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/* Color.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Color.h"
using namespace std;
// Greyscale color constructor.
Color::Color(float i, float a)
: color{i, i, i, a}
{
}
// Full color constructor.
Color::Color(float r, float g, float b, float a)
: color{r, g, b, a}, isLoaded(true)
{
}
bool Color::operator==(const Color &other) const
{
for(int i = 0; i < 4; ++i)
if(color[i] != other.color[i])
return false;
return true;
}
bool Color::operator!=(const Color &other) const
{
return !(*this == other);
}
// Set all four color components to the given values.
void Color::Load(double r, double g, double b, double a)
{
color[0] = static_cast<float>(r);
color[1] = static_cast<float>(g);
color[2] = static_cast<float>(b);
color[3] = static_cast<float>(a);
isLoaded = true;
}
// Check if Load() has been called for this color.
bool Color::IsLoaded() const
{
return isLoaded;
}
void Color::SetTrueName(const string &name)
{
this->trueName = name;
}
const string &Color::TrueName() const
{
return trueName;
}
// Get a float vector representing this color, for use by OpenGL.
const float *Color::Get() const
{
return color;
}
// Get an opaque version of this color.
Color Color::Opaque() const
{
Color opaque = *this;
opaque.color[3] = 1.f;
return opaque;
}
// Assuming this color is opaque, get a transparent version of it.
Color Color::Transparent(float alpha) const
{
Color result;
for(int i = 0; i < 3; ++i)
result.color[i] = color[i] * alpha;
result.color[3] = alpha;
return result;
}
// Assuming this color is opaque, get an additive version of it.
Color Color::Additive(float alpha) const
{
Color result = Transparent(alpha);
result.color[3] = 0.f;
return result;
}
Color Color::Combine(float a1, Color c1, float a2, Color c2)
{
return Color(
a1 * c1.color[0] + a2 * c2.color[0],
a1 * c1.color[1] + a2 * c2.color[1],
a1 * c1.color[2] + a2 * c2.color[2],
a1 * c1.color[3] + a2 * c2.color[3]);
}
Color Color::Multiply(float scalar, const Color &base)
{
return Color(
scalar * base.color[0],
scalar * base.color[1],
scalar * base.color[2],
scalar * base.color[3]);
}
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