Number, CultureInfo.InvariantCulture, out double saturation) &&
- double.TryParse(components[2], NumberStyles.Number, CultureInfo.InvariantCulture, out double value) &&
- double.TryParse(components[3], NumberStyles.Number, CultureInfo.InvariantCulture, out double alpha))
+ TryInternalParse(components[1], out double saturation) &&
+ TryInternalParse(components[2], out double value) &&
+ TryInternalParse(components[3], out double alpha))
{
hsvColor = new HsvColor(alpha, hue, saturation, value);
return true;
}
}
+ // Local function to specially parse a double value with an optional percentage sign
+ bool TryInternalParse(string inString, out double outDouble)
+ {
+ // The percent sign, if it exists, must be at the end of the number
+ int percentIndex = inString.IndexOf("%", StringComparison.Ordinal);
+
+ if (percentIndex >= 0)
+ {
+ var result = double.TryParse(
+ inString.Substring(0, percentIndex),
+ NumberStyles.Number,
+ CultureInfo.InvariantCulture,
+ out double percentage);
+
+ outDouble = percentage / 100.0;
+ return result;
+ }
+ else
+ {
+ return double.TryParse(
+ inString,
+ NumberStyles.Number,
+ CultureInfo.InvariantCulture,
+ out outDouble);
+ }
+ }
+
return false;
}
///
- /// Creates a new from individual color channel values.
+ /// Creates a new from individual color component values.
///
///
/// This exists for symmetry with the struct; however, the
/// appropriate constructor should commonly be used instead.
///
- /// The Alpha (transparency) channel value in the range from 0..1.
- /// The Hue channel value in the range from 0..360.
- /// The Saturation channel value in the range from 0..1.
- /// The Value channel value in the range from 0..1.
- /// A new built from the individual color channel values.
+ /// The Alpha (transparency) component in the range from 0..1.
+ /// The Hue component in the range from 0..360.
+ /// The Saturation component in the range from 0..1.
+ /// The Value component in the range from 0..1.
+ /// A new built from the individual color component values.
public static HsvColor FromAhsv(double a, double h, double s, double v)
{
return new HsvColor(a, h, s, v);
}
///
- /// Converts the given HSV color to it's RGB color equivalent.
+ /// Creates a new from individual color component values.
+ ///
+ ///
+ /// This exists for symmetry with the struct; however, the
+ /// appropriate constructor should commonly be used instead.
+ ///
+ /// The Hue component in the range from 0..360.
+ /// The Saturation component in the range from 0..1.
+ /// The Value component in the range from 0..1.
+ /// A new built from the individual color component values.
+ public static HsvColor FromHsv(double h, double s, double v)
+ {
+ return new HsvColor(1.0, h, s, v);
+ }
+
+ ///
+ /// Converts the given HSV color to its RGB color equivalent.
///
/// The color in the HSV color model.
/// A new RGB equivalent to the given HSVA values.
@@ -320,12 +353,12 @@ namespace Avalonia.Media
}
///
- /// Converts the given HSVA color channel values to it's RGB color equivalent.
+ /// Converts the given HSVA color component values to their RGB color equivalent.
///
- /// The hue channel value in the HSV color model in the range from 0..360.
- /// The saturation channel value in the HSV color model in the range from 0..1.
- /// The value channel value in the HSV color model in the range from 0..1.
- /// The alpha channel value in the range from 0..1.
+ /// The Hue component in the HSV color model in the range from 0..360.
+ /// The Saturation component in the HSV color model in the range from 0..1.
+ /// The Value component in the HSV color model in the range from 0..1.
+ /// The Alpha component in the range from 0..1.
/// A new RGB equivalent to the given HSVA values.
public static Color ToRgb(
double hue,
@@ -336,7 +369,7 @@ namespace Avalonia.Media
// Note: Conversion code is originally based on the C++ in WinUI (licensed MIT)
// https://github.com/microsoft/microsoft-ui-xaml/blob/main/dev/Common/ColorConversion.cpp
// This was used because it is the best documented and likely most optimized for performance
- // Alpha channel support was added
+ // Alpha support was added
// We want the hue to be between 0 and 359,
// so we first ensure that that's the case.
@@ -457,130 +490,6 @@ namespace Avalonia.Media
(byte)Math.Round(b * 255));
}
- ///
- /// Converts the given RGB color to it's HSV color equivalent.
- ///
- /// The color in the RGB color model.
- /// A new equivalent to the given RGBA values.
- public static HsvColor FromRgb(Color color)
- {
- return HsvColor.FromRgb(color.R, color.G, color.B, color.A);
- }
-
- ///
- /// Converts the given RGBA color channel values to it's HSV color equivalent.
- ///
- /// The red channel value in the RGB color model.
- /// The green channel value in the RGB color model.
- /// The blue channel value in the RGB color model.
- /// The alpha channel value.
- /// A new equivalent to the given RGBA values.
- public static HsvColor FromRgb(
- byte red,
- byte green,
- byte blue,
- byte alpha = 0xFF)
- {
- // Note: Conversion code is originally based on the C++ in WinUI (licensed MIT)
- // https://github.com/microsoft/microsoft-ui-xaml/blob/main/dev/Common/ColorConversion.cpp
- // This was used because it is the best documented and likely most optimized for performance
- // Alpha channel support was added
-
- // Normalize RGBA channel values into the 0..1 range used by this algorithm
- double r = red / 255.0;
- double g = green / 255.0;
- double b = blue / 255.0;
- double a = alpha / 255.0;
-
- double hue;
- double saturation;
- double value;
-
- double max = r >= g ? (r >= b ? r : b) : (g >= b ? g : b);
- double min = r <= g ? (r <= b ? r : b) : (g <= b ? g : b);
-
- // The value, a number between 0 and 1, is the largest of R, G, and B (divided by 255).
- // Conceptually speaking, it represents how much color is present.
- // If at least one of R, G, B is 255, then there exists as much color as there can be.
- // If RGB = (0, 0, 0), then there exists no color at all - a value of zero corresponds
- // to black (i.e., the absence of any color).
- value = max;
-
- // The "chroma" of the color is a value directly proportional to the extent to which
- // the color diverges from greyscale. If, for example, we have RGB = (255, 255, 0),
- // then the chroma is maximized - this is a pure yellow, no gray of any kind.
- // On the other hand, if we have RGB = (128, 128, 128), then the chroma being zero
- // implies that this color is pure greyscale, with no actual hue to be found.
- var chroma = max - min;
-
- // If the chrome is zero, then hue is technically undefined - a greyscale color
- // has no hue. For the sake of convenience, we'll just set hue to zero, since
- // it will be unused in this circumstance. Since the color is purely gray,
- // saturation is also equal to zero - you can think of saturation as basically
- // a measure of hue intensity, such that no hue at all corresponds to a
- // nonexistent intensity.
- if (chroma == 0)
- {
- hue = 0.0;
- saturation = 0.0;
- }
- else
- {
- // In this block, hue is properly defined, so we'll extract both hue
- // and saturation information from the RGB color.
-
- // Hue can be thought of as a cyclical thing, between 0 degrees and 360 degrees.
- // A hue of 0 degrees is red; 120 degrees is green; 240 degrees is blue; and 360 is back to red.
- // Every other hue is somewhere between either red and green, green and blue, and blue and red,
- // so every other hue can be thought of as an angle on this color wheel.
- // These if/else statements determines where on this color wheel our color lies.
- if (r == max)
- {
- // If the red channel is the most pronounced channel, then we exist
- // somewhere between (-60, 60) on the color wheel - i.e., the section around 0 degrees
- // where red dominates. We figure out where in that section we are exactly
- // by considering whether the green or the blue channel is greater - by subtracting green from blue,
- // then if green is greater, we'll nudge ourselves closer to 60, whereas if blue is greater, then
- // we'll nudge ourselves closer to -60. We then divide by chroma (which will actually make the result larger,
- // since chroma is a value between 0 and 1) to normalize the value to ensure that we get the right hue
- // even if we're very close to greyscale.
- hue = 60 * (g - b) / chroma;
- }
- else if (g == max)
- {
- // We do the exact same for the case where the green channel is the most pronounced channel,
- // only this time we want to see if we should tilt towards the blue direction or the red direction.
- // We add 120 to center our value in the green third of the color wheel.
- hue = 120 + (60 * (b - r) / chroma);
- }
- else // blue == max
- {
- // And we also do the exact same for the case where the blue channel is the most pronounced channel,
- // only this time we want to see if we should tilt towards the red direction or the green direction.
- // We add 240 to center our value in the blue third of the color wheel.
- hue = 240 + (60 * (r - g) / chroma);
- }
-
- // Since we want to work within the range [0, 360), we'll add 360 to any value less than zero -
- // this will bump red values from within -60 to -1 to 300 to 359. The hue is the same at both values.
- if (hue < 0.0)
- {
- hue += 360.0;
- }
-
- // The saturation, our final HSV axis, can be thought of as a value between 0 and 1 indicating how intense our color is.
- // To find it, we divide the chroma - the distance between the minimum and the maximum RGB channels - by the maximum channel (i.e., the value).
- // This effectively normalizes the chroma - if the maximum is 0.5 and the minimum is 0, the saturation will be (0.5 - 0) / 0.5 = 1,
- // meaning that although this color is not as bright as it can be, the dark color is as intense as it possibly could be.
- // If, on the other hand, the maximum is 0.5 and the minimum is 0.25, then the saturation will be (0.5 - 0.25) / 0.5 = 0.5,
- // meaning that this color is partially washed out.
- // A saturation value of 0 corresponds to a greyscale color, one in which the color is *completely* washed out and there is no actual hue.
- saturation = chroma / value;
- }
-
- return new HsvColor(a, hue, saturation, value, false);
- }
-
///
/// Indicates whether the values of two specified objects are equal.
///
diff --git a/tests/Avalonia.Visuals.UnitTests/Media/ColorTests.cs b/tests/Avalonia.Visuals.UnitTests/Media/ColorTests.cs
index d68c2fd5fd..352e58abd1 100644
--- a/tests/Avalonia.Visuals.UnitTests/Media/ColorTests.cs
+++ b/tests/Avalonia.Visuals.UnitTests/Media/ColorTests.cs
@@ -199,5 +199,129 @@ namespace Avalonia.Visuals.UnitTests.Media
{
Assert.False(Color.TryParse(input, out _));
}
+
+ [Fact]
+ public void Try_Parse_HslColor()
+ {
+ // Inline data requires constants, so the data is handled internally here
+ var data = new Tuple[]
+ {
+ // HSV
+ Tuple.Create("hsl(0, 0, 0)", new HslColor(1, 0, 0, 0)),
+ Tuple.Create("hsl(0, 0%, 0%)", new HslColor(1, 0, 0, 0)),
+ Tuple.Create("hsl(180, 0.5, 0.5)", new HslColor(1, 180, 0.5, 0.5)),
+ Tuple.Create("hsl(180, 50%, 50%)", new HslColor(1, 180, 0.5, 0.5)),
+ Tuple.Create("hsl(360, 1.0, 1.0)", new HslColor(1, 0, 1, 1)), // Wraps Hue to zero
+ Tuple.Create("hsl(360, 100%, 100%)", new HslColor(1, 0, 1, 1)), // Wraps Hue to zero
+
+ Tuple.Create("hsl(-1000, -1000, -1000)", new HslColor(1, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsl(-1000, -1000%, -1000%)", new HslColor(1, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsl(1000, 1000, 1000)", new HslColor(1, 0, 1, 1)), // Clamps to max
+ Tuple.Create("hsl(1000, 1000%, 1000%)", new HslColor(1, 0, 1, 1)), // Clamps to max
+
+ Tuple.Create("hsl(300, 0.8, 0.2)", new HslColor(1.0, 300, 0.8, 0.2)),
+ Tuple.Create("hsl(300, 80%, 20%)", new HslColor(1.0, 300, 0.8, 0.2)),
+
+ // HSVA
+ Tuple.Create("hsla(0, 0, 0, 0)", new HslColor(0, 0, 0, 0)),
+ Tuple.Create("hsla(0, 0%, 0%, 0%)", new HslColor(0, 0, 0, 0)),
+ Tuple.Create("hsla(180, 0.5, 0.5, 0.5)", new HslColor(0.5, 180, 0.5, 0.5)),
+ Tuple.Create("hsla(180, 50%, 50%, 50%)", new HslColor(0.5, 180, 0.5, 0.5)),
+ Tuple.Create("hsla(360, 1.0, 1.0, 1.0)", new HslColor(1, 0, 1, 1)), // Wraps Hue to zero
+ Tuple.Create("hsla(360, 100%, 100%, 100%)", new HslColor(1, 0, 1, 1)), // Wraps Hue to zero
+
+ Tuple.Create("hsla(-1000, -1000, -1000, -1000)", new HslColor(0, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsla(-1000, -1000%, -1000%, -1000%)", new HslColor(0, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsla(1000, 1000, 1000, 1000)", new HslColor(1, 0, 1, 1)), // Clamps to max (Hue wraps to zero)
+ Tuple.Create("hsla(1000, 1000%, 1000%, 1000%)", new HslColor(1, 0, 1, 1)), // Clamps to max (Hue wraps to zero)
+
+ Tuple.Create("hsla(300, 0.9, 0.2, 0.8)", new HslColor(0.8, 300, 0.9, 0.2)),
+ Tuple.Create("hsla(300, 90%, 20%, 0.8)", new HslColor(0.8, 300, 0.9, 0.2)),
+ };
+
+ foreach (var dataPoint in data)
+ {
+ Assert.True(HslColor.TryParse(dataPoint.Item1, out HslColor parsedHslColor));
+ Assert.True(dataPoint.Item2 == parsedHslColor);
+ }
+ }
+
+ [Fact]
+ public void Try_Parse_HsvColor()
+ {
+ // Inline data requires constants, so the data is handled internally here
+ var data = new Tuple[]
+ {
+ // HSV
+ Tuple.Create("hsv(0, 0, 0)", new HsvColor(1, 0, 0, 0)),
+ Tuple.Create("hsv(0, 0%, 0%)", new HsvColor(1, 0, 0, 0)),
+ Tuple.Create("hsv(180, 0.5, 0.5)", new HsvColor(1, 180, 0.5, 0.5)),
+ Tuple.Create("hsv(180, 50%, 50%)", new HsvColor(1, 180, 0.5, 0.5)),
+ Tuple.Create("hsv(360, 1.0, 1.0)", new HsvColor(1, 0, 1, 1)), // Wraps Hue to zero
+ Tuple.Create("hsv(360, 100%, 100%)", new HsvColor(1, 0, 1, 1)), // Wraps Hue to zero
+
+ Tuple.Create("hsv(-1000, -1000, -1000)", new HsvColor(1, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsv(-1000, -1000%, -1000%)", new HsvColor(1, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsv(1000, 1000, 1000)", new HsvColor(1, 0, 1, 1)), // Clamps to max
+ Tuple.Create("hsv(1000, 1000%, 1000%)", new HsvColor(1, 0, 1, 1)), // Clamps to max
+
+ Tuple.Create("hsv(300, 0.8, 0.2)", new HsvColor(1.0, 300, 0.8, 0.2)),
+ Tuple.Create("hsv(300, 80%, 20%)", new HsvColor(1.0, 300, 0.8, 0.2)),
+
+ // HSVA
+ Tuple.Create("hsva(0, 0, 0, 0)", new HsvColor(0, 0, 0, 0)),
+ Tuple.Create("hsva(0, 0%, 0%, 0%)", new HsvColor(0, 0, 0, 0)),
+ Tuple.Create("hsva(180, 0.5, 0.5, 0.5)", new HsvColor(0.5, 180, 0.5, 0.5)),
+ Tuple.Create("hsva(180, 50%, 50%, 50%)", new HsvColor(0.5, 180, 0.5, 0.5)),
+ Tuple.Create("hsva(360, 1.0, 1.0, 1.0)", new HsvColor(1, 0, 1, 1)), // Wraps Hue to zero
+ Tuple.Create("hsva(360, 100%, 100%, 100%)", new HsvColor(1, 0, 1, 1)), // Wraps Hue to zero
+
+ Tuple.Create("hsva(-1000, -1000, -1000, -1000)", new HsvColor(0, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsva(-1000, -1000%, -1000%, -1000%)", new HsvColor(0, 0, 0, 0)), // Clamps to min
+ Tuple.Create("hsva(1000, 1000, 1000, 1000)", new HsvColor(1, 0, 1, 1)), // Clamps to max (Hue wraps to zero)
+ Tuple.Create("hsva(1000, 1000%, 1000%, 1000%)", new HsvColor(1, 0, 1, 1)), // Clamps to max (Hue wraps to zero)
+
+ Tuple.Create("hsva(300, 0.9, 0.2, 0.8)", new HsvColor(0.8, 300, 0.9, 0.2)),
+ Tuple.Create("hsva(300, 90%, 20%, 0.8)", new HsvColor(0.8, 300, 0.9, 0.2)),
+ };
+
+ foreach (var dataPoint in data)
+ {
+ Assert.True(HsvColor.TryParse(dataPoint.Item1, out HsvColor parsedHsvColor));
+ Assert.True(dataPoint.Item2 == parsedHsvColor);
+ }
+ }
+
+ [Fact]
+ public void Try_Parse_All_Formats_With_Conversion()
+ {
+ // Inline data requires constants, so the data is handled internally here
+ var data = new Tuple[]
+ {
+ // RGB
+ Tuple.Create("White", new Color(0xff, 0xff, 0xff, 0xff)),
+ Tuple.Create("#123456", new Color(0xff, 0x12, 0x34, 0x56)),
+
+ Tuple.Create("rgb(100, 30, 45)", new Color(255, 100, 30, 45)),
+ Tuple.Create("rgba(100, 30, 45, 0.9)", new Color(229, 100, 30, 45)),
+ Tuple.Create("rgba(100, 30, 45, 90%)", new Color(229, 100, 30, 45)),
+
+ // HSL
+ Tuple.Create("hsl(296, 85%, 12%)", new Color(255, 53, 5, 57)),
+ Tuple.Create("hsla(296, 0.85, 0.12, 0.9)", new Color(230, 53, 5, 57)),
+ Tuple.Create("hsla(296, 85%, 12%, 90%)", new Color(230, 53, 5, 57)),
+
+ // HSV
+ Tuple.Create("hsv(240, 83%, 78%)", new Color(255, 34, 34, 199)),
+ Tuple.Create("hsva(240, 0.83, 0.78, 0.9)", new Color(230, 34, 34, 199)),
+ Tuple.Create("hsva(240, 83%, 78%, 90%)", new Color(230, 34, 34, 199)),
+ };
+
+ foreach (var dataPoint in data)
+ {
+ Assert.True(Color.TryParse(dataPoint.Item1, out Color parsedColor));
+ Assert.True(dataPoint.Item2 == parsedColor);
+ }
+ }
}
}