166 lines
4.8 KiB
Lua
166 lines
4.8 KiB
Lua
-- => Colors
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-- Provides utility functions for handling colors
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-- ============================================================
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local math = math
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local floor = math.floor
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local max = math.max
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local min = math.min
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local random = math.random
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local gcolor = require "gears.color"
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local parse_color = gcolor.parse_color
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-- Returns a value that is clipped to interval edges if it falls outside the interval
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local function clip(num, min_num, max_num)
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return max(min(num, max_num), min_num)
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end
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-- Converts the given hex color to normalized rgba
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local function hex2rgb(color)
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-- color = color:gsub("#", "")
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-- local strlen = color:len()
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-- if strlen == 6 then
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-- return tonumber("0x" .. color:sub(1, 2)) / 255,
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-- tonumber("0x" .. color:sub(3, 4)) / 255,
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-- tonumber("0x" .. color:sub(5, 6)) / 255, 1
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-- end
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-- if strlen == 8 then
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-- return tonumber("0x" .. color:sub(1, 2)) / 255,
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-- tonumber("0x" .. color:sub(3, 4)) / 255,
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-- tonumber("0x" .. color:sub(5, 6)) / 255,
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-- tonumber("0x" .. color:sub(7, 8)) / 255
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-- end
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return parse_color(color)
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end
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-- Converts the given hex color to hsv
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local function hex2hsv(color)
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local r, g, b = hex2rgb(color)
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local C_max = max(r, g, b)
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local C_min = min(r, g, b)
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local delta = C_max - C_min
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local H, S, V
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if delta == 0 then
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H = 0
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elseif C_max == r then
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H = 60 * (((g - b) / delta) % 6)
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elseif C_max == g then
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H = 60 * (((b - r) / delta) + 2)
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elseif C_max == b then
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H = 60 * (((r - g) / delta) + 4)
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end
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if C_max == 0 then
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S = 0
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else
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S = delta / C_max
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end
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V = C_max
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return H, S * 100, V * 100
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end
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-- Converts the given hsv color to hex
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local function hsv2hex(H, S, V)
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S = S / 100
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V = V / 100
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if H > 360 then
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H = 360
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end
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if H < 0 then
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H = 0
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end
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local C = V * S
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local X = C * (1 - math.abs(((H / 60) % 2) - 1))
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local m = V - C
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local r_, g_, b_ = 0, 0, 0
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if H >= 0 and H < 60 then
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r_, g_, b_ = C, X, 0
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elseif H >= 60 and H < 120 then
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r_, g_, b_ = X, C, 0
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elseif H >= 120 and H < 180 then
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r_, g_, b_ = 0, C, X
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elseif H >= 180 and H < 240 then
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r_, g_, b_ = 0, X, C
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elseif H >= 240 and H < 300 then
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r_, g_, b_ = X, 0, C
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elseif H >= 300 and H < 360 then
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r_, g_, b_ = C, 0, X
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end
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local r, g, b = (r_ + m) * 255, (g_ + m) * 255, (b_ + m) * 255
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return ("#%02x%02x%02x"):format(floor(r), floor(g), floor(b))
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end
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-- Calculates the relative luminance of the given color
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local function relative_luminance(color)
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local r, g, b = hex2rgb(color)
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local function from_sRGB(u)
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return u <= 0.0031308 and 25 * u / 323
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or ((200 * u + 11) / 211) ^ (12 / 5)
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end
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return 0.2126 * from_sRGB(r) + 0.7152 * from_sRGB(g) + 0.0722 * from_sRGB(b)
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end
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-- Calculates the contrast ratio between the two given colors
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local function contrast_ratio(fg, bg)
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return (relative_luminance(fg) + 0.05) / (relative_luminance(bg) + 0.05)
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end
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-- Returns true if the contrast between the two given colors is suitable
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local function is_contrast_acceptable(fg, bg)
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return contrast_ratio(fg, bg) >= 7 and true
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end
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-- Returns a bright-ish, saturated-ish, color of random hue
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local function rand_hex(lb_angle, ub_angle)
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return hsv2hex(random(lb_angle or 0, ub_angle or 360), 70, 90)
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end
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-- Rotates the hue of the given hex color by the specified angle (in degrees)
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local function rotate_hue(color, angle)
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local H, S, V = hex2hsv(color)
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angle = clip(angle or 0, 0, 360)
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H = (H + angle) % 360
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return hsv2hex(H, S, V)
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end
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-- Lightens a given hex color by the specified amount
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local function lighten(color, amount)
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local r, g, b
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r, g, b = hex2rgb(color)
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r = 255 * r
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g = 255 * g
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b = 255 * b
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r = r + floor(2.55 * amount)
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g = g + floor(2.55 * amount)
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b = b + floor(2.55 * amount)
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r = r > 255 and 255 or r
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g = g > 255 and 255 or g
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b = b > 255 and 255 or b
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return ("#%02x%02x%02x"):format(r, g, b)
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end
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-- Darkens a given hex color by the specified amount
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local function darken(color, amount)
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local r, g, b
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r, g, b = hex2rgb(color)
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r = 255 * r
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g = 255 * g
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b = 255 * b
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r = max(0, r - floor(r * (amount / 100)))
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g = max(0, g - floor(g * (amount / 100)))
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b = max(0, b - floor(b * (amount / 100)))
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return ("#%02x%02x%02x"):format(r, g, b)
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end
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return {
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clip = clip,
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hex2rgb = hex2rgb,
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hex2hsv = hex2hsv,
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hsv2hex = hsv2hex,
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relative_luminance = relative_luminance,
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contrast_ratio = contrast_ratio,
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is_contrast_acceptable = is_contrast_acceptable,
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rand_hex = rand_hex,
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rotate_hue = rotate_hue,
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lighten = lighten,
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darken = darken,
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}
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