zeus_theme/
hsla.rs

1use egui::Color32;
2use palette::{Hsl, IntoColor, Srgba};
3
4#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
5#[derive(Debug, Clone, Copy)]
6pub struct Hsla {
7   /// Hue 0.0..=360.0
8   pub h: f32,
9   /// Saturation 0.0..=100.0
10   pub s: f32,
11   /// Lightness 0.0..=100.0
12   pub l: f32,
13   /// Alpha 0.0..=1.0
14   pub a: f32,
15}
16
17impl Hsla {
18   pub fn from_color32(c: Color32) -> Self {
19      let srgba = Srgba::new(
20         c.r() as f32 / 255.0,
21         c.g() as f32 / 255.0,
22         c.b() as f32 / 255.0,
23         c.a() as f32 / 255.0,
24      );
25      let hsl: Hsl = srgba.into_color();
26      let (h, s, l) = hsl.into_components();
27      // Normalize hue to [0, 360)
28      let mut hue = h.into_degrees();
29      hue = (hue % 360.0 + 360.0) % 360.0;
30      Hsla {
31         h: hue,
32         s: s * 100.0,
33         l: l * 100.0,
34         a: srgba.alpha,
35      }
36   }
37
38   pub fn from_hex(hex: &str) -> Option<Self> {
39      match Color32::from_hex(hex) {
40         Ok(c) => Some(Self::from_color32(c)),
41         Err(_) => None,
42      }
43   }
44
45
46   pub fn to_color32(&self) -> Color32 {
47      let srgba = self.to_srgba();
48      let (r, g, b, a) = srgba.into_components();
49      Color32::from_rgba_unmultiplied(
50         (r * 255.0) as u8,
51         (g * 255.0) as u8,
52         (b * 255.0) as u8,
53         (a * 255.0) as u8,
54      )
55   }
56
57   pub fn to_srgba(&self) -> Srgba {
58      let hsl = Hsl::new(self.h, self.s / 100.0, self.l / 100.0);
59      hsl.into_color()
60   }
61
62   pub fn to_rgba_components(&self) -> (u8, u8, u8, u8) {
63      let srgba = self.to_srgba();
64      let (r, g, b, a) = srgba.into_components();
65      let r = (r * 255.0) as u8;
66      let g = (g * 255.0) as u8;
67      let b = (b * 255.0) as u8;
68      let a = (a * 255.0) as u8;
69      (r, g, b, a)
70   }
71
72   pub fn shades(&self, num_shades: usize, direction: ShadeDirection) -> Vec<Color32> {
73      let mut shades = Vec::new();
74      let step = if direction == ShadeDirection::Lighter {
75         5.0
76      } else {
77         -5.0
78      };
79      let mut current = *self;
80      for _ in 0..num_shades {
81         shades.push(current.to_color32());
82         current.l = (current.l as f32 + step).clamp(0.0, 100.0);
83      }
84      shades
85   }
86}
87
88#[derive(Debug, PartialEq, Eq, Clone, Copy)]
89pub enum ShadeDirection {
90   Lighter,
91   Darker,
92}