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-//! # Color
-//!
-//! The `color` crate provides a set utilities for working with colors. It is a wrapper around the [`palette`](https://docs.rs/palette) crate with some additional functionality.
-//!
-//! It is used to create a manipulate colors when building themes.
-//!
-//! === In development note ===
-//!
-//! This crate is meant to sit between gpui and the theme/ui for all the color related stuff.
-//!
-//! It could be folded into gpui, ui or theme potentially but for now we'll continue
-//! to develop it in isolation.
-//!
-//! Once we have a good idea of the needs of the theme system and color in gpui in general I see 3 paths:
-//! 1. Use `palette` (or another color library) directly in gpui and everywhere else, rather than rolling our own color system.
-//! 2. Keep this crate as a thin wrapper around `palette` and use it everywhere except gpui, and convert to gpui's color system when needed.
-//! 3. Build the needed functionality into gpui and keep using its color system everywhere.
-//!
-//! I'm leaning towards 2 in the short term and 1 in the long term, but we'll need to discuss it more.
-//!
-//! === End development note ===
-use palette::{
- blend::Blend, convert::FromColorUnclamped, encoding, rgb::Rgb, Clamp, Mix, Srgb, WithAlpha,
-};
-
-/// The types of blend modes supported
-#[derive(Debug, Copy, Clone, PartialEq, Eq)]
-pub enum BlendMode {
- /// Multiplies the colors, resulting in a darker color. This mode is useful for creating shadows.
- Multiply,
- /// Lightens the color by adding the source and destination colors. It results in a lighter color.
- Screen,
- /// Combines Multiply and Screen blend modes. Parts of the image that are lighter than 50% gray are lightened, and parts that are darker are darkened.
- Overlay,
- /// Selects the darker of the base or blend color as the resulting color. Useful for darkening images without affecting the overall contrast.
- Darken,
- /// Selects the lighter of the base or blend color as the resulting color. Useful for lightening images without affecting the overall contrast.
- Lighten,
- /// Brightens the base color to reflect the blend color. The result is a lightened image.
- Dodge,
- /// Darkens the base color to reflect the blend color. The result is a darkened image.
- Burn,
- /// Similar to Overlay, but with a stronger effect. Hard Light can either multiply or screen colors, depending on the blend color.
- HardLight,
- /// A softer version of Hard Light. Soft Light either darkens or lightens colors, depending on the blend color.
- SoftLight,
- /// Subtracts the darker of the two constituent colors from the lighter color. Difference mode is useful for creating more vivid colors.
- Difference,
- /// Similar to Difference, but with a lower contrast. Exclusion mode produces an effect similar to Difference but with less intensity.
- Exclusion,
-}
-
-/// Converts a hexadecimal color string to a `palette::Hsla` color.
-///
-/// This function supports the following hex formats:
-/// `#RGB`, `#RGBA`, `#RRGGBB`, `#RRGGBBAA`.
-pub fn hex_to_hsla(s: &str) -> Result<RGBAColor, String> {
- let hex = s.trim_start_matches('#');
-
- // Expand shorthand formats #RGB and #RGBA to #RRGGBB and #RRGGBBAA
- let h = hex.as_bytes();
- let arr: [u8; 8] = match h.len() {
- // #RGB => #RRGGBBAA
- 3 => [h[0], h[0], h[1], h[1], h[2], h[2], b'f', b'f'],
- // #RGBA => #RRGGBBAA
- 4 => [h[0], h[0], h[1], h[1], h[2], h[2], h[3], h[3]],
- // #RRGGBB => #RRGGBBAA
- 6 => [h[0], h[1], h[2], h[3], h[4], h[5], b'f', b'f'],
- // Already in #RRGGBBAA
- 8 => h.try_into().unwrap(),
- _ => return Err("Invalid hexadecimal string length".to_string()),
- };
-
- let hex =
- std::str::from_utf8(&arr).map_err(|_| format!("Invalid hexadecimal string: {}", s))?;
- let hex_val =
- u32::from_str_radix(hex, 16).map_err(|_| format!("Invalid hexadecimal string: {}", s))?;
-
- Ok(RGBAColor {
- r: ((hex_val >> 24) & 0xFF) as f32 / 255.0,
- g: ((hex_val >> 16) & 0xFF) as f32 / 255.0,
- b: ((hex_val >> 8) & 0xFF) as f32 / 255.0,
- a: (hex_val & 0xFF) as f32 / 255.0,
- })
-}
-
-// These derives implement to and from palette's color types.
-#[derive(FromColorUnclamped, WithAlpha, Debug, Clone)]
-#[palette(skip_derives(Rgb), rgb_standard = "encoding::Srgb")]
-pub struct RGBAColor {
- r: f32,
- g: f32,
- b: f32,
- // Let Palette know this is our alpha channel.
- #[palette(alpha)]
- a: f32,
-}
-
-impl FromColorUnclamped<RGBAColor> for RGBAColor {
- fn from_color_unclamped(color: RGBAColor) -> RGBAColor {
- color
- }
-}
-
-impl<S> FromColorUnclamped<Rgb<S, f32>> for RGBAColor
-where
- Srgb: FromColorUnclamped<Rgb<S, f32>>,
-{
- fn from_color_unclamped(color: Rgb<S, f32>) -> RGBAColor {
- let srgb = Srgb::from_color_unclamped(color);
- RGBAColor {
- r: srgb.red,
- g: srgb.green,
- b: srgb.blue,
- a: 1.0,
- }
- }
-}
-
-impl<S> FromColorUnclamped<RGBAColor> for Rgb<S, f32>
-where
- Rgb<S, f32>: FromColorUnclamped<Srgb>,
-{
- fn from_color_unclamped(color: RGBAColor) -> Self {
- Self::from_color_unclamped(Srgb::new(color.r, color.g, color.b))
- }
-}
-
-impl Clamp for RGBAColor {
- fn clamp(self) -> Self {
- RGBAColor {
- r: self.r.clamp(0., 1.),
- g: self.g.clamp(0., 1.),
- b: self.b.clamp(0., 1.),
- a: self.a.clamp(0., 1.),
- }
- }
-}
-
-impl RGBAColor {
- /// Creates a new color from the given RGBA values.
- ///
- /// This color can be used to convert to any [`palette::Color`] type.
- pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
- RGBAColor { r, g, b, a }
- }
-
- /// Returns a set of states for this color.
- pub fn states(self, is_light: bool) -> ColorStates {
- states_for_color(self, is_light)
- }
-
- /// Mixes this color with another [`palette::Hsl`] color at the given `mix_ratio`.
- pub fn mixed(&self, other: RGBAColor, mix_ratio: f32) -> Self {
- let srgb_self = Srgb::new(self.r, self.g, self.b);
- let srgb_other = Srgb::new(other.r, other.g, other.b);
-
- // Directly mix the colors as sRGB values
- let mixed = srgb_self.mix(srgb_other, mix_ratio);
- RGBAColor::from_color_unclamped(mixed)
- }
-
- pub fn blend(&self, other: RGBAColor, blend_mode: BlendMode) -> Self {
- let srgb_self = Srgb::new(self.r, self.g, self.b);
- let srgb_other = Srgb::new(other.r, other.g, other.b);
-
- let blended = match blend_mode {
- // replace hsl methods with the respective sRGB methods
- BlendMode::Multiply => srgb_self.multiply(srgb_other),
- _ => unimplemented!(),
- };
-
- Self {
- r: blended.red,
- g: blended.green,
- b: blended.blue,
- a: self.a,
- }
- }
-}
-
-/// A set of colors for different states of an element.
-#[derive(Debug, Clone)]
-pub struct ColorStates {
- /// The default color.
- pub default: RGBAColor,
- /// The color when the mouse is hovering over the element.
- pub hover: RGBAColor,
- /// The color when the mouse button is held down on the element.
- pub active: RGBAColor,
- /// The color when the element is focused with the keyboard.
- pub focused: RGBAColor,
- /// The color when the element is disabled.
- pub disabled: RGBAColor,
-}
-
-/// Returns a set of colors for different states of an element.
-///
-/// todo("This should take a theme and use appropriate colors from it")
-pub fn states_for_color(color: RGBAColor, is_light: bool) -> ColorStates {
- let adjustment_factor = if is_light { 0.1 } else { -0.1 };
- let hover_adjustment = 1.0 - adjustment_factor;
- let active_adjustment = 1.0 - 2.0 * adjustment_factor;
- let focused_adjustment = 1.0 - 3.0 * adjustment_factor;
- let disabled_adjustment = 1.0 - 4.0 * adjustment_factor;
-
- let make_adjustment = |color: RGBAColor, adjustment: f32| -> RGBAColor {
- // Adjust lightness for each state
- // Note: Adjustment logic may differ; simplify as needed for sRGB
- RGBAColor::new(
- color.r * adjustment,
- color.g * adjustment,
- color.b * adjustment,
- color.a,
- )
- };
-
- let color = color.clamp();
-
- ColorStates {
- default: color.clone(),
- hover: make_adjustment(color.clone(), hover_adjustment),
- active: make_adjustment(color.clone(), active_adjustment),
- focused: make_adjustment(color.clone(), focused_adjustment),
- disabled: make_adjustment(color.clone(), disabled_adjustment),
- }
-}