Replace ColorN and from HTML with a string constructor
This commit is contained in:
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b24c24f64b
commit
f55445079a
9 changed files with 110 additions and 70 deletions
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@ -408,6 +408,8 @@ Color Color::get_named_color(int p_idx) {
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return named_colors[p_idx].color;
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}
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// For a version that errors on invalid values instead of returning
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// a default color, use the Color(String) constructor instead.
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Color Color::from_string(const String &p_string, const Color &p_default) {
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if (html_is_valid(p_string)) {
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return html(p_string);
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@ -241,6 +241,19 @@ struct Color {
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b = p_c.b;
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a = p_a;
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}
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Color(const String &p_code) {
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if (html_is_valid(p_code)) {
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*this = html(p_code);
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} else {
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*this = named(p_code);
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}
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}
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Color(const String &p_code, float p_a) {
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*this = Color(p_code);
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a = p_a;
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}
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};
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bool Color::operator<(const Color &p_color) const {
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@ -2023,7 +2023,7 @@ Variant::operator Color() const {
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if (type == COLOR) {
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return *reinterpret_cast<const Color *>(_data._mem);
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} else if (type == STRING) {
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return Color::html(operator String());
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return Color(operator String());
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} else if (type == INT) {
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return Color::hex(operator int());
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} else {
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@ -688,6 +688,8 @@ void Variant::_register_variant_constructors() {
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add_constructor<VariantConstructor<Color, Color, double>>(sarray("from", "alpha"));
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add_constructor<VariantConstructor<Color, double, double, double>>(sarray("r", "g", "b"));
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add_constructor<VariantConstructor<Color, double, double, double, double>>(sarray("r", "g", "b", "a"));
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add_constructor<VariantConstructor<Color, String>>(sarray("code"));
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add_constructor<VariantConstructor<Color, String, double>>(sarray("code", "alpha"));
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add_constructor<VariantConstructNoArgs<StringName>>(sarray());
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add_constructor<VariantConstructor<StringName, StringName>>(sarray("from"));
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
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You can also create a color from standardized color names by using [code]ColorN[/code] ([b]FIXME:[/b] No longer true, a Color(String) constructor should be re-implemented for that) or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
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You can also create a color from standardized color names by using the string constructor or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
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If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
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[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
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@ -51,6 +51,26 @@
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[/codeblocks]
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</description>
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</method>
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<method name="Color" qualifiers="constructor">
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<return type="Color">
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</return>
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<argument index="0" name="code" type="String">
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</argument>
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<argument index="1" name="alpha" type="float">
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</argument>
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<description>
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Constructs a [Color] either from an HTML color code or from a standardized color name, with [code]alpha[/code] on the range of 0 to 1. Supported color names are the same as the constants.
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</description>
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</method>
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<method name="Color" qualifiers="constructor">
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<return type="Color">
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</return>
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<argument index="0" name="code" type="String">
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</argument>
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<description>
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Constructs a [Color] either from an HTML color code or from a standardized color name. Supported color names are the same as the constants.
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</description>
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</method>
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<method name="Color" qualifiers="constructor">
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<return type="Color">
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</return>
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@ -104,7 +104,7 @@ namespace Godot
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/// <summary>
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/// The HSV hue of this color, on the range 0 to 1.
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/// </summary>
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/// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHsv"/>.</value>
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/// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHSV"/>.</value>
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public float h
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{
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get
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@ -145,14 +145,14 @@ namespace Godot
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}
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set
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{
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this = FromHsv(value, s, v, a);
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this = FromHSV(value, s, v, a);
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}
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}
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/// <summary>
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/// The HSV saturation of this color, on the range 0 to 1.
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/// </summary>
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/// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHsv"/>.</value>
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/// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHSV"/>.</value>
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public float s
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{
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get
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@ -166,14 +166,14 @@ namespace Godot
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}
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set
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{
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this = FromHsv(h, value, v, a);
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this = FromHSV(h, value, v, a);
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}
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}
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/// <summary>
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/// The HSV value (brightness) of this color, on the range 0 to 1.
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/// </summary>
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/// <value>Getting is equivalent to using `Max()` on the RGB components. Setting uses <see cref="FromHsv"/>.</value>
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/// <value>Getting is equivalent to using `Max()` on the RGB components. Setting uses <see cref="FromHSV"/>.</value>
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public float v
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{
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get
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@ -182,7 +182,7 @@ namespace Godot
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}
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set
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{
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this = FromHsv(h, s, value, a);
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this = FromHSV(h, s, value, a);
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}
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}
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@ -455,7 +455,7 @@ namespace Godot
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/// </summary>
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/// <param name="includeAlpha">Whether or not to include alpha. If false, the color is RGB instead of RGBA.</param>
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/// <returns>A string for the HTML hexadecimal representation of this color.</returns>
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public string ToHtml(bool includeAlpha = true)
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public string ToHTML(bool includeAlpha = true)
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{
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var txt = string.Empty;
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@ -531,19 +531,51 @@ namespace Godot
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r = (rgba & 0xFFFF) / 65535.0f;
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}
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/// <summary>
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/// Constructs a color either from an HTML color code or from a
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/// standardized color name. Supported
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/// color names are the same as the <see cref="Colors"/> constants.
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/// </summary>
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/// <param name="code">The HTML color code or color name to construct from.</param>
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public Color(string code)
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{
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if (HtmlIsValid(code))
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{
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this = FromHTML(code);
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}
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else
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{
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this = Named(code);
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}
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}
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/// <summary>
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/// Constructs a color either from an HTML color code or from a
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/// standardized color name, with `alpha` on the range of 0 to 1. Supported
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/// color names are the same as the <see cref="Colors"/> constants.
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/// </summary>
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/// <param name="code">The HTML color code or color name to construct from.</param>
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/// <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
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public Color(string code, float alpha)
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{
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this = new Color(code);
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a = alpha;
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}
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/// <summary>
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/// Constructs a color from the HTML hexadecimal color string in RGBA format.
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/// </summary>
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/// <param name="rgba">A string for the HTML hexadecimal representation of this color.</param>
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public Color(string rgba)
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private static Color FromHTML(string rgba)
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{
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Color c;
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if (rgba.Length == 0)
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{
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r = 0f;
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g = 0f;
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b = 0f;
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a = 1.0f;
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return;
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c.r = 0f;
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c.g = 0f;
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c.b = 0f;
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c.a = 1.0f;
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return c;
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}
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if (rgba[0] == '#')
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@ -577,47 +609,48 @@ namespace Godot
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throw new ArgumentOutOfRangeException("Invalid color code. Length is " + rgba.Length + " but a length of 6 or 8 is expected: " + rgba);
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}
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a = 1.0f;
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c.a = 1.0f;
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if (isShorthand)
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{
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r = ParseCol4(rgba, 0) / 15f;
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g = ParseCol4(rgba, 1) / 15f;
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b = ParseCol4(rgba, 2) / 15f;
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c.r = ParseCol4(rgba, 0) / 15f;
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c.g = ParseCol4(rgba, 1) / 15f;
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c.b = ParseCol4(rgba, 2) / 15f;
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if (alpha)
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{
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a = ParseCol4(rgba, 3) / 15f;
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c.a = ParseCol4(rgba, 3) / 15f;
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}
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}
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else
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{
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r = ParseCol8(rgba, 0) / 255f;
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g = ParseCol8(rgba, 2) / 255f;
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b = ParseCol8(rgba, 4) / 255f;
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c.r = ParseCol8(rgba, 0) / 255f;
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c.g = ParseCol8(rgba, 2) / 255f;
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c.b = ParseCol8(rgba, 4) / 255f;
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if (alpha)
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{
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a = ParseCol8(rgba, 6) / 255f;
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c.a = ParseCol8(rgba, 6) / 255f;
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}
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}
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if (r < 0)
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if (c.r < 0)
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{
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throw new ArgumentOutOfRangeException("Invalid color code. Red part is not valid hexadecimal: " + rgba);
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}
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if (g < 0)
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if (c.g < 0)
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{
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throw new ArgumentOutOfRangeException("Invalid color code. Green part is not valid hexadecimal: " + rgba);
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}
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if (b < 0)
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if (c.b < 0)
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{
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throw new ArgumentOutOfRangeException("Invalid color code. Blue part is not valid hexadecimal: " + rgba);
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}
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if (a < 0)
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if (c.a < 0)
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{
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throw new ArgumentOutOfRangeException("Invalid color code. Alpha part is not valid hexadecimal: " + rgba);
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}
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return c;
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}
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/// <summary>
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@ -640,9 +673,8 @@ namespace Godot
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/// the constants defined in <see cref="Colors"/>.
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/// </summary>
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/// <param name="name">The name of the color.</param>
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/// <param name="alpha">The alpha (transparency) component represented on the range of 0 to 1. Default: 1.</param>
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/// <returns>The constructed color.</returns>
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public static Color ColorN(string name, float alpha = 1f)
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private static Color Named(string name)
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{
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name = name.Replace(" ", String.Empty);
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name = name.Replace("-", String.Empty);
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@ -656,9 +688,7 @@ namespace Godot
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throw new ArgumentOutOfRangeException($"Invalid Color Name: {name}");
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}
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Color color = Colors.namedColors[name];
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color.a = alpha;
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return color;
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return Colors.namedColors[name];
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}
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/// <summary>
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@ -671,11 +701,11 @@ namespace Godot
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/// <param name="value">The HSV value (brightness), typically on the range of 0 to 1.</param>
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/// <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
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/// <returns>The constructed color.</returns>
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public static Color FromHsv(float hue, float saturation, float value, float alpha = 1.0f)
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public static Color FromHSV(float hue, float saturation, float value, float alpha = 1.0f)
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{
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if (saturation == 0)
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{
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// acp_hromatic (grey)
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// Achromatic (grey)
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return new Color(value, value, value, alpha);
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}
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@ -715,7 +745,7 @@ namespace Godot
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/// <param name="hue">Output parameter for the HSV hue.</param>
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/// <param name="saturation">Output parameter for the HSV saturation.</param>
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/// <param name="value">Output parameter for the HSV value.</param>
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public void ToHsv(out float hue, out float saturation, out float value)
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public void ToHSV(out float hue, out float saturation, out float value)
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{
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float max = (float)Mathf.Max(r, Mathf.Max(g, b));
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float min = (float)Mathf.Min(r, Mathf.Min(g, b));
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@ -803,7 +833,8 @@ namespace Godot
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}
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// Check if each hex digit is valid.
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for (int i = 0; i < len; i++) {
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for (int i = 0; i < len; i++)
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{
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if (ParseCol4(color, i) == -1)
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{
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return false;
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@ -202,24 +202,20 @@
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<constant name="BYTES_TO_VAR" value="62" enum="BuiltinFunc">
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Deserialize a [Variant] from a [PackedByteArray] serialized using [constant VAR_TO_BYTES].
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</constant>
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<constant name="COLORN" value="63" enum="BuiltinFunc">
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Return the [Color] with the given name and alpha ranging from 0 to 1.
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[b]Note:[/b] Names are defined in [code]color_names.inc[/code].
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</constant>
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<constant name="MATH_SMOOTHSTEP" value="64" enum="BuiltinFunc">
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<constant name="MATH_SMOOTHSTEP" value="63" enum="BuiltinFunc">
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Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to [constant MATH_LERP], but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula:
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[codeblock]
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var t = clamp((weight - from) / (to - from), 0.0, 1.0)
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return t * t * (3.0 - 2.0 * t)
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[/codeblock]
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</constant>
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<constant name="MATH_POSMOD" value="65" enum="BuiltinFunc">
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<constant name="MATH_POSMOD" value="64" enum="BuiltinFunc">
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</constant>
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<constant name="MATH_LERP_ANGLE" value="66" enum="BuiltinFunc">
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<constant name="MATH_LERP_ANGLE" value="65" enum="BuiltinFunc">
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</constant>
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<constant name="TEXT_ORD" value="67" enum="BuiltinFunc">
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<constant name="TEXT_ORD" value="66" enum="BuiltinFunc">
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</constant>
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<constant name="FUNC_MAX" value="68" enum="BuiltinFunc">
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<constant name="FUNC_MAX" value="67" enum="BuiltinFunc">
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Represents the size of the [enum BuiltinFunc] enum.
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</constant>
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</constants>
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@ -101,7 +101,6 @@ const char *VisualScriptBuiltinFunc::func_name[VisualScriptBuiltinFunc::FUNC_MAX
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"str2var",
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"var2bytes",
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"bytes2var",
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"color_named",
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"smoothstep",
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"posmod",
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"lerp_angle",
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@ -200,7 +199,6 @@ int VisualScriptBuiltinFunc::get_func_argument_count(BuiltinFunc p_func) {
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case LOGIC_MAX:
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case LOGIC_MIN:
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case TYPE_CONVERT:
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case COLORN:
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return 2;
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case MATH_LERP:
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case MATH_LERP_ANGLE:
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@ -476,13 +474,6 @@ PropertyInfo VisualScriptBuiltinFunc::get_input_value_port_info(int p_idx) const
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return PropertyInfo(Variant::BOOL, "allow_objects");
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}
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} break;
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case COLORN: {
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if (p_idx == 0) {
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return PropertyInfo(Variant::STRING, "name");
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} else {
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return PropertyInfo(Variant::FLOAT, "alpha");
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}
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} break;
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case FUNC_MAX: {
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}
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}
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@ -635,9 +626,6 @@ PropertyInfo VisualScriptBuiltinFunc::get_output_value_port_info(int p_idx) cons
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t = Variant::BOOL;
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}
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} break;
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case COLORN: {
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t = Variant::COLOR;
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} break;
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case FUNC_MAX: {
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}
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}
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@ -1175,15 +1163,6 @@ void VisualScriptBuiltinFunc::exec_func(BuiltinFunc p_func, const Variant **p_in
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*r_return = ret;
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} break;
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case VisualScriptBuiltinFunc::COLORN: {
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VALIDATE_ARG_NUM(1);
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Color color = Color::named(*p_inputs[0]);
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color.a = *p_inputs[1];
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*r_return = String(color);
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} break;
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default: {
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}
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@ -1292,7 +1271,6 @@ void VisualScriptBuiltinFunc::_bind_methods() {
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BIND_ENUM_CONSTANT(STR_TO_VAR);
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BIND_ENUM_CONSTANT(VAR_TO_BYTES);
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BIND_ENUM_CONSTANT(BYTES_TO_VAR);
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BIND_ENUM_CONSTANT(COLORN);
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BIND_ENUM_CONSTANT(MATH_SMOOTHSTEP);
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BIND_ENUM_CONSTANT(MATH_POSMOD);
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BIND_ENUM_CONSTANT(MATH_LERP_ANGLE);
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@ -1388,5 +1366,4 @@ void register_visual_script_builtin_func_node() {
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VisualScriptLanguage::singleton->add_register_func("functions/built_in/str2var", create_builtin_func_node<VisualScriptBuiltinFunc::STR_TO_VAR>);
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VisualScriptLanguage::singleton->add_register_func("functions/built_in/var2bytes", create_builtin_func_node<VisualScriptBuiltinFunc::VAR_TO_BYTES>);
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VisualScriptLanguage::singleton->add_register_func("functions/built_in/bytes2var", create_builtin_func_node<VisualScriptBuiltinFunc::BYTES_TO_VAR>);
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VisualScriptLanguage::singleton->add_register_func("functions/built_in/color_named", create_builtin_func_node<VisualScriptBuiltinFunc::COLORN>);
|
||||
}
|
||||
|
|
|
@ -101,7 +101,6 @@ public:
|
|||
STR_TO_VAR,
|
||||
VAR_TO_BYTES,
|
||||
BYTES_TO_VAR,
|
||||
COLORN,
|
||||
MATH_SMOOTHSTEP,
|
||||
MATH_POSMOD,
|
||||
MATH_LERP_ANGLE,
|
||||
|
|
Loading…
Reference in a new issue