Files
HellionChat/HellionChat/Util/ColourUtil.cs
T
JonKazama-Hellion 16557213cd chore: comments, second pass -- the task codes the first pass missed
The first sweep matched a character class that swallowed the digit, so a bare
B1 slipped through while B1-2 was caught. Searching the whole A-Z space instead
of guessing prefixes turned up 130-odd more: B0 through B6, C2, C3, D1, H2, M6,
P7, P8, T2, W2, plus GP-04, KB-01, OD-1, PM-1, PM-3, SEC-01, TR-4, TR-7, UI-11,
UI-12, XC-8 and API-3.

Kept deliberately: 41 B4 01 is a byte signature, "N0" a format string,
#L119-L128 a source anchor, LS4/LS6 are linkshells, and A=FF B=0C G=41 R=C2
explains a colour-channel order. Those look like codes and are not.

Also translated the eight German comments left in the theme files and
ImGuiUtil. Seven of them described what a palette does to which channel, which
is worth reading -- just not in a second language in an otherwise English
codebase.
2026-08-19 22:03:12 +02:00

255 lines
9.7 KiB
C#
Executable File

using System.Buffers.Binary;
using System.Numerics;
namespace HellionChat.Util;
internal static class ColourUtil
{
private static (byte r, byte g, byte b) RgbaToRgbComponents(uint rgba)
{
var r = (byte)((rgba & 0xFF000000) >> 24);
var g = (byte)((rgba & 0xFF0000) >> 16);
var b = (byte)((rgba & 0xFF00) >> 8);
return (r, g, b);
}
internal static uint RgbaToAbgr(uint rgba) => BinaryPrimitives.ReverseEndianness(rgba);
internal static Vector3 RgbaToVector3(uint rgba)
{
var (r, g, b) = RgbaToRgbComponents(rgba);
return new Vector3((float)r / 255, (float)g / 255, (float)b / 255);
}
internal static uint Vector3ToRgba(Vector3 col)
{
return ComponentsToRgba(
(byte)Math.Round(col.X * 255),
(byte)Math.Round(col.Y * 255),
(byte)Math.Round(col.Z * 255)
);
}
internal static Vector4 RgbaToVector4(uint rgba)
{
var (r, g, b) = RgbaToRgbComponents(rgba);
var a = (byte)(rgba & 0xFFu);
return new Vector4(r / 255f, g / 255f, b / 255f, a / 255f);
}
internal static uint Vector4ToRgba(Vector4 col)
{
// Clamp guards against future ImGuiColorEditFlags.HDR feeding out-of-range
// components: a raw byte-cast would wrap (e.g. (byte)Math.Round(2.0f*255)=254).
// Mirrors the ApplyAlpha clamping pattern in this file.
var r = Math.Clamp(col.X, 0f, 1f);
var g = Math.Clamp(col.Y, 0f, 1f);
var b = Math.Clamp(col.Z, 0f, 1f);
var a = Math.Clamp(col.W, 0f, 1f);
return ComponentsToRgba(
(byte)Math.Round(r * 255),
(byte)Math.Round(g * 255),
(byte)Math.Round(b * 255),
(byte)Math.Round(a * 255)
);
}
internal static uint Vector4ToAbgr(Vector4 col)
{
return RgbaToAbgr(
ComponentsToRgba(
(byte)Math.Round(col.X * 255),
(byte)Math.Round(col.Y * 255),
(byte)Math.Round(col.Z * 255),
(byte)Math.Round(col.W * 255)
)
);
}
public static unsafe uint ArgbToRgba(uint x)
{
var buf = (byte*)&x;
(buf[1], buf[2], buf[3], buf[0]) = (buf[0], buf[1], buf[2], buf[3]);
return x;
}
internal static uint ComponentsToRgba(byte red, byte green, byte blue, byte alpha = 0xFF) =>
alpha | (uint)(red << 24) | (uint)(green << 16) | (uint)(blue << 8);
internal static uint AdjustBrightness(uint abgr, float factor)
{
var a = (byte)((abgr & 0xFF000000) >> 24);
var b = (byte)((abgr & 0x00FF0000) >> 16);
var g = (byte)((abgr & 0x0000FF00) >> 8);
var r = (byte)(abgr & 0x000000FF);
var nr = (byte)Math.Clamp(r * factor, 0f, 255f);
var ng = (byte)Math.Clamp(g * factor, 0f, 255f);
var nb = (byte)Math.Clamp(b * factor, 0f, 255f);
return ((uint)a << 24) | ((uint)nb << 16) | ((uint)ng << 8) | nr;
}
// Modulates the alpha byte of an ABGR color by a factor in [0, 1].
// RGB stays intact. Used by the hover-lerp path where each
// frame produces a fractional alpha value but the colour itself
// must not shift.
internal static uint ApplyAlpha(uint abgr, float alphaFactor)
{
alphaFactor = Math.Clamp(alphaFactor, 0f, 1f);
var origAlpha = (byte)((abgr >> 24) & 0xFFu);
var newAlpha = (byte)Math.Round(origAlpha * alphaFactor);
return (abgr & 0x00FFFFFFu) | ((uint)newAlpha << 24);
}
// Mixes an ABGR colour's RGB channels toward white (0xFF) by factor t in
// [0, 1]; the alpha byte is left untouched. Hover-sheen accent tint:
// a low factor nudges the sweep toward the element's accent hue without
// going fully saturated (effect level stays "subtle"). RGB-only on
// purpose -- DrawHoverSheen owns the alpha falloff.
// TEST-MIRROR: ../../../Hellion Build test/Util/ColourUtilTintTests.cs
// Relative luminance per WCAG 2.1, 0..1. Channels are linearised first:
// sRGB is gamma-encoded, so averaging the raw bytes overstates the
// brightness of dark colours badly -- and almost every surface in this
// plugin is a dark colour.
//
// Alpha is ignored. This answers "is this light or dark", and a translucent
// light surface still reads light against what is behind it.
internal static float Luminance(uint abgr)
{
static float Linear(uint channel)
{
var c = channel / 255f;
return c <= 0.04045f ? c / 12.92f : MathF.Pow((c + 0.055f) / 1.055f, 2.4f);
}
return 0.2126f * Linear(abgr & 0xFFu)
+ 0.7152f * Linear((abgr >> 8) & 0xFFu)
+ 0.0722f * Linear((abgr >> 16) & 0xFFu);
}
// WCAG contrast ratio between two colours, 1.0 (identical) to 21.0 (black
// on white). 4.5 is the readability floor for body text, 3.0 for large text
// and for icons and other non-text marks.
internal static float ContrastRatio(uint a, uint b)
{
var la = Luminance(a);
var lb = Luminance(b);
var (hi, lo) = la > lb ? (la, lb) : (lb, la);
return (hi + 0.05f) / (lo + 0.05f);
}
// Pushes a foreground away from its background until it clears the ratio,
// moving whichever direction the background is not.
//
// This is what a fixed palette cannot do. A theme picks one text colour, but
// the same text lands on a base surface, on a lit top edge and on an accent
// fill, and a value that reads on one of those can vanish on another. White
// on pale violet was the reported case.
internal static uint EnsureContrast(uint foregroundAbgr, uint backgroundAbgr, float minRatio)
{
if (ContrastRatio(foregroundAbgr, backgroundAbgr) >= minRatio)
return foregroundAbgr;
// Direction is chosen by which end actually reaches further, not by
// whether the background counts as dark. A mid-luminance background can
// sit below 0.5 and still be far too light for white text: pale violet
// measures 0.39, so a "background is dark, brighten it" rule tried to
// make white whiter and got nowhere.
var towardWhite =
ContrastRatio(0xFFFFFFFFu, backgroundAbgr) > ContrastRatio(0xFF000000u, backgroundAbgr);
var best = foregroundAbgr;
// Sixteen steps to full white or full black. Stops at the first value
// that clears, so a colour only travels as far as it has to and keeps
// as much of its hue as the ratio allows.
for (var i = 1; i <= 16; i++)
{
var t = i / 16f;
best = towardWhite
? LerpTowardWhite(foregroundAbgr, t)
: LerpTowardBlack(foregroundAbgr, t);
if (ContrastRatio(best, backgroundAbgr) >= minRatio)
return best;
}
return best;
}
// Picks whichever of two candidates stands further from the background.
// Themes range from near-black to pastel, so a fixed text colour on an accent
// fill is legible in some and invisible in others.
internal static uint OnColour(uint background, uint light, uint dark) =>
Luminance(background) > 0.5f ? dark : light;
// Mixes an ABGR colour's RGB channels toward black by factor t, alpha
// untouched. The counterpart to LerpTowardWhite, and the reason both exist
// rather than AdjustBrightness: this plugin's surfaces sit near black, where
// a multiplier has almost nothing to scale. 12 * 1.15 is still 13.
internal static uint LerpTowardBlack(uint abgr, float t)
{
t = Math.Clamp(t, 0f, 1f);
var a = (byte)((abgr >> 24) & 0xFFu);
var b = (byte)Math.Round(((abgr >> 16) & 0xFFu) * (1f - t));
var g = (byte)Math.Round(((abgr >> 8) & 0xFFu) * (1f - t));
var r = (byte)Math.Round((abgr & 0xFFu) * (1f - t));
return ((uint)a << 24) | ((uint)b << 16) | ((uint)g << 8) | r;
}
internal static uint LerpTowardWhite(uint abgr, float t)
{
t = Math.Clamp(t, 0f, 1f);
var a = (byte)((abgr >> 24) & 0xFFu);
var b = (byte)((abgr >> 16) & 0xFFu);
var g = (byte)((abgr >> 8) & 0xFFu);
var r = (byte)(abgr & 0xFFu);
var nr = (byte)Math.Round(r + (0xFF - r) * t);
var ng = (byte)Math.Round(g + (0xFF - g) * t);
var nb = (byte)Math.Round(b + (0xFF - b) * t);
return ((uint)a << 24) | ((uint)nb << 16) | ((uint)ng << 8) | nr;
}
// Mixes two ABGR colours channel by channel, alpha included. Used where a
// widget crossfades between two theme slots rather than toward a constant.
internal static uint Lerp(uint fromAbgr, uint toAbgr, float t)
{
t = Math.Clamp(t, 0f, 1f);
uint Mix(int shift)
{
var a = (byte)((fromAbgr >> shift) & 0xFFu);
var b = (byte)((toAbgr >> shift) & 0xFFu);
return (uint)Math.Round(a + (b - a) * t) & 0xFFu;
}
return (Mix(24) << 24) | (Mix(16) << 16) | (Mix(8) << 8) | Mix(0);
}
public static uint HexToRgba(string hex)
{
ArgumentNullException.ThrowIfNull(hex);
var s = hex.StartsWith('#') ? hex[1..] : hex;
if (s.Length != 6 && s.Length != 8)
throw new FormatException(
$"Hex colour must be 6 or 8 hex digits, got {s.Length}: '{hex}'"
);
if (
!uint.TryParse(
s,
System.Globalization.NumberStyles.HexNumber,
System.Globalization.CultureInfo.InvariantCulture,
out var value
)
)
throw new FormatException($"Hex colour '{hex}' is not a valid hexadecimal value");
if (s.Length == 6)
value = (value << 8) | 0xFFu; // RRGGBB → RRGGBBFF
return value;
}
}