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fnx_web/webcontroller/style_colors.go

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package webcontroller
import (
"fmt"
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"math"
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)
type Color interface {
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CSS
HSL() HSL
RGB() RGB
}
type CSS interface {
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CSS() string
}
// Raw CSS
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type RawCSS string
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func (c RawCSS) CSS() string { return string(c) }
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// HSL color
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type HSL struct {
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Hue int
Saturation float64
Lightness float64
}
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var _ Color = HSL{} // Confirm interface compliance
func (hsl HSL) CSS() string { return hsl.RGB().CSS() }
func (hsl HSL) HSL() HSL { return hsl }
func (hsl HSL) RGB() RGB {
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var r, g, b, q, p float64
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var h, s, l = float64(hsl.Hue) / 360, hsl.Saturation, hsl.Lightness
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if s == 0 {
r, g, b = l, l, l
} else {
var hue2rgb = func(p, q, t float64) float64 {
if t < 0 {
t++
}
if t > 1 {
t--
}
if t < 1.0/6.0 {
return p + (q-p)*6*t
} else if t < 1.0/2.0 {
return q
} else if t < 2.0/3.0 {
return p + (q-p)*(2.0/3.0-t)*6
}
return p
}
if l < 0.5 {
q = l * (1 + s)
} else {
q = l + s - l*s
}
p = 2*l - q
r = hue2rgb(p, q, h+1.0/3.0)
g = hue2rgb(p, q, h)
b = hue2rgb(p, q, h-1.0/3.0)
}
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return RGB{R: uint8(r * 255), G: uint8(g * 255), B: uint8(b * 255)}
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}
// Add returns a NEW HSL struct, it doesn't modify the current one
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func (hsl HSL) Add(hue int, saturation float64, lightness float64) HSL {
var new = HSL{
hsl.Hue + hue,
hsl.Saturation + saturation,
hsl.Lightness + lightness,
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}
// Hue bounds correction
if new.Hue < 0 {
new.Hue += 360
} else if new.Hue > 360 {
new.Hue -= 360
}
// Saturation bounds check
if new.Saturation < 0 {
new.Saturation = 0
} else if new.Saturation > 1 {
new.Saturation = 1
}
// Lightness bounds check
if new.Lightness < 0 {
new.Lightness = 0
} else if new.Lightness > 1 {
new.Lightness = 1
}
return new
}
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func (hsl HSL) Darken(percent float64) HSL {
hsl.Lightness = hsl.Lightness * percent
hsl.Saturation = hsl.Saturation * percent
return hsl
}
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func (hsl HSL) WithAlpha(alpha float64) HSLA {
return HSLA{hsl.Hue, hsl.Saturation, hsl.Lightness, alpha}
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}
type HSLA struct {
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Hue int
Saturation float64
Lightness float64
Alpha float64
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}
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var _ Color = HSLA{}
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func (hsla HSLA) CSS() string {
return fmt.Sprintf(
"hsla(%d, %.2f%%, %.2f%%, %.2f)",
hsla.Hue, hsla.Saturation*100, hsla.Lightness*100, hsla.Alpha,
)
}
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func (hsla HSLA) HSL() HSL { return HSL{hsla.Hue, hsla.Saturation, hsla.Lightness} }
func (hsla HSLA) RGB() RGB { return hsla.HSL().RGB() }
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type RGB struct {
R uint8
G uint8
B uint8
}
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var _ Color = RGB{}
func (rgb RGB) CSS() string { return fmt.Sprintf("#%02x%02x%02x", rgb.R, rgb.G, rgb.B) }
func (rgb RGB) HSL() HSL {
var r, g, b = float64(rgb.R), float64(rgb.G), float64(rgb.B)
var h, s, l float64
max := math.Max(math.Max(r, g), b)
min := math.Min(math.Min(r, g), b)
// Luminosity is the average of the max and min rgb color intensities.
l = (max + min) / 2
// saturation
delta := max - min
if delta == 0 {
// it's gray
return HSL{0, 0, l}
}
// it's not gray
if l < 0.5 {
s = delta / (max + min)
} else {
s = delta / (2 - max - min)
}
// hue
r2 := (((max - r) / 6) + (delta / 2)) / delta
g2 := (((max - g) / 6) + (delta / 2)) / delta
b2 := (((max - b) / 6) + (delta / 2)) / delta
switch {
case r == max:
h = b2 - g2
case g == max:
h = (1.0 / 3.0) + r2 - b2
case b == max:
h = (2.0 / 3.0) + g2 - r2
}
if h < 0 {
h += 1
} else if h > 1 {
h -= 1
}
return HSL{int(h), s, l}
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}
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func (rgb RGB) RGB() RGB { return rgb }
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type RGBA struct {
R uint8
G uint8
B uint8
A float64
}
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var _ Color = RGBA{}
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func (rgba RGBA) CSS() string {
return fmt.Sprintf("rgba(%d, %d, %d, %f)", rgba.R, rgba.G, rgba.B, rgba.A)
}
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func (rgba RGBA) HSL() HSL { return rgba.RGB().HSL() }
func (rgba RGBA) RGB() RGB { return RGB{rgba.R, rgba.G, rgba.B} }
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type Gradient struct {
Angle int
Colors []Color
}
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var _ CSS = Gradient{}
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func NewGradient(angle int, colors ...Color) Gradient {
return Gradient{angle, colors}
}
func (g Gradient) CSS() string {
var colors string
for i, color := range g.Colors {
if i != 0 {
colors += ", "
}
colors += color.CSS()
}
return fmt.Sprintf("linear-gradient(%ddeg, %s)", g.Angle, colors)
}