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* Restructure `Ryujinx.Ava` * Stylistic consistency * Update Ryujinx.Ava/UI/Controls/UserEditor.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Controls/UserEditor.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Controls/UserSelector.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Controls/SaveManager.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Controls/SaveManager.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Windows/SettingsWindow.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Helpers/EmbeddedWindow.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Helpers/EmbeddedWindow.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Helpers/EmbeddedWindow.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Helpers/EmbeddedWindow.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Windows/SettingsWindow.axaml.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/ViewModels/UserProfileViewModel.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/ViewModels/UserProfileViewModel.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Update Ryujinx.Ava/UI/Helpers/EmbeddedWindow.cs Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com> * Fix redundancies * Remove redunancies * Add back elses Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
192 lines
6.2 KiB
C#
192 lines
6.2 KiB
C#
using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Ava.UI.Windows
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{
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static class IconColorPicker
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{
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private const int ColorsPerLine = 64;
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private const int TotalColors = ColorsPerLine * ColorsPerLine;
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private const int UvQuantBits = 3;
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private const int UvQuantShift = BitsPerComponent - UvQuantBits;
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private const int SatQuantBits = 5;
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private const int SatQuantShift = BitsPerComponent - SatQuantBits;
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private const int BitsPerComponent = 8;
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private const int CutOffLuminosity = 64;
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private readonly struct PaletteColor
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{
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public int Qck { get; }
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public byte R { get; }
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public byte G { get; }
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public byte B { get; }
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public PaletteColor(int qck, byte r, byte g, byte b)
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{
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Qck = qck;
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R = r;
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G = g;
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B = b;
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}
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}
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public static Color GetFilteredColor(Image<Bgra32> image)
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{
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var color = GetColor(image).ToPixel<Bgra32>();
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// We don't want colors that are too dark.
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// If the color is too dark, make it brighter by reducing the range
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// and adding a constant color.
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int luminosity = GetColorApproximateLuminosity(color.R, color.G, color.B);
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if (luminosity < CutOffLuminosity)
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{
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color = Color.FromRgb(
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(byte)Math.Min(CutOffLuminosity + color.R, byte.MaxValue),
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(byte)Math.Min(CutOffLuminosity + color.G, byte.MaxValue),
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(byte)Math.Min(CutOffLuminosity + color.B, byte.MaxValue));
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}
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return color;
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}
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public static Color GetColor(Image<Bgra32> image)
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{
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var colors = new PaletteColor[TotalColors];
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var dominantColorBin = new Dictionary<int, int>();
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var buffer = GetBuffer(image);
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int w = image.Width;
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int w8 = w << 8;
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int h8 = image.Height << 8;
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int xStep = w8 / ColorsPerLine;
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int yStep = h8 / ColorsPerLine;
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int i = 0;
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int maxHitCount = 0;
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for (int y = 0; y < image.Height; y++)
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{
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int yOffset = y * image.Width;
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for (int x = 0; x < image.Width && i < TotalColors; x++)
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{
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int offset = x + yOffset;
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byte cb = buffer[offset].B;
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byte cg = buffer[offset].G;
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byte cr = buffer[offset].R;
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var qck = GetQuantizedColorKey(cr, cg, cb);
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if (dominantColorBin.TryGetValue(qck, out int hitCount))
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{
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dominantColorBin[qck] = hitCount + 1;
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if (maxHitCount < hitCount)
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{
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maxHitCount = hitCount;
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}
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}
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else
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{
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dominantColorBin.Add(qck, 1);
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}
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colors[i++] = new PaletteColor(qck, cr, cg, cb);
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}
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}
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int highScore = -1;
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PaletteColor bestCandidate = default;
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for (i = 0; i < TotalColors; i++)
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{
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var score = GetColorScore(dominantColorBin, maxHitCount, colors[i]);
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if (highScore < score)
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{
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highScore = score;
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bestCandidate = colors[i];
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}
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}
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return Color.FromRgb(bestCandidate.R, bestCandidate.G, bestCandidate.B);
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}
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public static Bgra32[] GetBuffer(Image<Bgra32> image)
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{
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return image.TryGetSinglePixelSpan(out var data) ? data.ToArray() : new Bgra32[0];
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}
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private static int GetColorScore(Dictionary<int, int> dominantColorBin, int maxHitCount, PaletteColor color)
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{
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var hitCount = dominantColorBin[color.Qck];
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var balancedHitCount = BalanceHitCount(hitCount, maxHitCount);
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var quantSat = (GetColorSaturation(color) >> SatQuantShift) << SatQuantShift;
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var value = GetColorValue(color);
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// If the color is rarely used on the image,
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// then chances are that theres a better candidate, even if the saturation value
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// is high. By multiplying the saturation value with a weight, we can lower
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// it if the color is almost never used (hit count is low).
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var satWeighted = quantSat;
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var satWeight = balancedHitCount << 5;
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if (satWeight < 0x100)
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{
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satWeighted = (satWeighted * satWeight) >> 8;
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}
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// Compute score from saturation and dominance of the color.
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// We prefer more vivid colors over dominant ones, so give more weight to the saturation.
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var score = ((satWeighted << 1) + balancedHitCount) * value;
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return score;
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}
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private static int BalanceHitCount(int hitCount, int maxHitCount)
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{
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return (hitCount << 8) / maxHitCount;
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}
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private static int GetColorApproximateLuminosity(byte r, byte g, byte b)
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{
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return (r + g + b) / 3;
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}
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private static int GetColorSaturation(PaletteColor color)
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{
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int cMax = Math.Max(Math.Max(color.R, color.G), color.B);
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if (cMax == 0)
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{
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return 0;
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}
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int cMin = Math.Min(Math.Min(color.R, color.G), color.B);
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int delta = cMax - cMin;
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return (delta << 8) / cMax;
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}
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private static int GetColorValue(PaletteColor color)
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{
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return Math.Max(Math.Max(color.R, color.G), color.B);
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}
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private static int GetQuantizedColorKey(byte r, byte g, byte b)
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{
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int u = ((-38 * r - 74 * g + 112 * b + 128) >> 8) + 128;
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int v = ((112 * r - 94 * g - 18 * b + 128) >> 8) + 128;
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return (v >> UvQuantShift) | ((u >> UvQuantShift) << UvQuantBits);
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}
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}
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}
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