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-rw-r--r--layout/base/nsCSSColorUtils.cpp202
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diff --git a/layout/base/nsCSSColorUtils.cpp b/layout/base/nsCSSColorUtils.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 <math.h>
+
+// 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
+
+void NS_GetSpecial3DColors(nscolor aResult[2], nscolor aBorderColor) {
+ const float kDarkerScale = 2.0f / 3.0f;
+
+ uint8_t r = NS_GET_R(aBorderColor);
+ uint8_t g = NS_GET_G(aBorderColor);
+ uint8_t b = NS_GET_B(aBorderColor);
+ uint8_t a = NS_GET_A(aBorderColor);
+ if (r == 0 && g == 0 && b == 0) {
+ // 0.3 * black
+ aResult[0] = NS_RGBA(76, 76, 76, a);
+ // 0.7 * black
+ aResult[1] = NS_RGBA(178, 178, 178, a);
+ return;
+ }
+
+ aResult[0] = NS_RGBA(uint8_t(r * kDarkerScale), uint8_t(g * kDarkerScale),
+ uint8_t(b * kDarkerScale), a);
+ aResult[1] = aBorderColor;
+}
+
+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 < min) {
+ min = b;
+ }
+
+ // value or brightness will always be the max of all the colors(RGB)
+ aValue = max;
+ delta = max - min;
+ aSat = (max != 0) ? ((delta * 255) / max) : 0;
+ r1 = r;
+ b1 = b;
+ g1 = g;
+
+ if (aSat == 0) {
+ hue = 1000;
+ } else {
+ if (r == max) {
+ hue = (float)(g1 - b1) / (float)delta;
+ } else if (g1 == max) {
+ hue = 2.0f + (float)(b1 - r1) / (float)delta;
+ } else {
+ hue = 4.0f + (float)(r1 - g1) / (float)delta;
+ }
+ }
+
+ if (hue < 999) {
+ hue *= 60;
+ if (hue < 0) {
+ hue += 360;
+ }
+ } else {
+ hue = 0;
+ }
+
+ aHue = (uint16_t)hue;
+
+ aAlpha = NS_GET_A(aColor);
+}
+
+// Function to convert HSV color space into the RGB 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_HSV2RGB(nscolor& aColor, uint16_t aHue, uint16_t aSat, uint16_t aValue,
+ uint8_t aAlpha) {
+ uint16_t r = 0, g = 0, b = 0;
+ uint16_t i, p, q, t;
+ double h, f, percent;
+
+ if (aSat == 0) {
+ // achromatic color, no hue is defined
+ r = aValue;
+ g = aValue;
+ b = aValue;
+ } else {
+ // hue in in degrees around the color wheel defined from
+ // 0 to 360 degrees.
+ if (aHue >= 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