hekate/bdk/libs/lvgl/lv_misc/lv_color.c
CTCaer 185526d134 Introducing Bootloader Development Kit (BDK)
BDK will allow developers to use the full collection of drivers,
with limited editing, if any, for making payloads for Nintendo Switch.

Using a single source for everything will also help decoupling
Switch specific code and easily port it to other Tegra X1/X1+ platforms.
And maybe even to lower targets.

Everything is now centrilized into bdk folder.
Every module or project can utilize it by simply including it.

This is just the start and it will continue to improve.
2020-06-14 15:25:21 +03:00

168 lines
3.6 KiB
C

/*
* Copyright (c) 2019-2020 CTCaer
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU General Public License,
* version 2, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file lv_color.c
*
*/
/*********************
* INCLUDES
*********************/
#include "lv_color.h"
/*********************
* DEFINES
*********************/
#define HUE_DEGREE 512
/**********************
* TYPEDEFS
**********************/
/**********************
* STATIC PROTOTYPES
**********************/
/**********************
* STATIC VARIABLES
**********************/
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
/**********************
* STATIC FUNCTIONS
**********************/
/**
* Convert a HSV color to RGB
* @param h hue [0..359]
* @param s saturation [0..100]
* @param v value [0..100]
* @return the given RGB color in RGB (with LV_COLOR_DEPTH depth)
*/
lv_color_t lv_color_hsv_to_rgb(uint16_t hue, uint8_t sat, uint8_t val)
{
uint8_t r, g, b;
uint32_t h = (hue * 360 * HUE_DEGREE -1) / 360;
uint32_t s = sat * 255 / 100;
uint32_t v = val * 255 / 100;
uint32_t p = (256 * v - s * v) / 256;
uint32_t region = h / (60 * 512);
if(sat == 0)
return LV_COLOR_MAKE(v, v, v);
if (region & 1)
{
uint32_t q = (256 * 60 * HUE_DEGREE * v - h * s * v + 60 * HUE_DEGREE * s * v * region) /
(256 * 60 * HUE_DEGREE);
switch (region)
{
case 1:
r = q;
g = v;
b = p;
break;
case 3:
r = p;
g = q;
b = v;
break;
case 5:
default:
r = v;
g = p;
b = q;
break;
}
}
else
{
uint32_t t = (256 * 60 * HUE_DEGREE * v + h * s * v - 60 * HUE_DEGREE * s * v * (region + 1)) /
(256 * 60 * HUE_DEGREE);
switch (region)
{
case 0:
r = v;
g = t;
b = p;
break;
case 2:
r = p;
g = v;
b = t;
break;
case 4:
default:
r = t;
g = p;
b = v;
break;
}
}
return LV_COLOR_MAKE(r, g, b);
}
/**
* Convert an RGB color to HSV
* @param r red
* @param g green
* @param b blue
* @return the given RGB color n HSV
*/
lv_color_hsv_t lv_color_rgb_to_hsv(uint8_t r, uint8_t g, uint8_t b)
{
lv_color_hsv_t hsv;
uint8_t rgbMin, rgbMax;
rgbMin = r < g ? (r < b ? r : b) : (g < b ? g : b);
rgbMax = r > g ? (r > b ? r : b) : (g > b ? g : b);
hsv.v = rgbMax;
if(hsv.v == 0) {
hsv.h = 0;
hsv.s = 0;
return hsv;
}
hsv.s = 255 * (long)(rgbMax - rgbMin) / hsv.v;
if(hsv.s == 0) {
hsv.h = 0;
return hsv;
}
if(rgbMax == r)
hsv.h = 0 + 43 * (g - b) / (rgbMax - rgbMin);
else if(rgbMax == g)
hsv.h = 85 + 43 * (b - r) / (rgbMax - rgbMin);
else
hsv.h = 171 + 43 * (r - g) / (rgbMax - rgbMin);
return hsv;
}