cgmath/src/color/rgb.rs

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// Copyright 2013 The Lmath Developers. For a full listing of the authors,
// refer to the AUTHORS file at the top-level directory of this distribution.
//
// 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.
use std::num;
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use std::cast;
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use core::*;
use color::{Color, FloatColor};
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use color::{Channel, FloatChannel};
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use color::{HSV, ToHSV, HSVA, ToHSVA};
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#[deriving(Clone, Eq)]
pub struct RGB<T> { r: T, g: T, b: T }
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impl_dimensional!(RGB, T, 3)
impl_to_vec!(RGB, 3)
impl_as_vec!(RGB, 3)
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impl_swap!(RGB)
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impl_approx!(RGB { r, g, b })
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impl<T:Channel> RGB<T> {
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#[inline]
pub fn new(r: T, g: T, b: T) -> RGB<T> {
RGB { r: r, g: g, b: b }
}
}
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impl<T:Channel> Color<T> for RGB<T> {
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/// Clamps the components of the color to the range `(lo,hi)`.
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#[inline]
pub fn clamp(&self, lo: T, hi: T) -> RGB<T> {
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RGB::new(self.r.clamp(&lo, &hi),
self.g.clamp(&lo, &hi),
self.b.clamp(&lo, &hi))
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}
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/// Inverts the color.
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#[inline]
pub fn inverse(&self) -> RGB<T> {
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RGB::new(self.r.invert_channel(),
self.g.invert_channel(),
self.b.invert_channel())
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}
}
impl<T:FloatChannel> FloatColor<T> for RGB<T> {
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/// Normalizes the components of the color by clamping them to the range `(0,1)`.
#[inline]
pub fn normalize(&self) -> RGB<T> {
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RGB::new(self.r.normalize_channel(),
self.g.normalize_channel(),
self.b.normalize_channel())
}
}
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pub trait ToRGB {
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pub fn to_rgb<U:Channel>(&self) -> RGB<U>;
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}
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impl ToRGB for u32 {
#[inline]
pub fn to_rgb<U:Channel>(&self) -> RGB<U> {
fail!("Not yet implemented")
}
}
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impl ToRGB for u64 {
#[inline]
pub fn to_rgb<U:Channel>(&self) -> RGB<U> {
fail!("Not yet implemented")
}
}
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impl<T:Clone + Channel> ToRGB for RGB<T> {
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#[inline]
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pub fn to_rgb<U:Channel>(&self) -> RGB<U> {
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RGB::new(self.r.to_channel(),
self.g.to_channel(),
self.b.to_channel())
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}
}
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impl<T:Clone + Channel> ToHSV for RGB<T> {
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#[inline]
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pub fn to_hsv<U:FloatChannel>(&self) -> HSV<U> {
// Algorithm taken from the Wikipedia article on HSL and HSV:
// http://en.wikipedia.org/wiki/HSL_and_HSV#From_HSV
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let rgb_u = self.to_rgb::<U>();
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let mx = rgb_u.r.max(&rgb_u.g).max(&rgb_u.b);
let mn = rgb_u.r.min(&rgb_u.g).min(&rgb_u.b);
let chr = mx - mn;
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if chr != zero!(U) {
let h = cond! (
(rgb_u.r == mx) { ((rgb_u.g - rgb_u.b) / chr) % num::cast(6) }
(rgb_u.g == mx) { ((rgb_u.b - rgb_u.r) / chr) + num::cast(2) }
_ /* rgb_u.b == mx */ { ((rgb_u.r - rgb_u.g) / chr) + num::cast(4) }
) * num::cast(60);
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let s = chr / mx;
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HSV::new(h, s, mx)
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} else {
HSV::new(zero!(U), zero!(U), mx)
}
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}
}
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#[deriving(Clone, Eq)]
pub struct RGBA<T> { r: T, g: T, b: T, a: T }
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impl_dimensional!(RGBA, T, 4)
impl_to_vec!(RGBA, 4)
impl_as_vec!(RGBA, 4)
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impl_swap!(RGBA)
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impl_approx!(RGBA { r, g, b, a })
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impl<T:Channel> RGBA<T> {
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#[inline]
pub fn new(r: T, g: T, b: T, a: T) -> RGBA<T> {
RGBA { r: r, g: g, b: b, a: a }
}
#[inline]
pub fn from_rgb_a(rgb: RGB<T>, a: T) -> RGBA<T> {
unsafe { cast::transmute((rgb, a)) }
}
#[inline]
pub fn rgb<'a>(&'a self) -> &'a RGB<T> {
unsafe { cast::transmute(self) }
}
#[inline]
pub fn rgb_mut<'a>(&'a mut self) -> &'a mut RGB<T> {
unsafe { cast::transmute(self) }
}
}
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impl<T:Channel> Color<T> for RGBA<T> {
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/// Clamps the components of the color to the range `(lo,hi)`.
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#[inline]
pub fn clamp(&self, lo: T, hi: T) -> RGBA<T> {
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RGBA::new(self.r.clamp(&lo, &hi),
self.g.clamp(&lo, &hi),
self.b.clamp(&lo, &hi),
self.a.clamp(&lo, &hi))
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}
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/// Inverts the color.
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#[inline]
pub fn inverse(&self) -> RGBA<T> {
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RGBA::new(self.r.invert_channel(),
self.g.invert_channel(),
self.b.invert_channel(),
self.a.invert_channel())
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}
}
impl<T:FloatChannel> FloatColor<T> for RGBA<T> {
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/// Normalizes the components of the color by clamping them to the range `(0,1)`.
#[inline]
pub fn normalize(&self) -> RGBA<T> {
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RGBA::new(self.r.normalize_channel(),
self.g.normalize_channel(),
self.b.normalize_channel(),
self.a.normalize_channel())
}
}
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pub trait ToRGBA {
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pub fn to_rgba<U:Channel>(&self) -> RGBA<U>;
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}
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impl ToRGBA for u32 {
#[inline]
pub fn to_rgba<U:Channel>(&self) -> RGBA<U> {
fail!("Not yet implemented")
}
}
impl ToRGBA for u64 {
#[inline]
pub fn to_rgba<U:Channel>(&self) -> RGBA<U> {
fail!("Not yet implemented")
}
}
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impl<C: ToRGB, T:Clone + Channel> ToRGBA for (C, T) {
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#[inline]
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pub fn to_rgba<U:Channel>(&self) -> RGBA<U> {
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match *self {
(ref rgb, ref a) => {
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RGBA::from_rgb_a(rgb.to_rgb(), a.to_channel())
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}
}
}
}
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impl<T:Clone + Channel> ToRGBA for RGBA<T> {
#[inline]
pub fn to_rgba<U:Channel>(&self) -> RGBA<U> {
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RGBA::new(self.r.to_channel(),
self.g.to_channel(),
self.b.to_channel(),
self.a.to_channel())
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}
}
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impl<T:Clone + Channel> ToHSVA for RGBA<T> {
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#[inline]
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pub fn to_hsva<U:FloatChannel>(&self) -> HSVA<U> {
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HSVA::from_hsv_a(self.rgb().to_hsv(), self.a.to_channel())
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}
}
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/// SVG 1.0 color constants: http://www.w3.org/TR/SVG/types.html#ColorKeywords
pub mod consts {
use color::RGB;
static ALICEBLUE: RGB<u8> = RGB { r: 0xF0, g: 0xF8, b: 0xFF };
static ANTIQUEWHITE: RGB<u8> = RGB { r: 0xFA, g: 0xEB, b: 0xD7 };
static AQUA: RGB<u8> = RGB { r: 0x00, g: 0xFF, b: 0xFF };
static AQUAMARINE: RGB<u8> = RGB { r: 0x7F, g: 0xFF, b: 0xD4 };
static AZURE: RGB<u8> = RGB { r: 0xF0, g: 0xFF, b: 0xFF };
static BEIGE: RGB<u8> = RGB { r: 0xF5, g: 0xF5, b: 0xDC };
static BISQUE: RGB<u8> = RGB { r: 0xFF, g: 0xE4, b: 0xC4 };
static BLACK: RGB<u8> = RGB { r: 0x00, g: 0x00, b: 0x00 };
static BLANCHEDALMOND: RGB<u8> = RGB { r: 0xFF, g: 0xEB, b: 0xCD };
static BLUE: RGB<u8> = RGB { r: 0x00, g: 0x00, b: 0xFF };
static BLUEVIOLET: RGB<u8> = RGB { r: 0x8A, g: 0x2B, b: 0xE2 };
static BROWN: RGB<u8> = RGB { r: 0xA5, g: 0x2A, b: 0x2A };
static BURLYWOOD: RGB<u8> = RGB { r: 0xDE, g: 0xB8, b: 0x87 };
static CADETBLUE: RGB<u8> = RGB { r: 0x5F, g: 0x9E, b: 0xA0 };
static CHARTREUSE: RGB<u8> = RGB { r: 0x7F, g: 0xFF, b: 0x00 };
static CHOCOLATE: RGB<u8> = RGB { r: 0xD2, g: 0x69, b: 0x1E };
static CORAL: RGB<u8> = RGB { r: 0xFF, g: 0x7F, b: 0x50 };
static CORNFLOWERBLUE: RGB<u8> = RGB { r: 0x64, g: 0x95, b: 0xED };
static CORNSILK: RGB<u8> = RGB { r: 0xFF, g: 0xF8, b: 0xDC };
static CRIMSON: RGB<u8> = RGB { r: 0xDC, g: 0x14, b: 0x3C };
static CYAN: RGB<u8> = RGB { r: 0x00, g: 0xFF, b: 0xFF };
static DARKBLUE: RGB<u8> = RGB { r: 0x00, g: 0x00, b: 0x8B };
static DARKCYAN: RGB<u8> = RGB { r: 0x00, g: 0x8B, b: 0x8B };
static DARKGOLDENROD: RGB<u8> = RGB { r: 0xB8, g: 0x86, b: 0x0B };
static DARKGRAY: RGB<u8> = RGB { r: 0xA9, g: 0xA9, b: 0xA9 };
static DARKGREEN: RGB<u8> = RGB { r: 0x00, g: 0x64, b: 0x00 };
static DARKKHAKI: RGB<u8> = RGB { r: 0xBD, g: 0xB7, b: 0x6B };
static DARKMAGENTA: RGB<u8> = RGB { r: 0x8B, g: 0x00, b: 0x8B };
static DARKOLIVEGREEN: RGB<u8> = RGB { r: 0x55, g: 0x6B, b: 0x2F };
static DARKORANGE: RGB<u8> = RGB { r: 0xFF, g: 0x8C, b: 0x00 };
static DARKORCHID: RGB<u8> = RGB { r: 0x99, g: 0x32, b: 0xCC };
static DARKRED: RGB<u8> = RGB { r: 0x8B, g: 0x00, b: 0x00 };
static DARKSALMON: RGB<u8> = RGB { r: 0xE9, g: 0x96, b: 0x7A };
static DARKSEAGREEN: RGB<u8> = RGB { r: 0x8F, g: 0xBC, b: 0x8F };
static DARKSLATEBLUE: RGB<u8> = RGB { r: 0x48, g: 0x3D, b: 0x8B };
static DARKSLATEGRAY: RGB<u8> = RGB { r: 0x2F, g: 0x4F, b: 0x4F };
static DARKTURQUOISE: RGB<u8> = RGB { r: 0x00, g: 0xCE, b: 0xD1 };
static DARKVIOLET: RGB<u8> = RGB { r: 0x94, g: 0x00, b: 0xD3 };
static DEEPPINK: RGB<u8> = RGB { r: 0xFF, g: 0x14, b: 0x93 };
static DEEPSKYBLUE: RGB<u8> = RGB { r: 0x00, g: 0xBF, b: 0xFF };
static DIMGRAY: RGB<u8> = RGB { r: 0x69, g: 0x69, b: 0x69 };
static DODGERBLUE: RGB<u8> = RGB { r: 0x1E, g: 0x90, b: 0xFF };
static FIREBRICK: RGB<u8> = RGB { r: 0xB2, g: 0x22, b: 0x22 };
static FLORALWHITE: RGB<u8> = RGB { r: 0xFF, g: 0xFA, b: 0xF0 };
static FORESTGREEN: RGB<u8> = RGB { r: 0x22, g: 0x8B, b: 0x22 };
static FUCHSIA: RGB<u8> = RGB { r: 0xFF, g: 0x00, b: 0xFF };
static GAINSBORO: RGB<u8> = RGB { r: 0xDC, g: 0xDC, b: 0xDC };
static GHOSTWHITE: RGB<u8> = RGB { r: 0xF8, g: 0xF8, b: 0xFF };
static GOLD: RGB<u8> = RGB { r: 0xFF, g: 0xD7, b: 0x00 };
static GOLDENROD: RGB<u8> = RGB { r: 0xDA, g: 0xA5, b: 0x20 };
static GRAY: RGB<u8> = RGB { r: 0x80, g: 0x80, b: 0x80 };
static GREEN: RGB<u8> = RGB { r: 0x00, g: 0x80, b: 0x00 };
static GREENYELLOW: RGB<u8> = RGB { r: 0xAD, g: 0xFF, b: 0x2F };
static HONEYDEW: RGB<u8> = RGB { r: 0xF0, g: 0xFF, b: 0xF0 };
static HOTPINK: RGB<u8> = RGB { r: 0xFF, g: 0x69, b: 0xB4 };
static INDIANRED: RGB<u8> = RGB { r: 0xCD, g: 0x5C, b: 0x5C };
static INDIGO: RGB<u8> = RGB { r: 0x4B, g: 0x00, b: 0x82 };
static IVORY: RGB<u8> = RGB { r: 0xFF, g: 0xFF, b: 0xF0 };
static KHAKI: RGB<u8> = RGB { r: 0xF0, g: 0xE6, b: 0x8C };
static LAVENDER: RGB<u8> = RGB { r: 0xE6, g: 0xE6, b: 0xFA };
static LAVENDERBLUSH: RGB<u8> = RGB { r: 0xFF, g: 0xF0, b: 0xF5 };
static LAWNGREEN: RGB<u8> = RGB { r: 0x7C, g: 0xFC, b: 0x00 };
static LEMONCHIFFON: RGB<u8> = RGB { r: 0xFF, g: 0xFA, b: 0xCD };
static LIGHTBLUE: RGB<u8> = RGB { r: 0xAD, g: 0xD8, b: 0xE6 };
static LIGHTCORAL: RGB<u8> = RGB { r: 0xF0, g: 0x80, b: 0x80 };
static LIGHTCYAN: RGB<u8> = RGB { r: 0xE0, g: 0xFF, b: 0xFF };
static LIGHTGOLDENRODYELLOW: RGB<u8> = RGB { r: 0xFA, g: 0xFA, b: 0xD2 };
static LIGHTGREEN: RGB<u8> = RGB { r: 0x90, g: 0xEE, b: 0x90 };
static LIGHTGREY: RGB<u8> = RGB { r: 0xD3, g: 0xD3, b: 0xD3 };
static LIGHTPINK: RGB<u8> = RGB { r: 0xFF, g: 0xB6, b: 0xC1 };
static LIGHTSALMON: RGB<u8> = RGB { r: 0xFF, g: 0xA0, b: 0x7A };
static LIGHTSEAGREEN: RGB<u8> = RGB { r: 0x20, g: 0xB2, b: 0xAA };
static LIGHTSKYBLUE: RGB<u8> = RGB { r: 0x87, g: 0xCE, b: 0xFA };
static LIGHTSLATEGRAY: RGB<u8> = RGB { r: 0x77, g: 0x88, b: 0x99 };
static LIGHTSTEELBLUE: RGB<u8> = RGB { r: 0xB0, g: 0xC4, b: 0xDE };
static LIGHTYELLOW: RGB<u8> = RGB { r: 0xFF, g: 0xFF, b: 0xE0 };
static LIME: RGB<u8> = RGB { r: 0x00, g: 0xFF, b: 0x00 };
static LIMEGREEN: RGB<u8> = RGB { r: 0x32, g: 0xCD, b: 0x32 };
static LINEN: RGB<u8> = RGB { r: 0xFA, g: 0xF0, b: 0xE6 };
static MAGENTA: RGB<u8> = RGB { r: 0xFF, g: 0x00, b: 0xFF };
static MAROON: RGB<u8> = RGB { r: 0x80, g: 0x00, b: 0x00 };
static MEDIUMAQUAMARINE: RGB<u8> = RGB { r: 0x66, g: 0xCD, b: 0xAA };
static MEDIUMBLUE: RGB<u8> = RGB { r: 0x00, g: 0x00, b: 0xCD };
static MEDIUMORCHID: RGB<u8> = RGB { r: 0xBA, g: 0x55, b: 0xD3 };
static MEDIUMPURPLE: RGB<u8> = RGB { r: 0x93, g: 0x70, b: 0xDB };
static MEDIUMSEAGREEN: RGB<u8> = RGB { r: 0x3C, g: 0xB3, b: 0x71 };
static MEDIUMSLATEBLUE: RGB<u8> = RGB { r: 0x7B, g: 0x68, b: 0xEE };
static MEDIUMSPRINGGREEN: RGB<u8> = RGB { r: 0x00, g: 0xFA, b: 0x9A };
static MEDIUMTURQUOISE: RGB<u8> = RGB { r: 0x48, g: 0xD1, b: 0xCC };
static MEDIUMVIOLETRED: RGB<u8> = RGB { r: 0xC7, g: 0x15, b: 0x85 };
static MIDNIGHTBLUE: RGB<u8> = RGB { r: 0x19, g: 0x19, b: 0x70 };
static MINTCREAM: RGB<u8> = RGB { r: 0xF5, g: 0xFF, b: 0xFA };
static MISTYROSE: RGB<u8> = RGB { r: 0xFF, g: 0xE4, b: 0xE1 };
static MOCCASIN: RGB<u8> = RGB { r: 0xFF, g: 0xE4, b: 0xB5 };
static NAVAJOWHITE: RGB<u8> = RGB { r: 0xFF, g: 0xDE, b: 0xAD };
static NAVY: RGB<u8> = RGB { r: 0x00, g: 0x00, b: 0x80 };
static OLDLACE: RGB<u8> = RGB { r: 0xFD, g: 0xF5, b: 0xE6 };
static OLIVE: RGB<u8> = RGB { r: 0x80, g: 0x80, b: 0x00 };
static OLIVEDRAB: RGB<u8> = RGB { r: 0x6B, g: 0x8E, b: 0x23 };
static ORANGE: RGB<u8> = RGB { r: 0xFF, g: 0xA5, b: 0x00 };
static ORANGERED: RGB<u8> = RGB { r: 0xFF, g: 0x45, b: 0x00 };
static ORCHID: RGB<u8> = RGB { r: 0xDA, g: 0x70, b: 0xD6 };
static PALEGOLDENROD: RGB<u8> = RGB { r: 0xEE, g: 0xE8, b: 0xAA };
static PALEGREEN: RGB<u8> = RGB { r: 0x98, g: 0xFB, b: 0x98 };
static PALEVIOLETRED: RGB<u8> = RGB { r: 0xDB, g: 0x70, b: 0x93 };
static PAPAYAWHIP: RGB<u8> = RGB { r: 0xFF, g: 0xEF, b: 0xD5 };
static PEACHPUFF: RGB<u8> = RGB { r: 0xFF, g: 0xDA, b: 0xB9 };
static PERU: RGB<u8> = RGB { r: 0xCD, g: 0x85, b: 0x3F };
static PINK: RGB<u8> = RGB { r: 0xFF, g: 0xC0, b: 0xCB };
static PLUM: RGB<u8> = RGB { r: 0xDD, g: 0xA0, b: 0xDD };
static POWDERBLUE: RGB<u8> = RGB { r: 0xB0, g: 0xE0, b: 0xE6 };
static PURPLE: RGB<u8> = RGB { r: 0x80, g: 0x00, b: 0x80 };
static RED: RGB<u8> = RGB { r: 0xFF, g: 0x00, b: 0x00 };
static ROSYBROWN: RGB<u8> = RGB { r: 0xBC, g: 0x8F, b: 0x8F };
static ROYALBLUE: RGB<u8> = RGB { r: 0x41, g: 0x69, b: 0xE1 };
static SADDLEBROWN: RGB<u8> = RGB { r: 0x8B, g: 0x45, b: 0x13 };
static SALMON: RGB<u8> = RGB { r: 0xFA, g: 0x80, b: 0x72 };
static SANDYBROWN: RGB<u8> = RGB { r: 0xFA, g: 0xA4, b: 0x60 };
static SEAGREEN: RGB<u8> = RGB { r: 0x2E, g: 0x8B, b: 0x57 };
static SEASHELL: RGB<u8> = RGB { r: 0xFF, g: 0xF5, b: 0xEE };
static SIENNA: RGB<u8> = RGB { r: 0xA0, g: 0x52, b: 0x2D };
static SILVER: RGB<u8> = RGB { r: 0xC0, g: 0xC0, b: 0xC0 };
static SKYBLUE: RGB<u8> = RGB { r: 0x87, g: 0xCE, b: 0xEB };
static SLATEBLUE: RGB<u8> = RGB { r: 0x6A, g: 0x5A, b: 0xCD };
static SLATEGRAY: RGB<u8> = RGB { r: 0x70, g: 0x80, b: 0x90 };
static SNOW: RGB<u8> = RGB { r: 0xFF, g: 0xFA, b: 0xFA };
static SPRINGGREEN: RGB<u8> = RGB { r: 0x00, g: 0xFF, b: 0x7F };
static STEELBLUE: RGB<u8> = RGB { r: 0x46, g: 0x82, b: 0xB4 };
static TAN: RGB<u8> = RGB { r: 0xD2, g: 0xB4, b: 0x8C };
static TEAL: RGB<u8> = RGB { r: 0x00, g: 0x80, b: 0x80 };
static THISTLE: RGB<u8> = RGB { r: 0xD8, g: 0xBF, b: 0xD8 };
static TOMATO: RGB<u8> = RGB { r: 0xFF, g: 0x63, b: 0x47 };
static TURQUOISE: RGB<u8> = RGB { r: 0x40, g: 0xE0, b: 0xD0 };
static VIOLET: RGB<u8> = RGB { r: 0xEE, g: 0x82, b: 0xEE };
static WHEAT: RGB<u8> = RGB { r: 0xF5, g: 0xDE, b: 0xB3 };
static WHITE: RGB<u8> = RGB { r: 0xFF, g: 0xFF, b: 0xFF };
static WHITESMOKE: RGB<u8> = RGB { r: 0xF5, g: 0xF5, b: 0xF5 };
static YELLOW: RGB<u8> = RGB { r: 0xFF, g: 0xFF, b: 0x00 };
static YELLOWGREEN: RGB<u8> = RGB { r: 0x9A, g: 0xCD, b: 0x32 };
}
2013-07-10 21:58:40 +00:00
#[cfg(test)]
mod tests {
use color::*;
#[test]
fn test_rgb_to_rgb() {
assert_eq!(RGB::new::<u8>(0xA0, 0xA0, 0xA0).to_rgb::<u8>(), RGB::new::<u8>(0xA0, 0xA0, 0xA0));
assert_eq!(RGB::new::<u8>(0xA0, 0xA0, 0xA0).to_rgb::<u16>(), RGB::new::<u16>(0xA0A0, 0xA0A0, 0xA0A0));
}
#[test]
fn test_rgb_to_hsv() {
assert_eq!(RGB::new::<u8>(0xFF, 0xFF, 0xFF).to_hsv::<f32>(), HSV::new::<f32>(0.0, 0.0, 1.0));
assert_eq!(RGB::new::<u8>(0x99, 0x00, 0x00).to_hsv::<f32>(), HSV::new::<f32>(0.0, 1.0, 0.6));
assert_eq!(RGB::new::<u8>(0x00, 0x99, 0x00).to_hsv::<f32>(), HSV::new::<f32>(120.0, 1.0, 0.6));
assert_eq!(RGB::new::<u8>(0x00, 0x00, 0x99).to_hsv::<f32>(), HSV::new::<f32>(240.0, 1.0, 0.6));
}
#[test]
fn test_tuple_to_rgba() {
assert_eq!((RGB::new::<f64>(1.0, 1.0, 1.0), 0xFFu8).to_rgba::<f32>(), RGBA::new::<f32>(1.0, 1.0, 1.0, 1.0));
assert_eq!((RGB::new::<f64>(1.0, 1.0, 1.0), 0xFFu8).to_rgba::<f32>(), RGBA::new::<f32>(1.0, 1.0, 1.0, 1.0));
assert_eq!((RGB::new::<f64>(1.0, 1.0, 1.0), 0xFFu8).to_rgba::<f32>(), RGBA::new::<f32>(1.0, 1.0, 1.0, 1.0));
assert_eq!((RGB::new::<f64>(1.0, 1.0, 1.0), 0xFFu8).to_rgba::<f32>(), RGBA::new::<f32>(1.0, 1.0, 1.0, 1.0));
}
#[test]
fn test_rgba_to_rgba() {
assert_eq!(RGBA::new::<u8>(0xA0, 0xA0, 0xA0, 0xA0).to_rgba::<u8>(), RGBA::new::<u8>(0xA0, 0xA0, 0xA0, 0xA0));
assert_eq!(RGBA::new::<u8>(0xA0, 0xA0, 0xA0, 0xA0).to_rgba::<u16>(), RGBA::new::<u16>(0xA0A0, 0xA0A0, 0xA0A0, 0xA0A0));
}
#[test]
fn test_rgba_to_hsva() {
assert_eq!(RGBA::new::<u8>(0xFF, 0xFF, 0xFF, 0xFF).to_hsva::<f32>(), HSVA::new::<f32>(0.0, 0.0, 1.0, 1.0));
assert_eq!(RGBA::new::<u8>(0x99, 0x00, 0x00, 0xFF).to_hsva::<f32>(), HSVA::new::<f32>(0.0, 1.0, 0.6, 1.0));
assert_eq!(RGBA::new::<u8>(0x00, 0x99, 0x00, 0xFF).to_hsva::<f32>(), HSVA::new::<f32>(120.0, 1.0, 0.6, 1.0));
assert_eq!(RGBA::new::<u8>(0x00, 0x00, 0x99, 0xFF).to_hsva::<f32>(), HSVA::new::<f32>(240.0, 1.0, 0.6, 1.0));
}
}