Changes:
- Start Restructuring Project - Add Makefile for Testbuilds - Optimize Lithium as much as possible - Remove Render2 to get wasted time - Optimize UI7 for LRS
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include/pd/base/Color.hpp
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204
include/pd/base/Color.hpp
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#pragma once
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#include <unistd.h>
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#include <cstring>
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#include <memory>
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#include <pd/smart_ctor.hpp>
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#include <string>
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#include <vector>
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#define UNPACK_RGBA(col) \
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(unsigned char)(col >> 24), (col >> 16), (col >> 8), (col)
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#define UNPACK_BGRA(col) \
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(unsigned char)(col >> 8), (col >> 16), (col >> 24), (col)
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inline unsigned int RGBA8(unsigned char r, unsigned char g, unsigned char b,
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unsigned char a = 255) {
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return (r | g << 8 | b << 16 | a << 24);
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}
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typedef int PDColor;
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// MultiColor (Less FunctionNameLen)
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struct Color2 {
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unsigned int color0;
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unsigned int color1;
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};
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struct Color3 {
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unsigned int color0;
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unsigned int color1;
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unsigned int color2;
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};
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struct Color4 {
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unsigned int color0;
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unsigned int color1;
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unsigned int color2;
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unsigned int color3;
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};
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enum PDColor_ {
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PDColor_Text, ///< This Color Should always be used for Light Backgrounds
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PDColor_TextDisabled, /// Text Disabled Color
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PDColor_Text2, ///< And This want for Texts on Dark Backgrounds
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PDColor_Background, ///< Your Bg Color
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PDColor_Header, ///< Header Color (if the header is dark text2 is used)
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PDColor_Selector, ///< Selector Color
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PDColor_SelectorFade, ///< Selector FadingTo Color
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PDColor_List0, ///< List Color1
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PDColor_List1, ///< List Color2
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PDColor_MessageBackground, ///< Message Background
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PDColor_Button, ///< Button Color
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PDColor_ButtonHovered, ///< Button Color if Hovered
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PDColor_ButtonDisabled, ///< Button Color if disabled
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PDColor_ButtonActive, ///< Button Colkor if Clicked
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PDColor_Checkmark, ///< Checkbox Checkmark Color
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PDColor_FrameBg, ///< Frame Background Color
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PDColor_FrameBgHovered, ///< Frame Background Color if hovered
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PDColor_Progressbar, ///< Progressbar Color
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/// NON COLOR ///
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PDColor_Len, ///< Used to define the lengh of this list
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};
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namespace Palladium {
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class Theme {
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public:
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Theme() = default;
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~Theme() = default;
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void Load(const std::string &path);
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void Default();
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void Save(const std::string &path);
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unsigned int Get(PDColor clr);
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void Set(PDColor clr, unsigned int v);
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void Swap(PDColor a, PDColor b);
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bool Undo();
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void UndoAll();
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void TextBy(PDColor bg);
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PDColor AutoText(PDColor bg);
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void ClearHistory() { changes.clear(); }
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std::vector<unsigned int> &GetTableRef() { return clr_tab; }
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// For Smart Pointer
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PD_SMART_CTOR(Theme);
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// Loader method
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void CopyOther(Theme::Ref theme);
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private:
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struct change {
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change(PDColor a, unsigned int f, unsigned int t)
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: clr(a), from(f), to(t) {}
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change(PDColor a, PDColor b, unsigned int f, unsigned int t)
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: clr(a), clr2(b), from(f), to(t) {}
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PDColor clr;
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PDColor clr2 = 0; // Used if Swap
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unsigned int from;
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unsigned int to;
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};
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// Use a vector for faster access
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std::vector<unsigned int> clr_tab;
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std::vector<change> changes;
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};
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Theme::Ref ThemeActive();
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/// @brief Change Theme Adress
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/// @param theme your adress
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void ThemeSet(Theme::Ref theme);
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namespace Color {
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/// @brief RGBA Class
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class RGBA {
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public:
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/// @brief Construct
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/// @param r
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/// @param g
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/// @param b
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/// @param a
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RGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a = 255)
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: m_r(r), m_g(g), m_b(b), m_a(a) {}
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/// @brief Construct
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/// @param r
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/// @param g
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/// @param b
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/// @param a
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RGBA(float r, float g, float b, float a = 1.f)
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: m_r(r * 255.f), m_g(g * 255.f), m_b(b * 255.f), m_a(a * 255.f) {}
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RGBA(unsigned int in) {
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#define ISIMPLEUNPAK(x, y) (((x) >> y) & 0xFF)
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m_r = ISIMPLEUNPAK(in, 0);
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m_g = ISIMPLEUNPAK(in, 8);
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m_b = ISIMPLEUNPAK(in, 16);
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m_a = ISIMPLEUNPAK(in, 24);
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}
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RGBA(PDColor in) {
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if (!Palladium::ThemeActive()) return;
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unsigned int col = Palladium::ThemeActive()->Get(in);
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m_r = ISIMPLEUNPAK(col, 0);
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m_g = ISIMPLEUNPAK(col, 8);
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m_b = ISIMPLEUNPAK(col, 16);
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m_a = ISIMPLEUNPAK(col, 24);
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}
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RGBA &changeR(unsigned char r) {
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m_r = r;
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return *this;
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}
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RGBA &changeG(unsigned char g) {
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m_g = g;
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return *this;
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}
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RGBA &changeB(unsigned char b) {
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m_b = b;
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return *this;
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}
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RGBA &changeA(unsigned char a) {
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m_a = a;
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return *this;
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}
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RGBA &fade_to(const RGBA &color, float p) {
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m_a =
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m_a + static_cast<unsigned char>((color.m_a - m_a) * ((p + 1.0f) / 2));
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m_b =
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m_b + static_cast<unsigned char>((color.m_b - m_b) * ((p + 1.0f) / 2));
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m_g =
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m_g + static_cast<unsigned char>((color.m_g - m_g) * ((p + 1.0f) / 2));
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m_r =
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m_r + static_cast<unsigned char>((color.m_r - m_r) * ((p + 1.0f) / 2));
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return *this;
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}
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/// @brief Get as Uint32
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/// @return color
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unsigned int toRGBA() const { return RGBA8(m_r, m_g, m_b, m_a); }
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// Just calculate the "lightness" f.e. to use Text or Text2
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float luminance() const {
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// For Reference https://en.wikipedia.org/wiki/HSL_and_HSV#Lightness
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return (0.3 * (m_r / 255.f) + 0.59 * (m_g / 255.f) + 0.11 * (m_b / 255.f));
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}
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bool is_light() {
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// Gives us the light or dark to not
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// always use the below "if" statement
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return (luminance() >= 0.5);
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}
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unsigned char m_r = 0, m_g = 0, m_b = 0, m_a = 0;
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};
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std::string RGBA2Hex(unsigned int c32);
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/// @brief Convert RGB to Hex
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/// @param r
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/// @param g
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/// @param b
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/// @return Hex-String
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std::string RGB2Hex(int r, int g, int b);
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/// @brief Hex to U32
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/// @param color
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/// @param a
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/// @return Color32
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unsigned int Hex(const std::string &color, unsigned char a = 255);
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} // namespace Color
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} // namespace Palladium
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