namespace NeoUI.Utilities; public static class ColorPalette { #region Fields private const int hueStep = 2; private const int saturationStep = 16; private const int saturationStep2 = 5; private const int brightnessStep1 = 5; private const int brightnessStep2 = 15; private const int lightColorCount = 5; private const int darkColorCount = 4; #endregion #region Public Methods /// /// 根据给定的颜色和索引值,调整颜色的色调、饱和度和亮度。 /// /// 需要调整的基础颜色。 /// 用于确定调整方向和程度的索引值。范围为0到9,其中0-6表示向亮色调整,7-9表示向暗色调整。 /// 调整后的颜色。 public static Color Toning(Color color, int index) { var isLight = index <= 6; var hsv = Color2Hsv(color); var i = isLight ? lightColorCount + 1 - index : index - lightColorCount - 1; return Hsv2Color(GetHue(hsv, i, isLight), GetSaturation(hsv, i, isLight), GetValue(hsv, i, isLight), color.A); } #endregion #region Private Methods /// /// 根据给定的HSV颜色值、索引和是否为亮色调整,计算并返回新的色调值。 /// /// 原始的颜色值,以HSV格式表示。 /// 用于确定调整程度的索引值。 /// 布尔值,指示调整方向。如果为true,则向亮色调整;否则,向暗色调整。 /// 调整后的色调值,范围在0到360之间。 private static double GetHue(HSV hsv, int i, bool isLight) { double hue; if (hsv.H >= 60 && hsv.H <= 240) { hue = isLight ? hsv.H - hueStep * i : hsv.H + hueStep * i; } else { hue = isLight ? hsv.H + hueStep * i : hsv.H - hueStep * i; } if (hue < 0) { hue += 360; } else if (hue >= 360) { hue -= 360; } return Math.Round(hue); } private static double GetSaturation(HSV hsv, int i, bool isLight) { double saturation; if (isLight) { saturation = Math.Round(hsv.S * 100) - saturationStep * i; } else if (i == darkColorCount) { saturation = Math.Round(hsv.S * 100) + saturationStep; } else { saturation = Math.Round(hsv.S * 100) + saturationStep2 * i; } if (saturation > 100) { saturation = 100; } if (isLight && i == lightColorCount && saturation > 10) { saturation = 10; } if (saturation < 6) { saturation = 6; } return Math.Round(saturation); } private static double GetValue(HSV hsv, int i, bool isLight) { if (isLight) { return Math.Round(hsv.V * 100) + brightnessStep1 * i; } return Math.Round(hsv.V * 100) - brightnessStep2 * i; } private static Color Hsv2Color(double h, double s, double v, byte a) { h = Bound(h, 360) * 6; s = Bound(s, 100); v = Bound(v, 100); var i = Math.Floor(h); var f = h - i; double p = v * (1 - s), q = v * (1 - f * s), t = v * (1 - (1 - f) * s); var mod = (int)(i % 6); double r = new double[6] { v, q, p, p, t, v }[mod], g = new double[6] { t, v, v, q, p, p }[mod], b = new double[6] { p, p, t, v, v, q }[mod]; r = Math.Min(255, Math.Max(0, r * 255)); g = Math.Min(255, Math.Max(0, g * 255)); b = Math.Min(255, Math.Max(0, b * 255)); return new Color() { R = (byte)Math.Round(r), G = (byte)Math.Round(g), B = (byte)Math.Round(b), A = a }; } private static HSV Color2Hsv(Color color) { double r = Bound(color.R, 255), g = Bound(color.G, 255), b = Bound(color.B, 255); double max = Math.Max(r, Math.Max(g, b)), min = Math.Min(r, Math.Min(g, b)); double h = 0, v = max, d = max - min; var s = max == 0 ? 0 : d / max; if (max != min) { if (max == r) { h = (g - b) / d + (g < b ? 6 : 0); } else if (max == g) { h = (b - r) / d + 2; } else if (max == b) { h = (r - g) / d + 4; } h /= 6; } return new HSV() { H = h * 360, S = s, V = v }; } /// /// Take input from [0, n] and return it as [0, 1] /// /// /// /// private static double Bound(double n, double max) { n = Math.Min(max, Math.Max(0, n)); // Handle floating point rounding errors if (Math.Abs(n - max) < 0.000001) { return 1; } // Convert into [0, 1] range if it isn't already return n % max / max; } #endregion } internal struct HSV { public double H; public double S; public double V; }