/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ /* functions that manipulate colors */ #include "nsCSSColorUtils.h" #include "nsDebug.h" #include // Weird color computing code stolen from winfe which was stolen // from the xfe which was written originally by Eric Bina. So there. #define RED_LUMINOSITY 299 #define GREEN_LUMINOSITY 587 #define BLUE_LUMINOSITY 114 #define INTENSITY_FACTOR 25 #define LUMINOSITY_FACTOR 75 #define MAX_COLOR 255 #define COLOR_DARK_THRESHOLD 51 #define COLOR_LIGHT_THRESHOLD 204 #define COLOR_LITE_BS_FACTOR 45 #define COLOR_LITE_TS_FACTOR 70 #define COLOR_DARK_BS_FACTOR 30 #define COLOR_DARK_TS_FACTOR 50 #define LIGHT_GRAY NS_RGB(192, 192, 192) #define DARK_GRAY NS_RGB(96, 96, 96) #define MAX_BRIGHTNESS 254 #define MAX_DARKNESS 0 void NS_GetSpecial3DColors(nscolor aResult[2], nscolor aBackgroundColor, nscolor aBorderColor) { uint8_t f0, f1; uint8_t r, g, b; uint8_t rb = NS_GET_R(aBorderColor); uint8_t gb = NS_GET_G(aBorderColor); uint8_t bb = NS_GET_B(aBorderColor); uint8_t a = NS_GET_A(aBorderColor); // This needs to be optimized. // Calculating background brightness again and again is // a waste of time!!!. Just calculate it only once. // .....somehow!!! uint8_t red = NS_GET_R(aBackgroundColor); uint8_t green = NS_GET_G(aBackgroundColor); uint8_t blue = NS_GET_B(aBackgroundColor); uint8_t elementBrightness = NS_GetBrightness(rb,gb,bb); uint8_t backgroundBrightness = NS_GetBrightness(red, green, blue); if (backgroundBrightness < COLOR_DARK_THRESHOLD) { f0 = COLOR_DARK_BS_FACTOR; f1 = COLOR_DARK_TS_FACTOR; if(elementBrightness == MAX_DARKNESS) { rb = NS_GET_R(DARK_GRAY); gb = NS_GET_G(DARK_GRAY); bb = NS_GET_B(DARK_GRAY); } }else if (backgroundBrightness > COLOR_LIGHT_THRESHOLD) { f0 = COLOR_LITE_BS_FACTOR; f1 = COLOR_LITE_TS_FACTOR; if(elementBrightness == MAX_BRIGHTNESS) { rb = NS_GET_R(LIGHT_GRAY); gb = NS_GET_G(LIGHT_GRAY); bb = NS_GET_B(LIGHT_GRAY); } }else { f0 = COLOR_DARK_BS_FACTOR + (backgroundBrightness * (COLOR_LITE_BS_FACTOR - COLOR_DARK_BS_FACTOR) / MAX_COLOR); f1 = COLOR_DARK_TS_FACTOR + (backgroundBrightness * (COLOR_LITE_TS_FACTOR - COLOR_DARK_TS_FACTOR) / MAX_COLOR); } r = rb - (f0 * rb / 100); g = gb - (f0 * gb / 100); b = bb - (f0 * bb / 100); aResult[0] = NS_RGBA(r, g, b, a); r = rb + (f1 * (MAX_COLOR - rb) / 100); g = gb + (f1 * (MAX_COLOR - gb) / 100); b = bb + (f1 * (MAX_COLOR - bb) / 100); aResult[1] = NS_RGBA(r, g, b, a); } int NS_GetBrightness(uint8_t aRed, uint8_t aGreen, uint8_t aBlue) { uint8_t intensity = (aRed + aGreen + aBlue) / 3; uint8_t luminosity = NS_GetLuminosity(NS_RGB(aRed, aGreen, aBlue)) / 1000; return ((intensity * INTENSITY_FACTOR) + (luminosity * LUMINOSITY_FACTOR)) / 100; } int32_t NS_GetLuminosity(nscolor aColor) { // When aColor is not opaque, the perceived luminosity will depend // on what color(s) aColor is ultimately drawn on top of, which we // do not know. NS_ASSERTION(NS_GET_A(aColor) == 255, "impossible to compute luminosity of a non-opaque color"); return (NS_GET_R(aColor) * RED_LUMINOSITY + NS_GET_G(aColor) * GREEN_LUMINOSITY + NS_GET_B(aColor) * BLUE_LUMINOSITY); } // Function to convert RGB color space into the HSV colorspace // Hue is the primary color defined from 0 to 359 degrees // Saturation is defined from 0 to 255. The higher the number.. the deeper // the color Value is the brightness of the color. 0 is black, 255 is white. void NS_RGB2HSV(nscolor aColor, uint16_t &aHue, uint16_t &aSat, uint16_t &aValue, uint8_t &aAlpha) { uint8_t r, g, b; int16_t delta, min, max, r1, b1, g1; float hue; r = NS_GET_R(aColor); g = NS_GET_G(aColor); b = NS_GET_B(aColor); if (r>g) { max = r; min = g; } else { max = g; min = r; } if (b>max) { max = b; } if (b= 360) { aHue = 0; } // we break the color wheel into 6 areas.. these // areas define how the saturation and value define the color. // reds behave differently than the blues h = (double)aHue / 60.0; i = (uint16_t) floor(h); f = h-(double)i; percent = ((double)aValue/255.0); // this needs to be a value from 0 to 1, so a percentage // can be calculated of the saturation. p = (uint16_t)(percent*(255-aSat)); q = (uint16_t)(percent*(255-(aSat*f))); t = (uint16_t)(percent*(255-(aSat*(1.0-f)))); // i is guaranteed to never be larger than 5. switch(i){ case 0: r = aValue; g = t; b = p;break; case 1: r = q; g = aValue; b = p;break; case 2: r = p; g = aValue; b = t;break; case 3: r = p; g = q; b = aValue;break; case 4: r = t; g = p; b = aValue;break; case 5: r = aValue; g = p; b = q;break; } } aColor = NS_RGBA(r, g, b, aAlpha); } #undef RED_LUMINOSITY #undef GREEN_LUMINOSITY #undef BLUE_LUMINOSITY #undef INTENSITY_FACTOR #undef LUMINOSITY_FACTOR #undef MAX_COLOR #undef COLOR_DARK_THRESHOLD #undef COLOR_LIGHT_THRESHOLD #undef COLOR_LITE_BS_FACTOR #undef COLOR_LITE_TS_FACTOR #undef COLOR_DARK_BS_FACTOR #undef COLOR_DARK_TS_FACTOR #undef LIGHT_GRAY #undef DARK_GRAY #undef MAX_BRIGHTNESS #undef MAX_DARKNESS