**
** \legal
** Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley
+** Copyright (c) 2007 Chris Moore
**
** This package is free software; you can redistribute it and/or
** modify it under the terms of the GNU General Public License as
#include <cstdio>
#include <sstream>
#include <iostream>
+#include <iomanip>
#endif
-static ColorReal
+ColorReal
Color::hex2real(String s)
{
std::istringstream i(s);
return n / 255.0f;
}
-static const String
+const String
Color::real2hex(ColorReal c)
{
std::ostringstream o;
}
void
-Color::set_hex(String& hex)
+Color::set_hex(String& str)
{
value_type r, g, b;
+ String hex;
+
+ // use just the hex characters
+ for (String::const_iterator iter = str.begin(); iter != str.end(); iter++)
+ if (isxdigit(*iter))
+ hex.push_back(*iter);
+
try
{
- if (hex.size() == 3)
+ if (hex.size() == 1)
+ {
+ r = hex2real(hex.substr(0,1)+hex.substr(0,1));
+ r_ = g_ = b_ = r;
+ }
+ else if (hex.size() == 3)
{
r = hex2real(hex.substr(0,1)+hex.substr(0,1));
g = hex2real(hex.substr(1,1)+hex.substr(1,1));
}
}
+const String
+Color::get_string(void)const
+{
+ std::ostringstream o;
+ o << std::fixed << std::setprecision(3) << "#" << get_hex() << " : " << std::setw(6) << a_;
+ return String(o.str().c_str());
+}
+
#if 0
Color&
Color::rotate_uv(const Angle& theta)const
// We add COLOR_EPSILON in order to avoid a divide-by-zero condition.
// This causes DIVIDE to bias toward positive values, but the effect is
- // really neglegable. There is a reason why we use COLOR_EPSILON--we
- // want the change to be imperceptable.
+ // really negligible. There is a reason why we use COLOR_EPSILON--we
+ // want the change to be imperceptible.
b.set_r(((b.get_r()/(a.get_r()+COLOR_EPSILON))-b.get_r())*(amount)+b.get_r());
b.set_g(((b.get_g()/(a.get_g()+COLOR_EPSILON))-b.get_g())*(amount)+b.get_g());
static Color
blendfunc_BEHIND(Color &a,Color &b,float amount)
{
- if(a.get_a()==0)a.set_a(COLOR_EPSILON); //!< \hack
+ if(a.get_a()==0)a.set_a(COLOR_EPSILON); //!< \todo this is a hack
a.set_a(a.get_a()*amount);
return blendfunc_COMPOSITE(b,a,1.0);
}
const static blendfunc vtable[BLEND_END]=
{
- blendfunc_COMPOSITE,
+ blendfunc_COMPOSITE, // 0
blendfunc_STRAIGHT,
blendfunc_BRIGHTEN,
blendfunc_DARKEN,
blendfunc_ADD,
- blendfunc_SUBTRACT,
+ blendfunc_SUBTRACT, // 5
blendfunc_MULTIPLY,
blendfunc_DIVIDE,
blendfunc_COLOR,
blendfunc_HUE,
- blendfunc_SATURATION,
+ blendfunc_SATURATION, // 10
blendfunc_LUMINANCE,
blendfunc_BEHIND,
blendfunc_ONTO,
blendfunc_ALPHA_BRIGHTEN,
- blendfunc_ALPHA_DARKEN,
+ blendfunc_ALPHA_DARKEN, // 15
blendfunc_SCREEN,
blendfunc_HARD_LIGHT,
blendfunc_DIFFERENCE,
blendfunc_ALPHA_OVER,
- blendfunc_OVERLAY,
+ blendfunc_OVERLAY, // 20
blendfunc_STRAIGHT_ONTO,
};