Files
reilua-enhanced/examples/resources/lib/color.lua

148 lines
3.2 KiB
Lua

-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = require( "vector3" )
local Color = {}
local metatable = {
__index = Color,
__tostring = function( c )
return "{"..math.floor( c.r )..", "..math.floor( c.g )..", "..math.floor( c.b )..", "..math.floor( c.a ).."}"
end,
__add = function( c1, c2 )
return Color:new( c1.r + c2.r, c1.g + c2.g, c1.b + c2.b, c1.a + c2.a )
end,
__sub = function( c1, c2 )
return Color:new( c1.r - c2.r, c1.g - c2.g, c1.b - c2.b, c1.a - c2.a )
end,
__mul = function( c1, c2 )
return Color:new( c1.r * c2.r, c1.g * c2.g, c1.b * c2.b, c1.a * c2.a )
end,
__div = function( c1, c2 )
return Color:new( c1.r / c2.r, c1.g / c2.g, c1.b / c2.b, c1.a / c2.a )
end,
__mod = function( c, v )
return Color:new( c.r % v, c.g % v, c.b % v, c.a % v )
end,
__pow = function( c, v )
return Color:new( c.r ^ v, c.g ^ v, c.b ^ v, c.a ^ v )
end,
__idiv = function( c, v )
return Color:new( c.r // v, c.g // v, c.b // v, c.a // v )
end,
__len = function()
return 4
end,
__eq = function( c1, c2 )
return math.floor( c1.r ) == math.floor( c2.r )
and math.floor( c1.g ) == math.floor( c2.g )
and math.floor( c1.b ) == math.floor( c2.b )
and math.floor( c1.a ) == math.floor( c2.a )
end,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
}
function Color:new( r, g, b, a )
if type( r ) == "table" then
r, g, b, a = table.unpack( r )
elseif type( r ) == "nil" then
r, g, b, a = 0, 0, 0, 255
end
if a == nil then
a = 255
end
local object = setmetatable( {}, metatable )
object.r = r
object.g = g
object.b = b
object.a = a
return object
end
function Color:set( r, g, b, a )
if type( r ) == "table" then
r, g, b, a = table.unpack( r )
elseif type( r ) == "nil" then
r, g, b, a = 0, 0, 0, 255
end
if a == nil then
a = 255
end
self.r = r
self.g = g
self.b = b
self.a = a
end
function Color:arr()
return { self.r, self.g, self.b, self.a }
end
function Color:unpack()
return self.r, self.g, self.b, self.a
end
function Color:clone()
return Color:new( self.r, self.g, self.b, self.a )
end
function Color:scale( scalar )
return Color:new( math.floor( self.r * scalar ), math.floor( self.g * scalar ), math.floor( self.b * scalar ), math.floor( self.a * scalar ) )
end
function Color:fade( alpha )
return Color:new( RL.Fade( self, alpha ) )
end
function Color:toHex()
return RL.ColorToInt( self )
end
function Color:fromHex( hexValue )
return Color:new( RL.GetColor( hexValue ) )
end
function Color:getNormalized()
return RL.ColorNormalize( self )
end
function Color:fromNormalized( normalized )
return Color:new( RL.ColorFromNormalized( normalized ) )
end
function Color:toHSV()
return Vector3:new( RL.ColorToHSV( self ) )
end
function Color:fromHSV( hue, saturation, value )
return Color:new( RL.ColorFromHSV( hue, saturation, value ) )
end
function Color:tint( tint )
return Color:new( RL.ColorTint( self, tint ) )
end
function Color:brightness( factor )
return Color:new( RL.ColorBrightness( self, factor ) )
end
function Color:contrast( contrast )
return Color:new( RL.ColorContrast( self, contrast ) )
end
function Color:alphaBlend( dst, src, tint )
return Color:new( RL.ColorAlphaBlend( dst, src, tint ) )
end
return Color