/**************************************************************************/ /* color.h */ /**************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://pandemoniumengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef GDNATIVE_COLOR_H #define GDNATIVE_COLOR_H #ifdef __cplusplus extern "C" { #endif #include #define PANDEMONIUM_COLOR_SIZE 16 #ifndef PANDEMONIUM_CORE_API_PANDEMONIUM_COLOR_TYPE_DEFINED #define PANDEMONIUM_CORE_API_PANDEMONIUM_COLOR_TYPE_DEFINED typedef struct { uint8_t _dont_touch_that[PANDEMONIUM_COLOR_SIZE]; } pandemonium_color; #endif // reduce extern "C" nesting for VS2013 #ifdef __cplusplus } #endif #include #include #ifdef __cplusplus extern "C" { #endif pandemonium_real pandemonium_color_get_r(const pandemonium_color *p_self); void pandemonium_color_set_r(pandemonium_color *p_self, const pandemonium_real r); pandemonium_real pandemonium_color_get_g(const pandemonium_color *p_self); void pandemonium_color_set_g(pandemonium_color *p_self, const pandemonium_real g); pandemonium_real pandemonium_color_get_b(const pandemonium_color *p_self); void pandemonium_color_set_b(pandemonium_color *p_self, const pandemonium_real b); pandemonium_real pandemonium_color_get_a(const pandemonium_color *p_self); void pandemonium_color_set_a(pandemonium_color *p_self, const pandemonium_real a); pandemonium_bool GDAPI pandemonium_color_operator_equal(const pandemonium_color *p_self, const pandemonium_color *p_b); pandemonium_int GDAPI pandemonium_color_to_rgba32(const pandemonium_color *p_self); pandemonium_int GDAPI pandemonium_color_to_argb32(const pandemonium_color *p_self); pandemonium_int GDAPI pandemonium_color_to_abgr32(const pandemonium_color *p_self); pandemonium_int GDAPI pandemonium_color_to_rgba64(const pandemonium_color *p_self); pandemonium_int GDAPI pandemonium_color_to_argb64(const pandemonium_color *p_self); pandemonium_int GDAPI pandemonium_color_to_abgr64(const pandemonium_color *p_self); pandemonium_real GDAPI pandemonium_color_gray(const pandemonium_color *p_self); pandemonium_real pandemonium_color_get_h(const pandemonium_color *p_self); pandemonium_real pandemonium_color_get_s(const pandemonium_color *p_self); pandemonium_real pandemonium_color_get_v(const pandemonium_color *p_self); //void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); //_FORCE_INLINE_ float &operator[](int idx) { //_FORCE_INLINE_ const float &operator[](int idx) const { //Color operator+(const Color &p_color) const; //void operator+=(const Color &p_color); //Color operator-() const; //Color operator-(const Color &p_color) const; //void operator-=(const Color &p_color); //Color operator*(const Color &p_color) const; //Color operator*(const real_t &rvalue) const; //void operator*=(const Color &p_color); //void operator*=(const real_t &rvalue); //Color operator/(const Color &p_color) const; //Color operator/(const real_t &rvalue) const; //void operator/=(const Color &p_color); //void operator/=(const real_t &rvalue); //bool is_equal_approx(const Color &p_color) const; //Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const; //void invert(); //void contrast(); pandemonium_color GDAPI pandemonium_color_inverted(const pandemonium_color *p_self); pandemonium_color GDAPI pandemonium_color_contrasted(const pandemonium_color *p_self); //_FORCE_INLINE_ float get_luminance() const { pandemonium_color GDAPI pandemonium_color_linear_interpolate(const pandemonium_color *p_self, const pandemonium_color *p_b, const pandemonium_real p_t); pandemonium_color GDAPI pandemonium_color_darkened(const pandemonium_color *p_self, const pandemonium_real p_amount); pandemonium_color GDAPI pandemonium_color_lightened(const pandemonium_color *p_self, const pandemonium_real p_amount); //_FORCE_INLINE_ uint32_t to_rgbe9995() const { pandemonium_color GDAPI pandemonium_color_blend(const pandemonium_color *p_self, const pandemonium_color *p_over); //_FORCE_INLINE_ Color to_linear() const { //_FORCE_INLINE_ Color to_srgb() const { //static Color hex(uint32_t p_hex); //static Color hex64(uint64_t p_hex); //static Color html(const String &p_color); //static bool html_is_valid(const String &p_color); //static Color named(const String &p_name); pandemonium_string GDAPI pandemonium_color_to_html(const pandemonium_color *p_self, const pandemonium_bool p_with_alpha); pandemonium_color GDAPI pandemonium_color_from_hsv(const pandemonium_color *p_self, const pandemonium_real p_h, const pandemonium_real p_s, const pandemonium_real p_v, const pandemonium_real p_a); //static Color from_rgbe9995(uint32_t p_rgbe); pandemonium_bool GDAPI pandemonium_color_operator_less(const pandemonium_color *p_self, const pandemonium_color *p_b); pandemonium_string GDAPI pandemonium_color_as_string(const pandemonium_color *p_self); //static _FORCE_INLINE_ Color color8(int r, int g, int b) { //static _FORCE_INLINE_ Color color8(int r, int g, int b, int a) { //_FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); } //_FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); } //_FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); } //_FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); } //_FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); } //_FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); } //_FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); } //_FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); } //_FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); } //_FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); } //_FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); } void GDAPI pandemonium_color_new_rgba(pandemonium_color *r_dest, const pandemonium_real p_r, const pandemonium_real p_g, const pandemonium_real p_b, const pandemonium_real p_a); void GDAPI pandemonium_color_new_rgb(pandemonium_color *r_dest, const pandemonium_real p_r, const pandemonium_real p_g, const pandemonium_real p_b); #ifdef __cplusplus } #endif #endif // GDNATIVE_COLOR_H