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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/color.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* color.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef COLOR_H
+#define COLOR_H
+
+#include "ustring.h"
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+struct Color {
+
+ union {
+
+ struct {
+ float r;
+ float g;
+ float b;
+ float a;
+ };
+ float components[4];
+ };
+
+ bool operator==(const Color &p_color) const { return (r==p_color.r && g==p_color.g && b==p_color.b && a==p_color.a ); }
+ bool operator!=(const Color &p_color) const { return (r!=p_color.r || g!=p_color.g || b!=p_color.b || a!=p_color.a ); }
+
+ uint32_t to_32() const;
+ uint32_t to_ARGB32() const;
+ float gray() const;
+ float get_h() const;
+ float get_s() const;
+ float get_v() const;
+ void set_hsv(float p_h, float p_s, float p_v, float p_alpha=1.0);
+
+ _FORCE_INLINE_ float& operator[](int idx) {
+ return components[idx];
+ }
+ _FORCE_INLINE_ const float& operator[](int idx) const {
+ return components[idx];
+ }
+
+ void invert();
+ void contrast();
+ Color inverted() const;
+ Color contrasted() const;
+
+ _FORCE_INLINE_ Color linear_interpolate(const Color& p_b, float p_t) const {
+
+ Color res=*this;
+
+ res.r+= (p_t * (p_b.r-r));
+ res.g+= (p_t * (p_b.g-g));
+ res.b+= (p_t * (p_b.b-b));
+ res.a+= (p_t * (p_b.a-a));
+
+ return res;
+ }
+
+ _FORCE_INLINE_ Color blend(const Color& p_over) const {
+
+
+ Color res;
+ float sa = 1.0 - p_over.a;
+ res.a = a*sa+p_over.a;
+ if (res.a==0) {
+ return Color(0,0,0,0);
+ } else {
+ res.r = (r*a*sa + p_over.r * p_over.a)/res.a;
+ res.g = (g*a*sa + p_over.g * p_over.a)/res.a;
+ res.b = (b*a*sa + p_over.b * p_over.a)/res.a;
+ }
+ return res;
+ }
+
+ static Color hex(uint32_t p_hex);
+ static Color html(const String& p_color);
+ static bool html_is_valid(const String& p_color);
+ String to_html(bool p_alpha=true) const;
+
+ _FORCE_INLINE_ bool operator<(const Color& p_color) const; //used in set keys
+ operator String() const;
+
+ /**
+ * No construct parameters, r=0, g=0, b=0. a=255
+ */
+ _FORCE_INLINE_ Color() {
+ r=0; g=0; b=0; a=1.0;
+ }
+
+ /**
+ * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0
+ */
+ _FORCE_INLINE_ Color(float p_r,float p_g,float p_b,float p_a=1.0) { r=p_r; g=p_g; b=p_b; a=p_a; }
+};
+
+bool Color::operator<(const Color& p_color) const {
+
+ if (r==p_color.r) {
+ if (g==p_color.g) {
+ if(b==p_color.b) {
+ return (a<p_color.a);
+ } else
+ return (b<p_color.b);
+ } else
+ return g<p_color.g;
+ } else
+ return r<p_color.r;
+
+}
+
+#endif