Files
noctalia-shell/Helpers/ColorsConvert.js
T

266 lines
6.3 KiB
JavaScript

/**
* Convert hex color to HSL
*/
function hexToHSL(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (!result) return null;
let r = parseInt(result[1], 16) / 255;
let g = parseInt(result[2], 16) / 255;
let b = parseInt(result[3], 16) / 255;
const max = Math.max(r, g, b);
const min = Math.min(r, g, b);
let h,
s,
l = (max + min) / 2;
if (max === min) {
h = s = 0;
} else {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r:
h = ((g - b) / d + (g < b ? 6 : 0)) / 6;
break;
case g:
h = ((b - r) / d + 2) / 6;
break;
case b:
h = ((r - g) / d + 4) / 6;
break;
}
}
return { h: h * 360, s: s * 100, l: l * 100 };
}
/**
* Convert HSL to hex color
*/
function hslToHex(h, s, l) {
s /= 100;
l /= 100;
const c = (1 - Math.abs(2 * l - 1)) * s;
const x = c * (1 - Math.abs(((h / 60) % 2) - 1));
const m = l - c / 2;
let r = 0,
g = 0,
b = 0;
if (0 <= h && h < 60) {
r = c;
g = x;
b = 0;
} else if (60 <= h && h < 120) {
r = x;
g = c;
b = 0;
} else if (120 <= h && h < 180) {
r = 0;
g = c;
b = x;
} else if (180 <= h && h < 240) {
r = 0;
g = x;
b = c;
} else if (240 <= h && h < 300) {
r = x;
g = 0;
b = c;
} else if (300 <= h && h < 360) {
r = c;
g = 0;
b = x;
}
r = Math.round((r + m) * 255);
g = Math.round((g + m) * 255);
b = Math.round((b + m) * 255);
return (
"#" +
[r, g, b]
.map((x) => {
const hex = x.toString(16);
return hex.length === 1 ? "0" + hex : hex;
})
.join("")
);
}
function hexToRgb(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : { r: 0, g: 0, b: 0 };
}
function rgbToHex(r, g, b) {
return "#" + [r, g, b].map(x => {
const hex = Math.round(Math.max(0, Math.min(255, x))).toString(16);
return hex.length === 1 ? "0" + hex : hex;
}).join("");
}
function rgbToHsl(r, g, b) {
r /= 255;
g /= 255;
b /= 255;
const max = Math.max(r, g, b);
const min = Math.min(r, g, b);
let h, s, l = (max + min) / 2;
if (max === min) {
h = s = 0;
} else {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r: h = ((g - b) / d + (g < b ? 6 : 0)) / 6; break;
case g: h = ((b - r) / d + 2) / 6; break;
case b: h = ((r - g) / d + 4) / 6; break;
}
}
return { h: h * 360, s: s * 100, l: l * 100 };
}
function hslToRgb(h, s, l) {
h /= 360;
s /= 100;
l /= 100;
let r, g, b;
if (s === 0) {
r = g = b = l;
} else {
const hue2rgb = (p, q, t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1/6) return p + (q - p) * 6 * t;
if (t < 1/2) return q;
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return { r: r * 255, g: g * 255, b: b * 255 };
}
// Calculate relative luminance (WCAG standard)
function getLuminance(hex) {
const rgb = hexToRgb(hex);
const [r, g, b] = [rgb.r, rgb.g, rgb.b].map(val => {
val /= 255;
return val <= 0.03928 ? val / 12.92 : Math.pow((val + 0.055) / 1.055, 2.4);
});
return 0.2126 * r + 0.7152 * g + 0.0722 * b;
}
// Calculate contrast ratio between two colors
function getContrastRatio(hex1, hex2) {
const lum1 = getLuminance(hex1);
const lum2 = getLuminance(hex2);
const brightest = Math.max(lum1, lum2);
const darkest = Math.min(lum1, lum2);
return (brightest + 0.05) / (darkest + 0.05);
}
// Check if a color is considered "light"
function isLightColor(hex) {
return getLuminance(hex) > 0.5;
}
// Adjust color lightness
function adjustLightness(hex, amount) {
const rgb = hexToRgb(hex);
const hsl = rgbToHsl(rgb.r, rgb.g, rgb.b);
hsl.l = Math.max(0, Math.min(100, hsl.l + amount));
const newRgb = hslToRgb(hsl.h, hsl.s, hsl.l);
return rgbToHex(newRgb.r, newRgb.g, newRgb.b);
}
// Adjust color saturation
function adjustSaturation(hex, amount) {
const rgb = hexToRgb(hex);
const hsl = rgbToHsl(rgb.r, rgb.g, rgb.b);
hsl.s = Math.max(0, Math.min(100, hsl.s + amount));
const newRgb = hslToRgb(hsl.h, hsl.s, hsl.l);
return rgbToHex(newRgb.r, newRgb.g, newRgb.b);
}
// Generate "on" color with proper contrast (for text/icons)
function generateOnColor(baseColor, isDarkMode) {
const isBaseLight = isLightColor(baseColor);
// If base is light, we need dark text; if base is dark, we need light text
if (isBaseLight) {
// Try darker variants
let testColor = "#000000";
if (getContrastRatio(baseColor, testColor) >= 4.5) {
return testColor;
}
// Fallback to dark gray
return "#1c1b1f";
} else {
// Try lighter variants
let testColor = "#ffffff";
if (getContrastRatio(baseColor, testColor) >= 4.5) {
return testColor;
}
// Fallback to light gray
return "#e6e1e5";
}
}
// Generate container color (lighter in light mode, darker in dark mode)
function generateContainerColor(baseColor, isDarkMode) {
const rgb = hexToRgb(baseColor);
const hsl = rgbToHsl(rgb.r, rgb.g, rgb.b);
if (isDarkMode) {
// In dark mode, containers are darker and more saturated
hsl.l = Math.max(10, Math.min(30, hsl.l - 20));
hsl.s = Math.min(100, hsl.s + 10);
} else {
// In light mode, containers are lighter and less saturated
hsl.l = Math.min(90, Math.max(75, hsl.l + 30));
hsl.s = Math.max(0, hsl.s - 10);
}
const newRgb = hslToRgb(hsl.h, hsl.s, hsl.l);
return rgbToHex(newRgb.r, newRgb.g, newRgb.b);
}
// Generate surface variant colors
function generateSurfaceVariant(backgroundColor, step, isDarkMode) {
const rgb = hexToRgb(backgroundColor);
const hsl = rgbToHsl(rgb.r, rgb.g, rgb.b);
if (isDarkMode) {
// In dark mode, variants get progressively lighter
hsl.l = Math.min(100, hsl.l + (step * 3));
} else {
// In light mode, variants get progressively darker
hsl.l = Math.max(0, hsl.l - (step * 2));
}
const newRgb = hslToRgb(hsl.h, hsl.s, hsl.l);
return rgbToHex(newRgb.r, newRgb.g, newRgb.b);
}