Exemple #1
0
Color Desaturate(Color c) {
#ifdef GREYSCALE
  return c;
#else
  int a = (c.Red() + c.Green() + c.Blue()) / 3;
  return Color((c.Red() + a) / 2, (c.Green() + a) / 2, (c.Blue() + a) / 2);
#endif
}
Exemple #2
0
void
FormatHexColor(TCHAR *buffer, size_t size, const Color _color)
{
  assert(size >= 7);

#if defined(__ARM_ARCH_7A__) && GCC_VERSION < 40500
  // NOTE: The local "c" copy of "color" works around an android compiler
  //       bug (observed with gcc version 4.4.3)
  const Color color(_color.Red(), _color.Green(), _color.Blue());
#else
  const Color color(_color);
#endif
  _sntprintf(buffer, size, _T("#%02X%02X%02X"),
             color.Red(), color.Green(), color.Blue());
}
Exemple #3
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// returns the addition of this color with another color
Color Color::operator+ (const Color& vRhs) const
{
        double trans=Transparent() > vRhs.Transparent() ? Transparent() : 
	  vRhs.Transparent();
        return Color(Red()+vRhs.Red(),Green()+vRhs.Green(),Blue()+vRhs.Blue(),
		     trans);
}
Exemple #4
0
  static constexpr ActivePixelTraits::color_type Import(Color color) {
#ifdef GREYSCALE
    return Luminosity8(color.GetLuminosity());
#else
    return BGRA8Color(color.Red(), color.Green(), color.Blue(), color.Alpha());
#endif
  }
Exemple #5
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/**
 * Returns a darker version of the specified color.
 */
static inline constexpr Color
DarkColor(Color c)
{
#ifdef GREYSCALE
  return Color(DarkColor(c.GetLuminosity()));
#else
  return Color(DarkColor(c.Red()), DarkColor(c.Green()),
               DarkColor(c.Blue()));
#endif
}
Exemple #6
0
//------------------------------------------------------------------------------
void
Canvas::DrawHLine(int x1, int x2, int y, Color color)
  {
  QPainterPath p;
  p.moveTo(x1, y);
  p.lineTo(x2, y);
  QPen a_pen = this->pen();
  a_pen.setColor(QColor(color.Red(), color.Green(), color.Blue()));
  this->pushObject(p, a_pen, this->brush());
  }
void MagicView::OnViewBackColor() 
{
   ModelView* view = GetModelViewByIndex(view_focus);

   if (view) {
      ActiveWindow*  win   = (ActiveWindow*) view->GetWindow();
      Color          c     = win->GetBackColor();
      COLORREF       crgb  = RGB(c.Red(), c.Green(), c.Blue());
      CColorDialog   chooser(crgb);

      if (chooser.DoModal() == IDOK) {
         crgb = chooser.GetColor();
         win->SetBackColor( Color(GetRValue(crgb), GetGValue(crgb), GetBValue(crgb)) );
      }
   }
}
Exemple #8
0
//------------------------------------------------------------------------------
void
Canvas::DrawOutlineRectangle(int left,  int top,
                             int right, int bottom,
                             Color color)
  {
  QPainterPath p;
  p.addRect(left, top, right - left, bottom - top);
  QPen a_pen = this->pen();
  QBrush a_brush; // Qt::NoBrush.
#ifndef NDEBUG
  std::cerr << __FILE__ << ", " << __LINE__ << ": "
            << a_brush.color().red()   << ", "
            << a_brush.color().green() << ", "
            << a_brush.color().blue()  << std::endl;
#endif
  a_pen.setColor(QColor(color.Red(), color.Green(), color.Blue()));
  this->pushObject(p, a_pen, a_brush);
  }
   void GraphicsManager::RenderText (int x, int y, const std::string& text, const Color& color, TTF_Font* font)
   {
      SDL_Color sdlColor   = { color.Red(), color.Green(), color.Blue(), color.Alpha() };
      SDL_Surface* surface = nullptr;
      SDL_Texture* texture = nullptr;

      ScopeGuard guard([&surface, &texture] () {
         if (texture != nullptr) { SDL_DestroyTexture(texture); texture = nullptr; }
         if (surface != nullptr) { SDL_FreeSurface(surface); surface = nullptr; }
      });

      surface = TTF_RenderText_Blended(font, text.c_str(), sdlColor);
      if (surface == nullptr) throw error::Create("Failed to create surface!", ERROR_LOCATION);

      texture = SDL_CreateTextureFromSurface(device, surface);
      if (texture == nullptr) throw error::Create("Failed to create texture from surface!", ERROR_LOCATION);

      SDL_Rect destRect = { x, y, 0, 0 };

      SDL_QueryTexture(texture, nullptr, nullptr, &destRect.w, &destRect.h);
      SDL_RenderCopy(device, texture, nullptr, &destRect);
   }
Exemple #10
0
HRESULT
AviFile::AddFrame(const Bitmap& bmp)
{
    HRESULT hr = E_FAIL;

    if (!iserr && !play && bmp.IsHighColor() && bmp.Width() == rect.w && bmp.Height() == rect.h) {
        int      w      = bmp.Width();
        int      h      = bmp.Height();
        BYTE*    buffer = new(__FILE__,__LINE__) BYTE[frame_size];
        BYTE*    dst    = buffer;

        for (int y = 0; y < bmp.Height(); y++) {
            Color* src = bmp.HiPixels()  + (h - 1 - y) * w;

            for (int x = 0; x < bmp.Width(); x++) {
                *dst++ = (BYTE) src->Blue();
                *dst++ = (BYTE) src->Green();
                *dst++ = (BYTE) src->Red();
                src++;
            }
        }

#pragma warning(suppress: 6001)
        hr = AVIStreamWrite(ps_comp, nframe, 1, buffer, frame_size, AVIIF_KEYFRAME, 0, 0);
        
        if (SUCCEEDED(hr)) {
            nframe++;
        }
        else {
            Print("AVIStreamWriteFile failed. %08x\n", hr);
            iserr = true;
        }

        delete [] buffer;
    }

    return hr;
}
Exemple #11
0
 /**
  * Basic set / get.
  */
 void testBasicSetGet()
   {
   TS_TRACE("Pen basic set get");
   Pen p;
   
   for (int i = 0; i < 10000; i++)
     {
     Pen::Style penmap[3] = {Pen::SOLID, Pen::DASH, Pen::BLANK};
     uint8_t refr, refg, refb;
     refr = rand();
     refg = rand();
     refb = rand();
     Color refc(refr, refg, refb);
     unsigned refw = lrand48();
     Pen::Style refs = penmap[rand() % sizeof(penmap)];
     Pen p(refs, refw, refc);
     TS_ASSERT_EQUALS(p.GetWidth(), refw);
     Color rc = p.GetColor();
     TS_ASSERT_EQUALS(rc.Red(), refr);
     TS_ASSERT_EQUALS(rc.Green(), refg);
     TS_ASSERT_EQUALS(rc.Blue(), refb);
     TS_ASSERT_EQUALS(p.GetStyle(), refs);
     }
   }
Exemple #12
0
 Color operator-(const Color& lhs, const Color& rhs)
 {
   Color result(lhs.Red() - rhs.Red(), lhs.Green() - rhs.Green(),
                lhs.Blue() - rhs.Blue(), lhs.Alpha() - rhs.Alpha());
   return result;
 }
Exemple #13
0
Color Desaturate(Color c) {
  int a = (c.Red() + c.Green() + c.Blue()) / 3;
  return Color((c.Red() + a) / 2, (c.Green() + a) / 2, (c.Blue() + a) / 2);
}
Exemple #14
0
///////////////////////////////////////////////////////////////////////////////
// RGB --> HSB
///////////////////////////////////////////////////////////////////////////////
unsigned long RGBtoHSB (Color C) 
{
	return RGBtoHSB (C.Red(), C.Green(), C.Blue());
}
Exemple #15
0
void
Canvas::StretchMono(PixelScalar dest_x, PixelScalar dest_y,
                    UPixelScalar dest_width, UPixelScalar dest_height,
                    const Bitmap &src,
                    PixelScalar src_x, PixelScalar src_y,
                    UPixelScalar src_width, UPixelScalar src_height,
                    Color fg_color, Color bg_color)
{
  /* note that this implementation ignores the background color; it is
     not mandatory, and we can assume that the background is already
     set; it is only being passed to this function because the GDI
     implementation will be faster when erasing the background
     again */

  GLTexture &texture = *src.GetNative();
  GLEnable scope(GL_TEXTURE_2D);
  texture.Bind();

  OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

  if (fg_color == COLOR_WHITE) {
    /* white text requested: use this trivial implementation */
    GLLogicOp logic_op(GL_OR_INVERTED);
    texture.Draw(dest_x, dest_y, dest_width, dest_height,
                 src_x, src_y, src_width, src_height);
    return;
  }

  /* apply the mask, pixels will be black then */
  GLLogicOp logic_op(GL_AND);
  if (bg_color != COLOR_BLACK)
    texture.Draw(dest_x, dest_y, dest_width, dest_height,
                 src_x, src_y, src_width, src_height);

  if (fg_color != COLOR_BLACK) {
    /* draw */

#ifndef HAVE_GLES
    if (fg_color != COLOR_WHITE) {
      /* XXX OpenGL/ES doesn't support GL_OPERAND0_RGB; we can't print
         colored mono images currently */

      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
                        GL_ONE_MINUS_SRC_COLOR);

      const GLfloat color[] = {
        GLfloat(fg_color.Red() / 256.),
        GLfloat(fg_color.Green() / 256.),
        GLfloat(fg_color.Blue() / 256.),
        GLfloat(1.0),
      };

      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
      OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
      glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);

      logic_op.set(GL_OR);
    } else
#endif
      logic_op.set(GL_OR_INVERTED);

    texture.Draw(dest_x, dest_y, dest_width, dest_height,
                 src_x, src_y, src_width, src_height);
  }
}
Exemple #16
0
 bool operator==(const Color& lhs, const Color& rhs)
 {
   return lhs.Red() == rhs.Red() && lhs.Green() == rhs.Green() &&
          lhs.Blue() == rhs.Blue() && lhs.Alpha() == rhs.Alpha();
 }
Exemple #17
0
 Color operator*(const Color& lhs, const ElVisFloat& s)
 {
   Color result(
     lhs.Red() * s, lhs.Green() * s, lhs.Blue() * s, lhs.Alpha() * s);
   return result;
 }