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CUE.NET/Brushes/AbstractBrush.cs

122 lines
5.1 KiB
C#

// ReSharper disable VirtualMemberNeverOverriden.Global
// ReSharper disable MemberCanBePrivate.Global
// ReSharper disable VirtualMemberNeverOverridden.Global
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using CUE.NET.Devices.Generic;
using CUE.NET.Devices.Keyboard.Enums;
using CUE.NET.Effects;
using CUE.NET.Helper;
namespace CUE.NET.Brushes
{
/// <summary>
/// Represents a basic brush.
/// </summary>
public abstract class AbstractBrush : AbstractEffectTarget<IBrush>, IBrush
{
#region Properties & Fields
/// <summary>
/// Gets or sets the calculation mode used for the rectangle/points used for color-selection in brushes.
/// </summary>
public BrushCalculationMode BrushCalculationMode { get; set; } = BrushCalculationMode.Relative;
/// <summary>
/// Gets or sets the overall percentage brightness of the brush.
/// </summary>
public float Brightness { get; set; }
/// <summary>
/// Gets or sets the overall percentage opacity of the brush.
/// </summary>
public float Opacity { get; set; }
/// <summary>
/// Gets the Rectangle used in the last render pass.
/// </summary>
public RectangleF RenderedRectangle { get; protected set; }
/// <summary>
/// Gets a dictionary containing all colors for points calculated in the last render pass.
/// </summary>
public Dictionary<BrushRenderTarget, CorsairColor> RenderedTargets { get; } = new Dictionary<BrushRenderTarget, CorsairColor>();
/// <summary>
/// Gets the strongly-typed target used for the effect.
/// </summary>
protected override IBrush EffectTarget => this;
#endregion
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="AbstractBrush"/> class.
/// </summary>
/// <param name="brightness">The overall percentage brightness of the brush. (default: 1f)</param>
/// <param name="opacity">The overall percentage opacity of the brush. (default: 1f)</param>
protected AbstractBrush(float brightness = 1f, float opacity = 1f)
{
this.Brightness = brightness;
this.Opacity = opacity;
}
#endregion
#region Methods
/// <summary>
/// Performas the render pass of the brush and calculates the raw colors for all requested points.
/// </summary>
/// <param name="rectangle">The rectangle in which the brush should be drawn.</param>
/// <param name="renderTargets">The targets (keys/points) of which the color should be calculated.</param>
public virtual void PerformRender(RectangleF rectangle, IEnumerable<BrushRenderTarget> renderTargets)
{
RenderedRectangle = rectangle;
RenderedTargets.Clear();
foreach (BrushRenderTarget point in renderTargets)
RenderedTargets[point] = GetColorAtPoint(rectangle, point);
}
/// <summary>
/// Performs the finalize pass of the brush and calculates the final colors for all previously calculated points.
/// </summary>
public virtual void PerformFinalize()
{
List<BrushRenderTarget> renderTargets = RenderedTargets.Keys.ToList();
foreach (BrushRenderTarget renderTarget in renderTargets)
RenderedTargets[renderTarget] = FinalizeColor(RenderedTargets[renderTarget]);
}
/// <summary>
/// Gets the color at an specific point assuming the brush is drawn into the given rectangle.
/// </summary>
/// <param name="rectangle">The rectangle in which the brush should be drawn.</param>
/// <param name="renderTarget">The target (key/point) from which the color should be taken.</param>
/// <returns>The color at the specified point.</returns>
protected abstract CorsairColor GetColorAtPoint(RectangleF rectangle, BrushRenderTarget renderTarget);
/// <summary>
/// Finalizes the color by appliing the overall brightness and opacity.<br/>
/// This method should always be the last call of a <see cref="GetColorAtPoint" /> implementation.
/// </summary>
/// <param name="color">The color to finalize.</param>
/// <returns>The finalized color.</returns>
protected virtual CorsairColor FinalizeColor(CorsairColor color)
{
// Since we use HSV to calculate there is no way to make a color 'brighter' than 100%
// Be carefull with the naming: Since we use HSV the correct term is 'value' but outside we call it 'brightness'
// THIS IS NOT A HSB CALCULATION!!!
float finalBrightness = color.GetHSVValue() * (Brightness < 0 ? 0 : (Brightness > 1f ? 1f : Brightness));
byte finalAlpha = (byte)(color.A * (Opacity < 0 ? 0 : (Opacity > 1f ? 1f : Opacity)));
return ColorHelper.ColorFromHSV(color.GetHSVHue(), color.GetHSVSaturation(), finalBrightness, finalAlpha);
}
#endregion
}
}