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HslColor.cs
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using System;
using System.Collections.Generic;
using System.Drawing;
namespace ToolStripCustomizer
{
struct HslColor
{
private const double Epsilon = 0.0001;
// Hue in range [0..1].
private readonly double hue;
public HslColor(int alpha, double hue, double saturation, double luminosity)
: this()
{
this.hue = NormalizeRange(hue);
Hue = Convert.ToInt32(this.hue * 360);
Alpha = alpha;
Saturation = NormalizeRange(saturation);
Luminosity = NormalizeRange(luminosity);
}
public HslColor(int alpha, int hue, double saturation, double luminosity)
: this(alpha, NormalizeAngle(hue) / 360.0, saturation, luminosity)
{
}
public int Alpha { get; private set; }
public int Hue { get; private set; }
public double Saturation { get; private set; }
public double Luminosity { get; private set; }
public Color ToColor()
{
int r, g, b;
Hsl2Rgb(hue, Saturation, Luminosity, out r, out g, out b);
return Color.FromArgb(Alpha, r, g, b);
}
public static HslColor FromColor(Color color)
{
double h, s, l;
Rgb2Hsl(color.R, color.G, color.B, out h, out s, out l);
return new HslColor(color.A, h, s, l);
}
private static int NormalizeAngle(int angle)
{
int result = angle % 360;
return result < 0 ? result + 360 : result;
}
private static double NormalizeRange(double value)
{
return Math.Min(Math.Max(value, 0.0), 1.0);
}
#region Conversion Routines
private static void Hsl2Rgb(double hue, double sat, double lum, out int red, out int green, out int blue)
{
double r = lum;
double g = lum;
double b = lum;
double v = (lum <= 0.5) ? (lum * (1.0 + sat)) : (lum + sat - lum * sat);
if (v > 0)
{
double m = lum + lum - v;
double sv = (v - m) / v;
hue *= 6.0;
int sextant = (int)hue;
double fract = hue - sextant;
double vsf = v * sv * fract;
double mid1 = m + vsf;
double mid2 = v - vsf;
switch (sextant)
{
case 0:
r = v;
g = mid1;
b = m;
break;
case 1:
r = mid2;
g = v;
b = m;
break;
case 2:
r = m;
g = v;
b = mid1;
break;
case 3:
r = m;
g = mid2;
b = v;
break;
case 4:
r = mid1;
g = m;
b = v;
break;
case 5:
r = v;
g = m;
b = mid2;
break;
}
}
red = (int)(r * 255.0f);
green = (int)(g * 255.0f);
blue = (int)(b * 255.0f);
}
private static void Rgb2Hsl(int red, int green, int blue, out double hue, out double sat, out double lum)
{
double r = red / 255.0;
double g = green / 255.0;
double b = blue / 255.0;
hue = 0;
sat = 0;
double v = Math.Max(r, g);
v = Math.Max(v, b);
double m = Math.Min(r, g);
m = Math.Min(m, b);
lum = (m + v) / 2.0;
if (lum <= 0.0)
{
return;
}
double vm = v - m;
sat = vm;
if (sat > 0.0)
{
sat /= (lum <= 0.5) ? (v + m) : (2.0 - v - m);
}
else
{
return;
}
double r2 = (v - r) / vm;
double g2 = (v - g) / vm;
double b2 = (v - b) / vm;
if (Math.Abs(r - v) < Epsilon)
{
hue = (Math.Abs(g - m) < Epsilon ? 5.0 + b2 : 1.0 - g2);
}
else if (Math.Abs(g - v) < Epsilon)
{
hue = (Math.Abs(b - m) < Epsilon ? 1.0 + r2 : 3.0 - b2);
}
else
{
hue = (Math.Abs(r - m) < Epsilon ? 3.0 + g2 : 5.0 - r2);
}
hue /= 6.0;
}
#endregion
}
}