void GdImageRenderer::initColors(const WaveformColors& colors) { border_color_ = createColor(colors.border_color); background_color_ = createColor(colors.background_color); waveform_color_ = createColor(colors.waveform_color); axis_label_color_ = createColor(colors.axis_label_color); }
void happy(LedGroup* group) { byte r = Red(currentColor); byte g = Green(currentColor); byte b = Blue(currentColor); Color highColor1 = createColor(r/ 2, g/2, b/2); Color highColor2 = createColor(250, 250, 250); for(int i=0;i<group->selectionLen; i++) { switch(group->pixelState[i]) { case 0: group->targetColors[i] = highColor1; group->pixelState[i]++; break; case 1: updateState(group, i, i); break; case 2: if(i == group->selectionLen - 1 && group->selectionLen < 10) { group->animatingPixel[group->selectionLen] = nextUnselected(group); group->pixelState[group->selectionLen] = 0; group->selectionLen++; } group->targetColors[i] = highColor2; group->pixelState[i]++; break; case 3: updateState(group, i, i); break; case 4: group->targetColors[i] = currentColor; group->pixelState[i]++; break; case 5: updateState(group, i, i); break; default: group->pixelState[i] = 0; group->animatingPixel[i] = nextUnselected(group); if(firstUnselected(group) >= group->length - 1) { group->animation = &flicker; group->selection = &flickerStrategy; group->counter = 0; group->waitFrames = 0; } } } }
/* * function to set the current displayInfo's colors in the color palette * and define the rcType (element type) being modified by any * color palette selections */ void setCurrentDisplayColorsInColorPalette( int rcType, int index) /* for types with color vectors, also specify element */ { Arg args[2]; int i, n = 0; /* create the color palette if it doesn't yet exist */ if (colorMW == NULL) createColor(); if (currentDisplayInfo == NULL) { /* reset to default colormap */ currentColormap = defaultColormap; for (i = 0; i < DL_MAX_COLORS; i++) { XtSetArg(args[0],XmNbackground,(Pixel)currentColormap[i]); XtSetValues(globalColorPalettePB[i],args,1); } } else { currentColormap = currentDisplayInfo->colormap; for (i = 0; i < MIN(currentDisplayInfo->dlColormapCounter, DL_MAX_COLORS); i++) { XtSetArg(args[0],XmNbackground,currentColormap[i]); n++; XtSetValues(globalColorPalettePB[i],args,1); } } elementTypeWhoseColorIsBeingEditted = rcType; elementTypeWhoseColorIsBeingEdittedIndex = index; }
Game* createGame(char* title, int width, int height, float windowScale) { printf("Allocating %fMB of memory...\n", (float)sizeof(Game)/1024/1024); Game* game = (Game*)calloc(1, sizeof(Game)); printf("Success!\n"); game->internalResolution = createPointi(width, height); game->windowScale = windowScale; State state; state.level = 1; state.stage = 1; state.lives = 5; state.score = 0; game->state = state; game->window = SDL_CreateWindow( title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, (int)((float)width * windowScale), (int)((float)height * windowScale), SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN); //SDL_WINDOW_FULLSCREEN_DESKTOP); game->renderer = SDL_CreateRenderer(game->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); SDL_RenderSetLogicalSize(game->renderer, width, height); SDL_SetRenderDrawColor(game->renderer, 255, 255, 255, 255); game->clearColor = createColor(0, 0, 0, 255); game->drawAlpha = 1.0f; return game; }
Entity* createEntity(Game* game, int type, Pointf position) { for(int i = 0; i < MAX_ENTITIES_PER_GAME; ++i) if(!game->entities[i].alive) { Entity* entity = &game->entities[i]; Entity blank = { 0 }; *entity = blank; entity->alive = true; entity->type = type; entity->position = position; entity->size = createPointi(16, 16); entity->origin = createPointi(8, 8); entity->color = createColor(255, 255, 0, 255); entity->drawRectangle = true; entity->collidable = true; return entity; } printf("Error: Ran out of room for entities"); return null; }
JNIEXPORT void JNICALL Java_jp_dego_sample_ipcv_MainActivity_getHairArea(JNIEnv *env, jobject obj, jobject bmp, jint eyes_cp, jint eyes_w) { AndroidBitmapInfo info; void* pixels; // Bitmapの情報を取得 if (AndroidBitmap_getInfo(env, bmp, &info) < 0) return; // Bitmapのフォーマットをチェック if (info.format != ANDROID_BITMAP_FORMAT_RGBA_8888) return; // Bitmapをロック if (AndroidBitmap_lockPixels(env, bmp, &pixels) < 0) return; jint *p = pixels; int w = info.width; int h = info.height; // サンプルカラーの取得 LAB *sc; sc = getSampleColor(p, w, h, (int)eyes_cp, (int)eyes_w); // 髪色強度マップの作成 float *map; map = getHairIntensity(p, w, h, sc); int i, j; // Get Maximum and Minimum Value float max, min; max = *map; min = *map; for (i = 1; i < info.width * info.height; i++) { if (max < *(map + i)) max = *(map + i); if (min > *(map + i)) min = *(map + i); } // 256段階でグレースケール化 unsigned char gray; int s; jint col; for (j = 0; j < info.height; j++) { for (i = 0; i < info.width; i++) { s = (int)((*(map + j * info.width + i) - (float)min) / ((float)max - min) * 255.0f); if (s > 255) gray = 255; else if (s < 1) gray = 0; else gray = (unsigned char)s; col = createColor(0xFF, gray, gray, gray); p[j * info.width + i] = col; } } free(map); }
void MythUIHelper::SetPalette(QWidget *widget) { QPalette pal = widget->palette(); const QString names[] = { "Foreground", "Button", "Light", "Midlight", "Dark", "Mid", "Text", "BrightText", "ButtonText", "Base", "Background", "Shadow", "Highlight", "HighlightedText" }; QString type = "Active"; for (int i = 0; i < 13; i++) { QString color = d->m_qtThemeSettings->GetSetting(type + names[i]); if (!color.isEmpty()) pal.setColor(QPalette::Active, (QPalette::ColorRole) i, createColor(color)); } type = "Disabled"; for (int i = 0; i < 13; i++) { QString color = d->m_qtThemeSettings->GetSetting(type + names[i]); if (!color.isEmpty()) pal.setColor(QPalette::Disabled, (QPalette::ColorRole) i, createColor(color)); } type = "Inactive"; for (int i = 0; i < 13; i++) { QString color = d->m_qtThemeSettings->GetSetting(type + names[i]); if (!color.isEmpty()) pal.setColor(QPalette::Inactive, (QPalette::ColorRole) i, createColor(color)); } widget->setPalette(pal); }
void swapCurrentColor() { byte r = Red(currentColor); byte g = Green(currentColor); byte b = Blue(currentColor); currentColor = createColor(b, r,g); Serial.print("color:"); Serial.println(currentColor); }
void showLed(LedGroup* group, int i) { int index = random(1, 3); byte r = min(Red(currentColor) + index, Red(currentColor)); byte g = min(Green(currentColor) + index, Green(currentColor)); byte b = min(Blue(currentColor) + index, Blue(currentColor)); group->waitFrames = 100; group->targetColors[i] = createColor(r,g,b); }
void setProportionalTargetColor(LedGroup* group, int i, float colorIntensity) { float fr = Red(currentColor); float fg = Green(currentColor); float fb = Blue(currentColor); byte r = (fr / 100.) * colorIntensity; byte g = (fg / 100.) * colorIntensity; byte b = (fb / 100.) * colorIntensity; group->targetColors[i] = createColor(r, g, b); }
void flickerSelectColor(LedGroup* group, int i, int min_, int max_) { float proportion = random(min_, max_); float fr = Red(currentColor); float fg = Green(currentColor); float fb = Blue(currentColor); byte r = fr / proportion; byte g = fg / proportion; byte b = fb / proportion; Color c = group->getColor(i); float cr = Red(c); float cg = Green(c); float cb = Blue(c); group->increment[i][0] = max(abs(cr - fr) / 10, 1); group->increment[i][1] = max(abs(cg - fg) / 10, 1); group->increment[i][2] = max(abs(cb - fb) / 10, 1); group->targetColors[i] = createColor(r,g,b); }
void Menu::setHighLightColor(const int r, const int g, const int b) { this->hlColor = createColor(r, g, b); }
void Menu::setTextColor(const int r, const int g, const int b) { this->fgColor = createColor(r, g, b); }
Scene createScene(char* filename){ Scene scene = {}; scene.max_depth = 10; scene.num_samples = 100; scene.image = createImage(500, 500); Vector position = {278, 273, -800}; Vector look_at = {278, 273, 0}; Vector up = {0, 1, 0}; scene.camera = createCamera(position, look_at, up, 39, (float)(scene.image.width/scene.image.height)); scene.num_materials = 4; scene.materials = malloc(scene.num_materials * sizeof(Material)); scene.materials[0] = createMaterial(createColor(.95, .25, .25), .6, .4, false); scene.materials[1] = createMaterial(createColor(.25, .95, .25), .6, .4, false); scene.materials[2] = createMaterial(createColor(.95, .95, .85), .6, .4, false); scene.materials[3] = createMaterial(createColor(.9, .9, .9), .6, .4, true); scene.num_triangles = 32; scene.triangles = malloc(scene.num_triangles * sizeof(Triangle)); // Right Wall scene.triangles[0] = createTriangle(&scene.materials[1], createVector(0.0, 0.0, 559.2), createVector(0.0, 0.0, 0.0), createVector(0.0, 548.8, 0.0)); scene.triangles[1] = createTriangle(&scene.materials[1], createVector(0.0, 0.0, 559.2), createVector(0.0, 548.8, 0.0), createVector(0.0, 548.8, 559.2)); // Floor scene.triangles[2] = createTriangle(&scene.materials[2], createVector(556.0, 0.0, 0.0), createVector(0.0, 0.0, 0.0), createVector(0.0, 0.0, 559.2)); scene.triangles[3] = createTriangle(&scene.materials[2], createVector(556.0, 0.0, 0.0), createVector(0.0, 0.0, 559.2), createVector(556.0, 0.0, 559.2)); // Left Wall scene.triangles[4] = createTriangle(&scene.materials[0], createVector(556.0, 0.0, 0.0), createVector(556.0, 0.0, 559.2), createVector(556.0, 548.8, 559.2)); scene.triangles[5] = createTriangle(&scene.materials[0], createVector(556.0, 0.0, 0.0), createVector(556.0, 548.8, 559.2), createVector(556.0, 548.8, 0.0)); // Ceiling scene.triangles[6] = createTriangle(&scene.materials[2], createVector(556.0, 548.8, 0.0), createVector(0.0, 548.8, 559.2), createVector(0.0, 548.8, 0.0)); scene.triangles[7] = createTriangle(&scene.materials[2], createVector(556.0, 548.8, 0.0), createVector(556.0, 548.8, 559.2), createVector(0.0, 548.8, 559.2)); // Backwall scene.triangles[8] = createTriangle(&scene.materials[2], createVector(556.0, 0.0, 559.2), createVector(0.0, 0.0, 559.2), createVector(0.0, 548.8, 559.2)); scene.triangles[9] = createTriangle(&scene.materials[2], createVector(556.0, 0.0, 559.2), createVector(0.0, 548.8, 559.2), createVector(556.0, 548.8, 559.2)); // Short Block scene.triangles[10] = createTriangle(&scene.materials[2], createVector(130.0, 165.0, 65.0), createVector(82.0, 165.0, 225.0), createVector(240.0, 165.0, 272.0)); scene.triangles[11] = createTriangle(&scene.materials[2], createVector(130.0, 165.0, 65.0), createVector(240.0, 165.0, 272.0), createVector(290.0, 165.0, 114.0)); scene.triangles[12] = createTriangle(&scene.materials[2], createVector(290.0, 0.0, 114.0), createVector(290.0, 165.0, 114.0), createVector(240.0, 165.0, 272.0)); scene.triangles[13] = createTriangle(&scene.materials[2], createVector(290.0, 0.0, 114.0), createVector(240.0, 165.0, 272.0), createVector(240.0, 0.0, 272.0)); scene.triangles[14] = createTriangle(&scene.materials[2], createVector(130.0, 0.0, 65.0), createVector(130.0, 165.0, 65.0), createVector(290.0, 165.0, 114.0)); scene.triangles[15] = createTriangle(&scene.materials[2], createVector(130.0, 0.0, 65.0), createVector(290.0, 165.0, 114.0), createVector(290.0, 0.0, 114.0)); scene.triangles[16] = createTriangle(&scene.materials[2], createVector(82.0, 0.0, 225.0), createVector(82.0, 165.0, 225.0), createVector(130.0, 165.0, 65.0)); scene.triangles[17] = createTriangle(&scene.materials[2], createVector(82.0, 0.0, 225.0), createVector(130.0, 165.0, 65.0), createVector(130.0, 0.0, 65.0)); scene.triangles[18] = createTriangle(&scene.materials[2], createVector(240.0, 0.0, 272.0), createVector(240.0, 165.0, 272.0), createVector(82.0, 165.0, 225.0)); scene.triangles[19] = createTriangle(&scene.materials[2], createVector(240.0, 0.0, 272.0), createVector(82.0, 165.0, 225.0), createVector(82.0, 0.0, 225.0)); // Tall Block scene.triangles[20] = createTriangle(&scene.materials[2], createVector(423.0, 330.0, 247.0), createVector(265.0, 330.0, 296.0), createVector(314.0, 330.0, 456.0)); scene.triangles[21] = createTriangle(&scene.materials[2], createVector(423.0, 330.0, 247.0), createVector(314.0, 330.0, 456.0), createVector(472.0, 330.0, 406.0)); scene.triangles[22] = createTriangle(&scene.materials[2], createVector(423.0, 0.0, 247.0), createVector(423.0, 330.0, 247.0), createVector(472.0, 330.0, 406.0)); scene.triangles[23] = createTriangle(&scene.materials[2], createVector(423.0, 0.0, 247.0), createVector(472.0, 330.0, 406.0), createVector(472.0, 0.0, 406.0)); scene.triangles[24] = createTriangle(&scene.materials[2], createVector(472.0, 0.0, 406.0), createVector(472.0, 330.0, 406.0), createVector(314.0, 330.0, 456.0)); scene.triangles[25] = createTriangle(&scene.materials[2], createVector(472.0, 0.0, 406.0), createVector(314.0, 330.0, 456.0), createVector(314.0, 0.0, 456.0)); scene.triangles[26] = createTriangle(&scene.materials[2], createVector(314.0, 0.0, 456.0), createVector(314.0, 330.0, 456.0), createVector(265.0, 330.0, 296.0)); scene.triangles[27] = createTriangle(&scene.materials[2], createVector(314.0, 0.0, 456.0), createVector(265.0, 330.0, 296.0), createVector(265.0, 0.0, 296.0)); scene.triangles[28] = createTriangle(&scene.materials[2], createVector(265.0, 0.0, 296.0), createVector(265.0, 330.0, 296.0), createVector(423.0, 330.0, 247.0)); scene.triangles[29] = createTriangle(&scene.materials[2], createVector(265.0, 0.0, 296.0), createVector(423.0, 330.0, 247.0), createVector(423.0, 0.0, 247.0)); // Area Light scene.triangles[30] = createTriangle(&scene.materials[3], createVector(343.0, 548.7, 227.0), createVector(343.0, 548.7, 332.0), createVector(213.0, 548.7, 332.0)); scene.triangles[31] = createTriangle(&scene.materials[3], createVector(343.0, 548.7, 227.0), createVector(213.0, 548.7, 332.0), createVector(213.0, 548.7, 227.0)); scene.num_lights = 2; scene.lights = malloc(scene.num_lights * sizeof(Triangle)); scene.lights[0] = createTriangle(&scene.materials[3], createVector(343.0, 548.7, 227.0), createVector(343.0, 548.7, 332.0), createVector(213.0, 548.7, 332.0)); scene.lights[1] = createTriangle(&scene.materials[3], createVector(343.0, 548.7, 227.0), createVector(213.0, 548.7, 332.0), createVector(213.0, 548.7, 227.0)); return scene; }
void setDark(LedGroup* group, int i) { group->targetColors[i] = createColor(0, 0, 0); }
#include "groupAnimation.h" Color currentColor = createColor(100, 50, 50); Color availableColors[7] = {856835, 857092, 660480, 398337, 985600, 656128, 657920}; void randomColor() { int index = random(0, 7); Serial.print("color:"); Serial.println(availableColors[index]); currentColor = availableColors[index]; } void swapCurrentColor() { byte r = Red(currentColor); byte g = Green(currentColor); byte b = Blue(currentColor); currentColor = createColor(b, r,g); Serial.print("color:"); Serial.println(currentColor); } void setCurrentColor(Color color) { currentColor = color; } Color getCurrentColor() { return currentColor; } void updateState(LedGroup* group, int i, int state) {