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/*
* Copyright 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.support.v4.graphics;
import android.graphics.Color;
import android.support.annotation.ColorInt;
import android.support.annotation.FloatRange;
import android.support.annotation.IntRange;
import android.support.annotation.NonNull;
/**
* A set of color-related utility methods, building upon those available in {@code Color}.
*/
public class ColorUtils {
private static final int MIN_ALPHA_SEARCH_MAX_ITERATIONS = 10;
private static final int MIN_ALPHA_SEARCH_PRECISION = 1;
private ColorUtils() {}
/**
* Composite two potentially translucent colors over each other and returns the result.
*/
public static int compositeColors(@ColorInt int foreground, @ColorInt int background) {
int bgAlpha = Color.alpha(background);
int fgAlpha = Color.alpha(foreground);
int a = compositeAlpha(fgAlpha, bgAlpha);
int r = compositeComponent(Color.red(foreground), fgAlpha,
Color.red(background), bgAlpha, a);
int g = compositeComponent(Color.green(foreground), fgAlpha,
Color.green(background), bgAlpha, a);
int b = compositeComponent(Color.blue(foreground), fgAlpha,
Color.blue(background), bgAlpha, a);
return Color.argb(a, r, g, b);
}
private static int compositeAlpha(int foregroundAlpha, int backgroundAlpha) {
return 0xFF - (((0xFF - backgroundAlpha) * (0xFF - foregroundAlpha)) / 0xFF);
}
private static int compositeComponent(int fgC, int fgA, int bgC, int bgA, int a) {
if (a == 0) return 0;
return ((0xFF * fgC * fgA) + (bgC * bgA * (0xFF - fgA))) / (a * 0xFF);
}
/**
* Returns the luminance of a color.
* <p>
* Formula defined
* <a href="http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef">here</a>.
* </p>
*/
@FloatRange(from = 0.0, to = 1.0)
public static double calculateLuminance(@ColorInt int color) {
double red = Color.red(color) / 255d;
red = red < 0.03928 ? red / 12.92 : Math.pow((red + 0.055) / 1.055, 2.4);
double green = Color.green(color) / 255d;
green = green < 0.03928 ? green / 12.92 : Math.pow((green + 0.055) / 1.055, 2.4);
double blue = Color.blue(color) / 255d;
blue = blue < 0.03928 ? blue / 12.92 : Math.pow((blue + 0.055) / 1.055, 2.4);
return (0.2126 * red) + (0.7152 * green) + (0.0722 * blue);
}
/**
* Returns the contrast ratio between {@code foreground} and {@code background}.
* {@code background} must be opaque.
* <p>
* Formula defined
* <a href="http://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef">here</a>.
*/
public static double calculateContrast(@ColorInt int foreground, @ColorInt int background) {
if (Color.alpha(background) != 255) {
throw new IllegalArgumentException("background can not be translucent: #"
+ Integer.toHexString(background));
}
if (Color.alpha(foreground) < 255) {
// If the foreground is translucent, composite the foreground over the background
foreground = compositeColors(foreground, background);
}
final double luminance1 = calculateLuminance(foreground) + 0.05;
final double luminance2 = calculateLuminance(background) + 0.05;
// Now return the lighter luminance divided by the darker luminance
return Math.max(luminance1, luminance2) / Math.min(luminance1, luminance2);
}
/**
* Calculates the minimum alpha value which can be applied to {@code foreground} so that would
* have a contrast value of at least {@code minContrastRatio} when compared to
* {@code background}.
*
* @param foreground the foreground color.
* @param background the background color. Should be opaque.
* @param minContrastRatio the minimum contrast ratio.
* @return the alpha value in the range 0-255, or -1 if no value could be calculated.
*/
public static int calculateMinimumAlpha(@ColorInt int foreground, @ColorInt int background,
float minContrastRatio) {
if (Color.alpha(background) != 255) {
throw new IllegalArgumentException("background can not be translucent: #"
+ Integer.toHexString(background));
}
// First lets check that a fully opaque foreground has sufficient contrast
int testForeground = setAlphaComponent(foreground, 255);
double testRatio = calculateContrast(testForeground, background);
if (testRatio < minContrastRatio) {
// Fully opaque foreground does not have sufficient contrast, return error
return -1;
}
// Binary search to find a value with the minimum value which provides sufficient contrast
int numIterations = 0;
int minAlpha = 0;
int maxAlpha = 255;
while (numIterations <= MIN_ALPHA_SEARCH_MAX_ITERATIONS &&
(maxAlpha - minAlpha) > MIN_ALPHA_SEARCH_PRECISION) {
final int testAlpha = (minAlpha + maxAlpha) / 2;
testForeground = setAlphaComponent(foreground, testAlpha);
testRatio = calculateContrast(testForeground, background);
if (testRatio < minContrastRatio) {
minAlpha = testAlpha;
} else {
maxAlpha = testAlpha;
}
numIterations++;
}
// Conservatively return the max of the range of possible alphas, which is known to pass.
return maxAlpha;
}
/**
* Convert RGB components to HSL (hue-saturation-lightness).
* <ul>
* <li>hsl[0] is Hue [0 .. 360)</li>
* <li>hsl[1] is Saturation [0...1]</li>
* <li>hsl[2] is Lightness [0...1]</li>
* </ul>
*
* @param r red component value [0..255]
* @param g green component value [0..255]
* @param b blue component value [0..255]
* @param hsl 3 element array which holds the resulting HSL components.
*/
public static void RGBToHSL(@IntRange(from = 0x0, to = 0xFF) int r,
@IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
@NonNull float[] hsl) {
final float rf = r / 255f;
final float gf = g / 255f;
final float bf = b / 255f;
final float max = Math.max(rf, Math.max(gf, bf));
final float min = Math.min(rf, Math.min(gf, bf));
final float deltaMaxMin = max - min;
float h, s;
float l = (max + min) / 2f;
if (max == min) {
// Monochromatic
h = s = 0f;
} else {
if (max == rf) {
h = ((gf - bf) / deltaMaxMin) % 6f;
} else if (max == gf) {
h = ((bf - rf) / deltaMaxMin) + 2f;
} else {
h = ((rf - gf) / deltaMaxMin) + 4f;
}
s = deltaMaxMin / (1f - Math.abs(2f * l - 1f));
}
h = (h * 60f) % 360f;
if (h < 0) {
h += 360f;
}
hsl[0] = constrain(h, 0f, 360f);
hsl[1] = constrain(s, 0f, 1f);
hsl[2] = constrain(l, 0f, 1f);
}
/**
* Convert the ARGB color to its HSL (hue-saturation-lightness) components.
* <ul>
* <li>hsl[0] is Hue [0 .. 360)</li>
* <li>hsl[1] is Saturation [0...1]</li>
* <li>hsl[2] is Lightness [0...1]</li>
* </ul>
*
* @param color the ARGB color to convert. The alpha component is ignored.
* @param hsl 3 element array which holds the resulting HSL components.
*/
public static void colorToHSL(@ColorInt int color, @NonNull float[] hsl) {
RGBToHSL(Color.red(color), Color.green(color), Color.blue(color), hsl);
}
/**
* Convert HSL (hue-saturation-lightness) components to a RGB color.
* <ul>
* <li>hsl[0] is Hue [0 .. 360)</li>
* <li>hsl[1] is Saturation [0...1]</li>
* <li>hsl[2] is Lightness [0...1]</li>
* </ul>
* If hsv values are out of range, they are pinned.
*
* @param hsl 3 element array which holds the input HSL components.
* @return the resulting RGB color
*/
@ColorInt
public static int HSLToColor(@NonNull float[] hsl) {
final float h = hsl[0];
final float s = hsl[1];
final float l = hsl[2];
final float c = (1f - Math.abs(2 * l - 1f)) * s;
final float m = l - 0.5f * c;
final float x = c * (1f - Math.abs((h / 60f % 2f) - 1f));
final int hueSegment = (int) h / 60;
int r = 0, g = 0, b = 0;
switch (hueSegment) {
case 0:
r = Math.round(255 * (c + m));
g = Math.round(255 * (x + m));
b = Math.round(255 * m);
break;
case 1:
r = Math.round(255 * (x + m));
g = Math.round(255 * (c + m));
b = Math.round(255 * m);
break;
case 2:
r = Math.round(255 * m);
g = Math.round(255 * (c + m));
b = Math.round(255 * (x + m));
break;
case 3:
r = Math.round(255 * m);
g = Math.round(255 * (x + m));
b = Math.round(255 * (c + m));
break;
case 4:
r = Math.round(255 * (x + m));
g = Math.round(255 * m);
b = Math.round(255 * (c + m));
break;
case 5:
case 6:
r = Math.round(255 * (c + m));
g = Math.round(255 * m);
b = Math.round(255 * (x + m));
break;
}
r = constrain(r, 0, 255);
g = constrain(g, 0, 255);
b = constrain(b, 0, 255);
return Color.rgb(r, g, b);
}
/**
* Set the alpha component of {@code color} to be {@code alpha}.
*/
@ColorInt
public static int setAlphaComponent(@ColorInt int color,
@IntRange(from = 0x0, to = 0xFF) int alpha) {
if (alpha < 0 || alpha > 255) {
throw new IllegalArgumentException("alpha must be between 0 and 255.");
}
return (color & 0x00ffffff) | (alpha << 24);
}
private static float constrain(float amount, float low, float high) {
return amount < low ? low : (amount > high ? high : amount);
}
private static int constrain(int amount, int low, int high) {
return amount < low ? low : (amount > high ? high : amount);
}
}