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Merge branch 'master' into fix-dwm-opaque-backdrop

pull/7775/head
Jumar Macato 4 years ago
committed by GitHub
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4d1912bc21
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  1. 3
      src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj
  2. 11
      src/Avalonia.Visuals/Media/Color.cs
  3. 478
      src/Avalonia.Visuals/Media/HsvColor.cs

3
src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj

@ -83,6 +83,9 @@
<Compile Include="../Avalonia.Visuals/Media/Color.cs">
<Link>Markup/%(RecursiveDir)%(FileName)%(Extension)</Link>
</Compile>
<Compile Include="../Avalonia.Visuals/Media/HsvColor.cs">
<Link>Markup/%(RecursiveDir)%(FileName)%(Extension)</Link>
</Compile>
<Compile Include="../Avalonia.Visuals/Media/KnownColors.cs">
<Link>Markup/%(RecursiveDir)%(FileName)%(Extension)</Link>
</Compile>

11
src/Avalonia.Visuals/Media/Color.cs

@ -273,8 +273,17 @@ namespace Avalonia.Media
}
/// <summary>
/// Check if two colors are equal.
/// Returns the HSV color model equivalent of this RGB color.
/// </summary>
/// <returns>The HSV equivalent color.</returns>
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);
}
/// <inheritdoc/>
public bool Equals(Color other)
{
return A == other.A && R == other.R && G == other.G && B == other.B;

478
src/Avalonia.Visuals/Media/HsvColor.cs

@ -0,0 +1,478 @@
// 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;
using Avalonia.Utilities;
namespace Avalonia.Media
{
/// <summary>
/// Defines a color using the hue/saturation/value (HSV) model.
/// </summary>
#if !BUILDTASK
public
#endif
readonly struct HsvColor : IEquatable<HsvColor>
{
/// <summary>
/// Initializes a new instance of the <see cref="HsvColor"/> struct.
/// </summary>
/// <param name="alpha">The Alpha (transparency) channel value in the range from 0..1.</param>
/// <param name="hue">The Hue channel value in the range from 0..360.</param>
/// <param name="saturation">The Saturation channel value in the range from 0..1.</param>
/// <param name="value">The Value channel value in the range from 0..1.</param>
public HsvColor(
double alpha,
double hue,
double saturation,
double value)
{
A = MathUtilities.Clamp(alpha, 0.0, 1.0);
H = MathUtilities.Clamp(hue, 0.0, 360.0);
S = MathUtilities.Clamp(saturation, 0.0, 1.0);
V = MathUtilities.Clamp(value, 0.0, 1.0);
}
/// <summary>
/// Initializes a new instance of the <see cref="HsvColor"/> struct.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
/// <param name="alpha">The Alpha (transparency) channel value in the range from 0..1.</param>
/// <param name="hue">The Hue channel value in the range from 0..360.</param>
/// <param name="saturation">The Saturation channel value in the range from 0..1.</param>
/// <param name="value">The Value channel value in the range from 0..1.</param>
/// <param name="clampValues">Whether to clamp channel values to their required ranges.</param>
internal HsvColor(
double alpha,
double hue,
double saturation,
double value,
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);
V = MathUtilities.Clamp(value, 0.0, 1.0);
}
else
{
A = alpha;
H = hue;
S = saturation;
V = value;
}
}
/// <summary>
/// Initializes a new instance of the <see cref="HsvColor"/> struct.
/// </summary>
/// <param name="color">The RGB color to convert to HSV.</param>
public HsvColor(Color color)
{
var hsv = HsvColor.FromRgb(color);
A = hsv.A;
H = hsv.H;
S = hsv.S;
V = hsv.V;
}
/// <summary>
/// Gets the Alpha (transparency) channel value in the range from 0..1.
/// </summary>
public double A { get; }
/// <summary>
/// Gets the Hue channel value in the range from 0..360.
/// </summary>
public double H { get; }
/// <summary>
/// Gets the Saturation channel value in the range from 0..1.
/// </summary>
public double S { get; }
/// <summary>
/// Gets the Value channel value in the range from 0..1.
/// </summary>
public double V { get; }
/// <inheritdoc/>
public bool Equals(HsvColor other)
{
return other.A == A &&
other.H == H &&
other.S == S &&
other.V == V;
}
/// <inheritdoc/>
public override bool Equals(object? obj)
{
if (obj is HsvColor hsvColor)
{
return Equals(hsvColor);
}
else
{
return false;
}
}
/// <summary>
/// Gets a hashcode for this object.
/// Hashcode is not guaranteed to be unique.
/// </summary>
/// <returns>The hashcode for this object.</returns>
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) ^ V.GetHashCode();
return hashCode;
}
}
/// <summary>
/// Returns the RGB color model equivalent of this HSV color.
/// </summary>
/// <returns>The RGB equivalent color.</returns>
public Color ToRgb()
{
// Use the by-channel conversion method directly for performance
return HsvColor.ToRgb(H, S, V, A);
}
/// <summary>
/// Creates a new <see cref="HsvColor"/> from individual color channel values.
/// </summary>
/// <remarks>
/// This exists for symmetry with the <see cref="Color"/> struct; however, the
/// appropriate constructor should commonly be used instead.
/// </remarks>
/// <param name="a">The Alpha (transparency) channel value in the range from 0..1.</param>
/// <param name="h">The Hue channel value in the range from 0..360.</param>
/// <param name="s">The Saturation channel value in the range from 0..1.</param>
/// <param name="v">The Value channel value in the range from 0..1.</param>
/// <returns>A new <see cref="HsvColor"/> built from the individual color channel values.</returns>
public static HsvColor FromAhsv(double a, double h, double s, double v)
{
return new HsvColor(a, h, s, v);
}
/// <summary>
/// Converts the given HSV color to it's RGB color equivalent.
/// </summary>
/// <param name="hsvColor">The color in the HSV color model.</param>
/// <returns>A new RGB <see cref="Color"/> equivalent to the given HSVA values.</returns>
public static Color ToRgb(HsvColor hsvColor)
{
return HsvColor.ToRgb(hsvColor.H, hsvColor.S, hsvColor.V, hsvColor.A);
}
/// <summary>
/// Converts the given HSVA color channel values to it's RGB color equivalent.
/// </summary>
/// <param name="hue">The hue channel value in the HSV color model in the range from 0..360.</param>
/// <param name="saturation">The saturation channel value in the HSV color model in the range from 0..1.</param>
/// <param name="value">The value channel value in the HSV color model in the range from 0..1.</param>
/// <param name="alpha">The alpha channel value in the range from 0..1.</param>
/// <returns>A new RGB <see cref="Color"/> equivalent to the given HSVA values.</returns>
public static Color ToRgb(
double hue,
double saturation,
double value,
double alpha = 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 channel support was added
// 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, value and alpha between 0 and 1.
saturation = saturation < 0.0 ? 0.0 : saturation;
saturation = saturation > 1.0 ? 1.0 : saturation;
value = value < 0.0 ? 0.0 : value;
value = value > 1.0 ? 1.0 : value;
alpha = alpha < 0.0 ? 0.0 : alpha;
alpha = alpha > 1.0 ? 1.0 : alpha;
// The first thing that we need to do is to determine the chroma (see above for its definition).
// Remember from above that:
//
// 1. The chroma is the difference between the maximum and the minimum of the RGB channels,
// 2. The value is the maximum of the RGB channels, and
// 3. The saturation comes from dividing the chroma by the maximum of the RGB channels (i.e., the value).
//
// From these facts, you can see that we can retrieve the chroma by simply multiplying the saturation and the value,
// and we can retrieve the minimum of the RGB channels by subtracting the chroma from the value.
var chroma = saturation * value;
var min = value - chroma;
// If the chroma is zero, then we have a greyscale color. In that case, the maximum and the minimum RGB channels
// have the same value (and, indeed, all of the RGB channels are the same), so we can just immediately return
// the minimum value as the value of all the channels.
if (chroma == 0)
{
return Color.FromArgb(
(byte)Math.Round(alpha * 255),
(byte)Math.Round(min * 255),
(byte)Math.Round(min * 255),
(byte)Math.Round(min * 255));
}
// If the chroma is not zero, then we need to continue. The first step is to figure out
// what section of the color wheel we're located in. In order to do that, we'll divide the hue by 60.
// The resulting value means we're in one of the following locations:
//
// 0 - Between red and yellow.
// 1 - Between yellow and green.
// 2 - Between green and cyan.
// 3 - Between cyan and blue.
// 4 - Between blue and purple.
// 5 - Between purple and red.
//
// In each of these sextants, one of the RGB channels is completely present, one is partially present, and one is not present.
// For example, as we transition between red and yellow, red is completely present, green is becoming increasingly present, and blue is not present.
// Then, as we transition from yellow and green, green is now completely present, red is becoming decreasingly present, and blue is still not present.
// As we transition from green to cyan, green is still completely present, blue is becoming increasingly present, and red is no longer present. And so on.
//
// To convert from hue to RGB value, we first need to figure out which of the three channels is in which configuration
// in the sextant that we're located in. Next, we figure out what value the completely-present color should have.
// We know that chroma = (max - min), and we know that this color is the max color, so to find its value we simply add
// min to chroma to retrieve max. Finally, we consider how far we've transitioned from the pure form of that color
// to the next color (e.g., how far we are from pure red towards yellow), and give a value to the partially present channel
// equal to the minimum plus the chroma (i.e., the max minus the min), multiplied by the percentage towards the new color.
// This gets us a value between the maximum and the minimum representing the partially present channel.
// Finally, the not-present color must be equal to the minimum value, since it is the one least participating in the overall color.
int sextant = (int)(hue / 60);
double intermediateColorPercentage = (hue / 60) - sextant;
double max = chroma + min;
double r = 0;
double g = 0;
double b = 0;
switch (sextant)
{
case 0:
r = max;
g = min + (chroma * intermediateColorPercentage);
b = min;
break;
case 1:
r = min + (chroma * (1 - intermediateColorPercentage));
g = max;
b = min;
break;
case 2:
r = min;
g = max;
b = min + (chroma * intermediateColorPercentage);
break;
case 3:
r = min;
g = min + (chroma * (1 - intermediateColorPercentage));
b = max;
break;
case 4:
r = min + (chroma * intermediateColorPercentage);
g = min;
b = max;
break;
case 5:
r = max;
g = min;
b = min + (chroma * (1 - intermediateColorPercentage));
break;
}
return Color.FromArgb(
(byte)Math.Round(alpha * 255),
(byte)Math.Round(r * 255),
(byte)Math.Round(g * 255),
(byte)Math.Round(b * 255));
}
/// <summary>
/// Converts the given RGB color to it's HSV color equivalent.
/// </summary>
/// <param name="color">The color in the RGB color model.</param>
/// <returns>A new <see cref="HsvColor"/> equivalent to the given RGBA values.</returns>
public static HsvColor FromRgb(Color color)
{
return HsvColor.FromRgb(color.R, color.G, color.B, color.A);
}
/// <summary>
/// Converts the given RGBA color channel values to it's HSV color equivalent.
/// </summary>
/// <param name="red">The red channel value in the RGB color model.</param>
/// <param name="green">The green channel value in the RGB color model.</param>
/// <param name="blue">The blue channel value in the RGB color model.</param>
/// <param name="alpha">The alpha channel value.</param>
/// <returns>A new <see cref="HsvColor"/> equivalent to the given RGBA values.</returns>
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);
}
/// <summary>
/// Indicates whether the values of two specified <see cref="HsvColor"/> objects are equal.
/// </summary>
/// <param name="left">The first object to compare.</param>
/// <param name="right">The second object to compare.</param>
/// <returns>True if left and right are equal; otherwise, false.</returns>
public static bool operator ==(HsvColor left, HsvColor right)
{
return left.Equals(right);
}
/// <summary>
/// Indicates whether the values of two specified <see cref="HsvColor"/> objects are not equal.
/// </summary>
/// <param name="left">The first object to compare.</param>
/// <param name="right">The second object to compare.</param>
/// <returns>True if left and right are not equal; otherwise, false.</returns>
public static bool operator !=(HsvColor left, HsvColor right)
{
return !(left == right);
}
/// <summary>
/// Explicit conversion from an <see cref="HsvColor"/> to a <see cref="Color"/>.
/// </summary>
/// <param name="hsvColor">The <see cref="HsvColor"/> to convert.</param>
public static explicit operator Color(HsvColor hsvColor)
{
return hsvColor.ToRgb();
}
}
}
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