using System; using System.Diagnostics.CodeAnalysis; using System.Globalization; using System.Runtime.InteropServices; using Microsoft.Xna.Framework; namespace MonoGame.Extended { /// /// Represents a color in the HSL (Hue, Saturation, Lightness) color space. /// /// /// /// Hue (H) represents the color, ranging from 0 to 360 degrees on the color wheel. /// Saturation (S) represents the intensity of the color, ranging from 0.0 (gray) to 1.0 (full color). /// Lightness (L) represents the brightness, ranging from 0.0 (black) to 1.0 (white). /// /// [StructLayout(LayoutKind.Sequential)] public struct HslColor : IEquatable, IComparable { private float _h; private float _s; private float _l; /// /// The hue component value (in degrees) of the color ranging from 0.0 to 360.0. /// public readonly float H => _h; /// /// The saturation component value of the color ranging from 0.0 to 1.0. /// public readonly float S => _s; /// /// The lightness component value of the color ranging from 0.0 to 1.0. /// public readonly float L => _l; /// /// Normalizes a hue value to be within the range [0, 360). /// Handles negative values by wrapping them around. /// /// The hue value to normalize. /// The normalized hue value. private static float NormalizeHue(float h) { if (h < 0) return h + 360 * ((int)(h / 360) + 1); return h % 360; } /// /// Initializes a new instance of the struct with the specified hue, saturation, /// and lightness component values. /// /// The hue component value (in degrees) from 0.0 to 360.0. /// The saturation component value from 0.0 to 1.0. /// The lightness component value from 0.0 to 1.0. public HslColor(float h, float s, float l) { _h = Math.Clamp(h, 0.0f, 360.0f); _s = Math.Clamp(s, 0.0f, 1.0f); _l = Math.Clamp(l, 0.0f, 1.0f); } /// /// Copies the values of this struct to a new instance. /// /// When this method returns, contains a copy of this . [Obsolete("Use CopyToRef instead. This will be removed in the next major SemVer release.")] public readonly void CopyTo(out HslColor destination) { destination = new HslColor(H, S, L); } /// /// Copies the value of this struct to an existing destination. /// /// A reference to the destination struct where values will be copied to. /// /// This method directly modifies the internal components of the destination struct for improved performance. /// Unlike typical operations on immutable structs, this method does not create a new instance but alters /// the existing one in-place. It should be used only in scenarios where performance is critical. /// public readonly void CopyToRef(ref HslColor destination) { destination._h = _h; destination._s = _s; destination._l = _l; } /// /// Deconstructs this into its hue, saturation, and lightness component values. /// /// When this method returns, contains the hue component value of this . /// When this method returns, contains the saturation component value of this . /// When this method returns, contains the lightness component value of this . [Obsolete("Will be removed in next major SemVer release. Use Deconstruct instead.")] public readonly void Destructure(out float h, out float s, out float l) { h = H; s = S; l = L; } /// /// Deconstructs this into its hue, saturation, and lightness component values. /// /// When this method returns, contains the hue component value of this . /// When this method returns, contains the saturation component value of this . /// When this method returns, contains the lightness component value of this . public readonly void Deconstruct(out float h, out float s, out float l) { h = H; s = S; l = L; } /// /// Executes a callback with the components of this . /// /// The callback to execute. /// /// Thrown when is . /// public readonly void Match(Action callback) { ArgumentNullException.ThrowIfNull(callback); callback(H, S, L); } /// /// Maps the components of this to a new value using the specified mapping function. /// /// The type of the result of the mapping function. /// The mapping function to apply to the components of this . /// /// The result of applying the mapping function to the components of this . /// /// /// Thrown when is . /// public readonly T Map(Func map) { ArgumentNullException.ThrowIfNull(map); return map(H, S, L); } /// /// Implicitly converts a string to an . /// /// The string to convert. /// The represented by the string. [Obsolete("Use HslColor.Parse instead to make string parsing explicit and improve code readability. This method will be removed in the next major SemVer release.")] public static implicit operator HslColor(string value) { return Parse(value); } /// /// /// This comparison uses a lexicographic approach that establishes a hierarchy among the HSL components: /// /// /// Hue is the primary sorting factor /// Lightness is the secondary sorting factor /// Saturation is the tertiary sorting factor /// /// /// The comparison returns the result of the first differing component, ensuring that hue differences /// take precedence over lightness differences, which in turn take precedence over saturation differences. /// This creates a consistent and predictable ordering for color intervals while prioritizing the most /// visually significant color properties. /// public readonly int CompareTo(HslColor other) { int result = _h.CompareTo(other._h); if (result != 0) { return result; } result = _l.CompareTo(other._l); if (result != 0) { return result; } return _s.CompareTo(other._s); } /// public override bool Equals([NotNullWhen(true)] object obj) { return obj is HslColor other && Equals(other); } /// public readonly bool Equals(HslColor value) { return H.Equals(value.H) && L.Equals(value.L) && S.Equals(value.S); } /// public override readonly int GetHashCode() { return H.GetHashCode() ^ S.GetHashCode() ^ L.GetHashCode(); } /// public override readonly string ToString() { return string.Format(CultureInfo.InvariantCulture, "H:{0:N1}° S:{1:N1} L:{2:N1}", H, 100 * S, 100 * L); } /// /// Parses a string into an . /// /// The string to parse. /// The represented by the string. /// /// The input string should be in the format "hue,saturation,lightness", where hue is in degrees /// (optionally followed by the '°' symbol), and saturation and lightness are decimal values. /// public static HslColor Parse(string s) { var hsl = s.Split(','); var hue = float.Parse(hsl[0].TrimEnd('°'), CultureInfo.InvariantCulture.NumberFormat); var sat = float.Parse(hsl[1], CultureInfo.InvariantCulture.NumberFormat); var lig = float.Parse(hsl[2], CultureInfo.InvariantCulture.NumberFormat); return new HslColor(hue, sat, lig); } /// /// Determines whether two values are equal. /// /// The first to compare. /// The second to compare. /// /// if the values are equal; otherwise, . /// public static bool operator ==(HslColor x, HslColor y) { return x.Equals(y); } /// /// Determines whether two values are not equal. /// /// The first to compare. /// The second to compare. /// /// if the values are not equal; otherwise, . /// public static bool operator !=(HslColor x, HslColor y) { return !x.Equals(y); } /// /// Adds two values together. /// /// The first to add. /// The second to add. /// /// A new value where the hue, saturation, and light component values are the sum of /// the components of the two input colors. /// public static HslColor operator +(HslColor a, HslColor b) { return new HslColor( a._h + b._h, a._s + b._s, a._l + b._l ); } /// /// Subtracts one value from another. /// /// The to subtract from. /// The to subtract. /// /// A new value where the hue, saturation, and light component values are the difference /// of the components of the two input colors. /// public static HslColor operator -(HslColor a, HslColor b) { return new HslColor( a._h - b._h, a._s - b._s, a._l - b._l ); } /// /// Linearly interpolates between two values. /// /// The first . /// The second . /// The interpolation factor. A value of 0 returns , a value of 1 returns . /// The interpolated . public static HslColor Lerp(HslColor c1, HslColor c2, float t) { // loop around if c2.H < c1.HF var h2 = c2.H >= c1.H ? c2.H : c2.H + 360; return new HslColor( c1.H + t * (h2 - c1.H), c1.S + t * (c2.S - c1.S), c1.L + t * (c2.L - c1.L)); } /// /// Convers a value to a value. /// /// The value to convert. /// /// A value representing the RGB equivalent of the specified /// value. /// public static Color ToRgb(HslColor hsl) { float h = hsl._h; float s = hsl._s; float l = hsl._l; if (s < MathExtended.MachineEpsilon) { return new Color(l, l, l); } if (l <= MathExtended.MachineEpsilon) { return Color.Black; } h /= 360.0f; float max = l < 0.5f ? l * (1 + s) : l + s - l * s; float min = 2.0f * l - max; float r = RgbFromHue(min, max, h + 0.3333333f); float g = RgbFromHue(min, max, h); float b = RgbFromHue(min, max, h - 0.3333333f); return new Color(r, g, b); } private static float RgbFromHue(float min, float max, float hue) { hue = (hue + 1.0f) % 1.0f; if (hue * 6.0f < 1.0f) { return min + (max - min) * 6.0f * hue; } if (hue * 2.0f < 1.0f) { return max; } if (hue * 3.0f < 2.0f) { return min + (max - min) * (2.0f / 3.0f - hue) * 6.0f; } return min; } /// /// Converts an RGB color to an HSL color. /// /// The RGB color to convert. /// The equivalent HSL color. public static HslColor FromRgb(Color color) { float r = color.R / 255f; float g = color.G / 255f; float b = color.B / 255f; float max = MathF.Max(r, MathF.Max(g, b)); float min = MathF.Min(r, MathF.Min(g, b)); float delta = max - min; float h = 0.0f; float s = 0.0f; float l = (max + min) * 0.5f; if (MathF.Abs(delta) < float.Epsilon) { return new HslColor(h, s, l); } if (MathF.Abs(r - max) < float.Epsilon) { h = (g - b) / delta; } else if (MathF.Abs(g - max) < float.Epsilon) { h = (b - r) / delta + 2.0f; } else if (MathF.Abs(b - max) < float.Epsilon) { h = (r - g) / delta + 4.0f; } h *= 60.0f; h = NormalizeHue(h); if (l <= 0.5f) { s = delta / (max + min); } else { s = delta / (2.0f - max - min); } return new HslColor(h, s, l); } } }