// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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. // #pragma once #include "Vector4.h" class String; /// RGBA color. class Color { public: /// Construct with default values (opaque white.) Color() : r_(1.0f), g_(1.0f), b_(1.0f), a_(1.0f) { } /// Copy-construct from another color. Color(const Color& color) : r_(color.r_), g_(color.g_), b_(color.b_), a_(color.a_) { } /// Construct from another color and modify the alpha. Color(const Color& color, float a) : r_(color.r_), g_(color.g_), b_(color.b_), a_(a) { } /// Construct from RGB values and set alpha fully opaque. Color(float r, float g, float b) : r_(r), g_(g), b_(b), a_(1.0f) { } /// Construct from RGBA values. Color(float r, float g, float b, float a) : r_(r), g_(g), b_(b), a_(a) { } /// Test for equality with another color. bool operator == (const Color& rhs) const { return Equals(r_, rhs.r_) && Equals(g_, rhs.g_) && Equals(b_, rhs.b_) && Equals(a_, rhs.a_); } /// Test for inequality with another color. bool operator != (const Color& rhs) const { return !Equals(r_, rhs.r_) || !Equals(g_, rhs.g_) || !Equals(b_, rhs.b_) || !Equals(a_, rhs.a_); } /// Multiply with a scalar. Color operator * (float rhs) const { return Color(r_ * rhs, g_ * rhs, b_ * rhs, a_ * rhs); } /// Add a color. Color operator + (const Color& rhs) const { return Color(r_ + rhs.r_, g_ + rhs.g_, b_ + rhs.b_, a_ + rhs.a_); } /// Add-assign a color. Color& operator += (const Color& rhs) { r_ += rhs.r_; g_ += rhs.g_; b_ += rhs.b_; a_ += rhs.a_; return *this; } /// Return float data. const float* GetData() const { return &r_; } /// Return RGB values as a Vector3. Vector3 RGBValues() const { return Vector3(r_, g_, b_); } /// Return approximate intensity. float Intensity() const { return RGBValues().DotProduct(Vector3(0.333f, 0.333f, 0.333f)); } /// Linear interpolation with another color. Color Lerp(const Color& rhs, float t) const { float invT = 1.0f - t; return Color( r_ * invT + rhs.r_ * t, g_ * invT + rhs.g_ * t, b_ * invT + rhs.b_ * t, a_ * invT + rhs.a_ * t ); } /// Return color packed to a 32-bit integer. Only the range [0, 1] is supported for components. unsigned ToUInt() const { unsigned r = (unsigned)(Clamp(r_ * 255.0f, 0.0f, 255.0f)); unsigned g = (unsigned)(Clamp(g_ * 255.0f, 0.0f, 255.0f)); unsigned b = (unsigned)(Clamp(b_ * 255.0f, 0.0f, 255.0f)); unsigned a = (unsigned)(Clamp(a_ * 255.0f, 0.0f, 255.0f)); return (((a) & 0xff) << 24) | (((b) & 0xff) << 16) | (((g) & 0xff) << 8) | ((r) & 0xff); } /// Return as a four-dimensional vector. Vector4 ToVector4() const { return Vector4(r_, g_, b_, a_); } /// Return as string. String ToString() const; /// Red value. float r_; /// Green value. float g_; /// Blue value. float b_; /// Alpha value. float a_; /// Opaque white color. static const Color WHITE; /// Opaque yellow color. static const Color YELLOW; /// Opaque red color. static const Color RED; /// Opaque green color. static const Color GREEN; /// Opaque green color. static const Color BLUE; /// Opaque black color. static const Color BLACK; }; /// Multiply Color with a scalar. inline Color operator * (float lhs, const Color& rhs) { return rhs * lhs; } /// Color-time pair for color interpolation. class ColorFade { public: /// Construct with default color and zero time. ColorFade() : time_(0.0f) { } /// Construct with a color and zero time. ColorFade(const Color& color) : color_(color), time_(0.0f) { } /// Construct from a color and time. ColorFade(const Color& color, float time) : color_(color), time_(time) { } /// Return interpolated value with another color-time pair, at the time specified. Color interpolate(const ColorFade& next, float time) { float timeInterval = next.time_ - time_; if (timeInterval > 0.0f) { float t = (time - time_) / timeInterval; return color_.Lerp(next.color_, t); } else return next.color_; } /// Color. Color color_; /// Time. float time_; };