📄 tools.cpp
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//tools.cpp
#include "stdafx.h"
#include "tools.h"
///////////////////////////////////////////////////////////////////////////////
COLORREF HLS_TRANSFORM (COLORREF rgb, int percent_L, int percent_S)
{
HLSCOLOR hls = RGB2HLS (rgb);
BYTE h = HLS_H(hls);
BYTE l = HLS_L(hls);
BYTE s = HLS_S(hls);
if ( percent_L > 0 )
{
l = BYTE(l + ((255 - l) * percent_L) / 100);
}
else if ( percent_L < 0 )
{
l = BYTE((l * (100+percent_L)) / 100);
}
if ( percent_S > 0 )
{
s = BYTE(s + ((255 - s) * percent_S) / 100);
}
else if ( percent_S < 0 )
{
s = BYTE((s * (100+percent_S)) / 100);
}
return HLS2RGB (HLS(h, l, s));
}
///////////////////////////////////////////////////////////////////////////////
COLORREF HLS2RGB (HLSCOLOR hls)
{
float hue = ((int)HLS_H(hls)*360)/255.0f;
float luminance = HLS_L(hls)/255.0f;
float saturation = HLS_S(hls)/255.0f;
if ( saturation == 0.0f )
{
return RGB (HLS_L(hls), HLS_L(hls), HLS_L(hls));
}
float rm1, rm2;
if ( luminance <= 0.5f ) rm2 = luminance + luminance * saturation;
else rm2 = luminance + saturation - luminance * saturation;
rm1 = 2.0f * luminance - rm2;
BYTE red = _ToRGB (rm1, rm2, hue + 120.0f);
BYTE green = _ToRGB (rm1, rm2, hue);
BYTE blue = _ToRGB (rm1, rm2, hue - 120.0f);
return RGB (red, green, blue);
}
///////////////////////////////////////////////////////////////////////////////
static BYTE _ToRGB (float rm1, float rm2, float rh)
{
if (rh > 360.0f) rh -= 360.0f;
else if (rh < 0.0f) rh += 360.0f;
if (rh < 60.0f) rm1 = rm1 + (rm2 - rm1) * rh / 60.0f;
else if (rh < 180.0f) rm1 = rm2;
else if (rh < 240.0f) rm1 = rm1 + (rm2 - rm1) * (240.0f - rh) / 60.0f;
return (BYTE)(rm1 * 255);
}
///////////////////////////////////////////////////////////////////////////////
HLSCOLOR RGB2HLS (COLORREF rgb)
{
unsigned char minval = min(GetRValue(rgb), min(GetGValue(rgb), GetBValue(rgb)));
unsigned char maxval = max(GetRValue(rgb), max(GetGValue(rgb), GetBValue(rgb)));
float mdiff = float(maxval) - float(minval);
float msum = float(maxval) + float(minval);
float luminance = msum / 510.0f;
float saturation = 0.0f;
float hue = 0.0f;
if ( maxval != minval )
{
float rnorm = (maxval - GetRValue(rgb) ) / mdiff;
float gnorm = (maxval - GetGValue(rgb)) / mdiff;
float bnorm = (maxval - GetBValue(rgb) ) / mdiff;
saturation = (luminance <= 0.5f) ? (mdiff / msum) : (mdiff / (510.0f - msum));
if (GetRValue(rgb) == maxval) hue = 60.0f * (6.0f + bnorm - gnorm);
if (GetGValue(rgb) == maxval) hue = 60.0f * (2.0f + rnorm - bnorm);
if (GetBValue(rgb) == maxval) hue = 60.0f * (4.0f + gnorm - rnorm);
if (hue > 360.0f) hue = hue - 360.0f;
}
return HLS ((hue*255)/360, luminance*255, saturation*255);
}
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