// Copyright (c) Steven Coco
// https://stackoverflow.com/questions/4087581/creating-a-c-sharp-color-from-hsl-values/4087601#4087601
// Stripped and adapted by Meinrad Recheis for MudBlazor
using System;
using System.Diagnostics.CodeAnalysis;
using SystemMath = System.Math;
namespace Connected.Utilities
{
///
/// Static methods for transforming argb spaces and argb values.
///
[ExcludeFromCodeCoverage]
[Obsolete("Use MudColor instead.", true)]
public static class ColorTransformation
{
private static double EPSILON => 0.000000000000001;
public class HSLColor
{
public double H { get; set; }
public double S { get; set; }
public double L { get; set; }
}
///
/// Converts RGB to HSL. Alpha is ignored.
/// Output is: { H: [0, 360], S: [0, 1], L: [0, 1] }.
///
/// The color to convert.
public static HSLColor RgBtoHsl(System.Drawing.Color color)
{
var h = 0D;
var s = 0D;
double l;
// normalize red, green, blue values
var r = color.R / 255D;
var g = color.G / 255D;
var b = color.B / 255D;
var max = SystemMath.Max(r, SystemMath.Max(g, b));
var min = SystemMath.Min(r, SystemMath.Min(g, b));
// hue
if (SystemMath.Abs(max - min) < EPSILON)
h = 0D; // undefined
else if ((SystemMath.Abs(max - r) < EPSILON)
&& (g >= b))
h = (60D * (g - b)) / (max - min);
else if ((SystemMath.Abs(max - r) < EPSILON)
&& (g < b))
h = ((60D * (g - b)) / (max - min)) + 360D;
else if (SystemMath.Abs(max - g) < EPSILON)
h = ((60D * (b - r)) / (max - min)) + 120D;
else if (SystemMath.Abs(max - b) < EPSILON)
h = ((60D * (r - g)) / (max - min)) + 240D;
// luminance
l = (max + min) / 2D;
// saturation
if ((SystemMath.Abs(l) < EPSILON)
|| (SystemMath.Abs(max - min) < EPSILON))
s = 0D;
else if ((0D < l)
&& (l <= .5D))
s = (max - min) / (max + min);
else if (l > .5D)
s = (max - min) / (2D - (max + min)); //(max-min > 0)?
return new HSLColor
{
H = SystemMath.Max(0D, SystemMath.Min(360D, h)),
S = SystemMath.Max(0D, SystemMath.Min(1D, s)),
L = SystemMath.Max(0D, SystemMath.Min(1D, l))
};
}
///
/// Converts HSL to RGB, with a specified output Alpha.
/// Arguments are limited to the defined range:
/// does not raise exceptions.
///
/// HSL comprising of -
/// hsl.H (Hue), must be in [0, 360] -
/// hsl.S (Saturation), must be in [0, 1] -
/// hsl.L (Luminance), must be in [0, 1].
/// Output Alpha, must be in [0, 255].
public static System.Drawing.Color HsLtoRgb(HSLColor hsl, int a = 255)
{
var h = SystemMath.Max(0D, SystemMath.Min(360D, hsl.H));
var s = SystemMath.Max(0D, SystemMath.Min(1D, hsl.S));
var l = SystemMath.Max(0D, SystemMath.Min(1D, hsl.L));
a = SystemMath.Max(0, SystemMath.Min(255, a));
// achromatic argb (gray scale)
if (SystemMath.Abs(s) < EPSILON)
{
return System.Drawing.Color.FromArgb(
a,
SystemMath.Max(0, SystemMath.Min(255, Convert.ToInt32(double.Parse($"{l * 255D:0.00}")))),
SystemMath.Max(0, SystemMath.Min(255, Convert.ToInt32(double.Parse($"{l * 255D:0.00}")))),
SystemMath.Max(0, SystemMath.Min(255, Convert.ToInt32(double.Parse($"{l * 255D:0.00}")))));
}
var q = l < .5D
? l * (1D + s)
: (l + s) - (l * s);
var p = (2D * l) - q;
var hk = h / 360D;
var T = new double[3];
T[0] = hk + (1D / 3D); // Tr
T[1] = hk; // Tb
T[2] = hk - (1D / 3D); // Tg
for (var i = 0; i < 3; i++)
{
if (T[i] < 0D)
T[i] += 1D;
if (T[i] > 1D)
T[i] -= 1D;
if ((T[i] * 6D) < 1D)
T[i] = p + ((q - p) * 6D * T[i]);
else if ((T[i] * 2D) < 1)
T[i] = q;
else if ((T[i] * 3D) < 2)
T[i] = p + ((q - p) * ((2D / 3D) - T[i]) * 6D);
else
T[i] = p;
}
return System.Drawing.Color.FromArgb(
a,
SystemMath.Max(0, SystemMath.Min(255, (int)Math.Round(T[0] * 255D))),
SystemMath.Max(0, SystemMath.Min(255, (int)Math.Round(T[1] * 255D))),
SystemMath.Max(0, SystemMath.Min(255, (int)Math.Round(T[2] * 255D))));
}
}
}