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