SuperMarioOdysseyOnline/include/sead/gfx/seadColor.h
2022-06-16 14:33:18 -07:00

147 lines
5.1 KiB
C++

/*
* Copyright (c) 2020 The Starlight Project
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#pragma once
#include <basis/seadTypes.h>
namespace sead
{
class Color4f
{
public:
Color4f() = default;
Color4f(f32 r, f32 g, f32 b, f32 a) : r(r), g(g), b(b), a(a) {}
static Color4f lerp(const Color4f& color1, const Color4f& color2, f32 t);
void setLerp(const Color4f& color1, const Color4f& color2, f32 t);
// This should actually be called setGammaCorrection...
void setGammaCollection(const Color4f& value, f32 gamma);
void adjustOverflow();
Color4f& operator+=(const Color4f& rhs);
Color4f& operator-=(const Color4f& rhs);
Color4f& operator*=(const Color4f& rhs);
Color4f& operator/=(const Color4f& rhs);
Color4f& operator+=(f32 x);
Color4f& operator-=(f32 x);
Color4f& operator*=(f32 x);
Color4f& operator/=(f32 x);
friend Color4f operator+(const Color4f& lhs, const Color4f& rhs);
friend Color4f operator-(const Color4f& lhs, const Color4f& rhs);
friend Color4f operator*(const Color4f& lhs, const Color4f& rhs);
friend Color4f operator/(const Color4f& lhs, const Color4f& rhs);
friend Color4f operator+(const Color4f& lhs, f32 x);
friend Color4f operator-(const Color4f& lhs, f32 x);
friend Color4f operator*(const Color4f& lhs, f32 x);
friend Color4f operator/(const Color4f& lhs, f32 x);
friend bool operator==(const Color4f& lhs, const Color4f& rhs);
f32 r = cElementMin;
f32 g = cElementMin;
f32 b = cElementMin;
f32 a = cElementMax;
static const f32 cElementMax;
static const f32 cElementMin;
static const Color4f cBlack;
static const Color4f cGray;
static const Color4f cWhite;
static const Color4f cRed;
static const Color4f cGreen;
static const Color4f cBlue;
static const Color4f cYellow;
static const Color4f cMagenta;
static const Color4f cCyan;
};
class Color4u8
{
public:
Color4u8() = default;
Color4u8(u8 r, u8 g, u8 b, u8 a) : a(a), b(b), g(g), r(r) {}
static Color4u8 lerp(const Color4u8& color1, const Color4u8& color2, f32 t);
void setf(f32 r, f32 g, f32 b, f32 a);
void setLerp(const Color4u8& color1, const Color4u8& color2, f32 t);
// This should actually be called setGammaCorrection...
void setGammaCollection(const Color4u8& value, f32 gamma);
Color4u8& operator+=(const Color4u8& rhs);
Color4u8& operator-=(const Color4u8& rhs);
Color4u8& operator*=(const Color4u8& rhs);
Color4u8& operator/=(const Color4u8& rhs);
Color4u8& operator|=(const Color4u8& rhs);
Color4u8& operator&=(const Color4u8& rhs);
Color4u8& operator+=(u8 x);
Color4u8& operator-=(u8 x);
Color4u8& operator*=(f32 x);
Color4u8& operator/=(f32 x);
Color4u8& operator|=(u8 x);
Color4u8& operator&=(u8 x);
friend Color4u8 operator+(const Color4u8& lhs, const Color4u8& rhs);
friend Color4u8 operator-(const Color4u8& lhs, const Color4u8& rhs);
friend Color4u8 operator*(const Color4u8& lhs, const Color4u8& rhs);
friend Color4u8 operator/(const Color4u8& lhs, const Color4u8& rhs);
friend Color4u8 operator+(const Color4u8& lhs, u8 x);
friend Color4u8 operator-(const Color4u8& lhs, u8 x);
friend Color4u8 operator*(const Color4u8& lhs, f32 x);
friend Color4u8 operator/(const Color4u8& lhs, f32 x);
friend Color4u8 operator&(const Color4u8& lhs, u8 x);
friend Color4u8 operator|(const Color4u8& lhs, u8 x);
friend bool operator==(const Color4u8& lhs, const Color4u8& rhs);
u8 a;
u8 b;
u8 g;
u8 r;
static const u8 cElementMax;
static const u8 cElementMin;
static const Color4u8 cBlack;
static const Color4u8 cGray;
static const Color4u8 cWhite;
static const Color4u8 cRed;
static const Color4u8 cGreen;
static const Color4u8 cBlue;
static const Color4u8 cYellow;
static const Color4u8 cMagenta;
static const Color4u8 cCyan;
private:
template <typename Callable>
Color4u8& apply_(Callable fn)
{
fn(&Color4u8::r);
fn(&Color4u8::g);
fn(&Color4u8::b);
fn(&Color4u8::a);
return *this;
}
};
} // namespace sead