diff --git a/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj b/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj index e864ea2007..5a7daa6d12 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 083c15cd13..e974bbb100 100644 --- a/src/Avalonia.Visuals/Media/Color.cs +++ b/src/Avalonia.Visuals/Media/Color.cs @@ -273,8 +273,17 @@ namespace Avalonia.Media } /// - /// Check if two colors are equal. + /// 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); + } + + /// public bool Equals(Color other) { return A == other.A && R == other.R && G == other.G && B == other.B; diff --git a/src/Avalonia.Visuals/Media/HsvColor.cs b/src/Avalonia.Visuals/Media/HsvColor.cs new file mode 100644 index 0000000000..8b2f10d088 --- /dev/null +++ b/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 +{ + /// + /// Defines a color using the hue/saturation/value (HSV) model. + /// +#if !BUILDTASK + public +#endif + readonly struct HsvColor : IEquatable + { + /// + /// 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 Saturation channel value in the range from 0..1. + /// The Value channel value in the range from 0..1. + 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); + } + + /// + /// Initializes a new instance of the struct. + /// + /// + /// 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. + /// + /// 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. + /// Whether to clamp channel values to their required ranges. + 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; + } + } + + /// + /// Initializes a new instance of the struct. + /// + /// The RGB color to convert to HSV. + public HsvColor(Color color) + { + var hsv = HsvColor.FromRgb(color); + + A = hsv.A; + H = hsv.H; + S = hsv.S; + V = hsv.V; + } + + /// + /// Gets the Alpha (transparency) channel value in the range from 0..1. + /// + public double A { get; } + + /// + /// Gets the Hue channel value in the range from 0..360. + /// + public double H { get; } + + /// + /// Gets the Saturation channel value in the range from 0..1. + /// + public double S { get; } + + /// + /// Gets the Value channel value in the range from 0..1. + /// + public double V { get; } + + /// + public bool Equals(HsvColor other) + { + return other.A == A && + other.H == H && + other.S == S && + other.V == V; + } + + /// + public override bool Equals(object? obj) + { + if (obj is HsvColor hsvColor) + { + return Equals(hsvColor); + } + 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) ^ V.GetHashCode(); + return hashCode; + } + } + + /// + /// Returns the RGB color model equivalent of this HSV color. + /// + /// The RGB equivalent color. + public Color ToRgb() + { + // Use the by-channel conversion method directly for performance + return HsvColor.ToRgb(H, S, V, A); + } + + /// + /// Creates a new from individual color channel 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. + 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. + /// + /// The color in the HSV color model. + /// A new RGB equivalent to the given HSVA values. + public static Color ToRgb(HsvColor hsvColor) + { + return HsvColor.ToRgb(hsvColor.H, hsvColor.S, hsvColor.V, hsvColor.A); + } + + /// + /// Converts the given HSVA color channel values to it's 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. + /// A new RGB equivalent to the given HSVA values. + 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)); + } + + /// + /// 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. + /// + /// The first object to compare. + /// The second object to compare. + /// True if left and right are equal; otherwise, false. + public static bool operator ==(HsvColor left, HsvColor 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 !=(HsvColor left, HsvColor right) + { + return !(left == right); + } + + /// + /// Explicit conversion from an to a . + /// + /// The to convert. + public static explicit operator Color(HsvColor hsvColor) + { + return hsvColor.ToRgb(); + } + } +}