private void HandleARGBScroll(object sender, ScrollEventArgs e) { // If the R, G, or B values change, use this // code to update the HSV values and invalidate // the color wheel (so it updates the pointers). // Check the isInUpdate flag to avoid recursive events // when you update the NumericUpdownControls. changeType = ChangeStyle.ARGB; ARGB = new ColorHandler.ARGB(hsbAlpha.Value, hsbRed.Value, hsbGreen.Value, hsbBlue.Value); SetAHSV(ColorHandler.ARGBtoAHSV(ARGB)); SetARGBLabels(ARGB); this.Invalidate(); }
private void CalcCoordsAndUpdate(ColorHandler.AHSV AHSV) { // Convert color to real-world coordinates and then calculate // the various points. AHSV.Hue represents the degrees (0 to 360), // AHSV.Saturation represents the radius. // This procedure doesn't draw anything--it simply // updates class-level variables. The UpdateDisplay // procedure uses these values to update the screen. // Given the angle (AHSV.Hue), and distance from // the center (AHSV.Saturation), and the center, // calculate the point corresponding to // the selected color, on the color wheel. colorPoint = GetPoint((double)AHSV.Hue / 255 * 360, (double)AHSV.Saturation / 255 * radius, centerPoint); // Given the brightness (AHSV.value), calculate the // point corresponding to the brightness indicator. brightnessPoint = CalcBrightnessPoint(AHSV.Value); // Store information about the selected color. brightness = AHSV.Value; selectedColor = ColorHandler.AHSVtoColor(AHSV); ARGB = ColorHandler.AHSVtoARGB(AHSV); // The full color is the same as AHSV, except that the // brightness is set to full (255). This is the top-most // color in the brightness gradient. fullColor = ColorHandler.AHSVtoColor(AHSV.Alpha, AHSV.Hue, AHSV.Saturation, 255); // Given the brightness (AHSV.value), calculate the // point corresponding to the alpha indicator. alphaPoint = CalcAlphaPoint(AHSV.Alpha); // Store information about the selected color. alpha = AHSV.Alpha; }
public ColorChangedEventArgs(ColorHandler.ARGB RGB, ColorHandler.AHSV HSV) { mRGB = RGB; mHSV = HSV; }
public void Draw(Graphics g, Point mousePoint) { // You've moved the mouse. // Now update the screen to match. double distance; int degrees; Point delta; Point newColorPoint; Point newBrightnessPoint; Point newAlphaPoint; Point newPoint; // Keep track of the previous color pointer point, // so you can put the mouse there in case the // user has clicked outside the circle. newColorPoint = colorPoint; newBrightnessPoint = brightnessPoint; newAlphaPoint = alphaPoint; // Store this away for later use. this.g = g; if (currentState == MouseState.MouseUp) { if (!mousePoint.IsEmpty) { if (colorRegion.IsVisible(mousePoint)) { // Is the mouse point within the color circle? // If so, you just clicked on the color wheel. currentState = MouseState.ClickOnColor; } else if (brightnessRegion.IsVisible(mousePoint)) { // Is the mouse point within the brightness area? // You clicked on the brightness area. currentState = MouseState.ClickOnBrightness; } else if (alphaRegion.IsVisible(mousePoint)) { // Is the mouse point within the alpha area? // You clicked on the alpha area. currentState = MouseState.ClickOnAlpha; } else { // Clicked outside the color, brightness and alpha // regions. In that case, just put the // pointers back where they were. currentState = MouseState.ClickOutsideRegion; } } } switch (currentState) { case MouseState.ClickOnBrightness: case MouseState.DragInBrightness: // Calculate new color information // based on the brightness, which may have changed. newPoint = mousePoint; if (newPoint.Y < brightnessMin) { newPoint.Y = brightnessMin; } else if (newPoint.Y > brightnessMax) { newPoint.Y = brightnessMax; } newBrightnessPoint = new Point(brightnessX, newPoint.Y); brightness = (int)((brightnessMax - newPoint.Y) * brightnessScaling); AHSV.Value = brightness; ARGB = ColorHandler.AHSVtoARGB(AHSV); break; case MouseState.ClickOnAlpha: case MouseState.DragInAlpha: // Calculate new color information // based on the alpha, which may have changed. newPoint = mousePoint; if (newPoint.Y < alphaMin) { newPoint.Y = alphaMin; } else if (newPoint.Y > alphaMax) { newPoint.Y = alphaMax; } newAlphaPoint = new Point(alphaX, newPoint.Y); alpha = (int)((alphaMax - newPoint.Y) * alphaScaling); AHSV.Alpha = alpha; ARGB = ColorHandler.AHSVtoARGB(AHSV); break; case MouseState.ClickOnColor: case MouseState.DragInColor: // Calculate new color information // based on selected color, which may have changed. newColorPoint = mousePoint; // Calculate x and y distance from the center, // and then calculate the angle corresponding to the // new location. delta = new Point( mousePoint.X - centerPoint.X, mousePoint.Y - centerPoint.Y); degrees = CalcDegrees(delta); // Calculate distance from the center to the new point // as a fraction of the radius. Use your old friend, // the Pythagorean theorem, to calculate this value. distance = Math.Sqrt(delta.X * delta.X + delta.Y * delta.Y) / radius; if (currentState == MouseState.DragInColor) { if (distance > 1) { // Mouse is down, and outside the circle, but you // were previously dragging in the color circle. // What to do? // In that case, move the point to the edge of the // circle at the correct angle. distance = 1; newColorPoint = GetPoint(degrees, radius, centerPoint); } } // Calculate the new AHSV and RGB values. AHSV.Hue = (int)(degrees * 255 / 360); AHSV.Saturation = (int)(distance * 255); AHSV.Value = brightness; ARGB = ColorHandler.AHSVtoARGB(AHSV); fullColor = ColorHandler.AHSVtoColor(AHSV.Alpha, AHSV.Hue, AHSV.Saturation, 255); break; } selectedColor = ColorHandler.AHSVtoColor(AHSV); // Raise an event back to the parent form, // so the form can update any UI it's using // to display selected color values. OnColorChanged(ARGB, AHSV); // On the way out, set the new state. switch (currentState) { case MouseState.ClickOnBrightness: currentState = MouseState.DragInBrightness; break; case MouseState.ClickOnAlpha: currentState = MouseState.DragInAlpha; break; case MouseState.ClickOnColor: currentState = MouseState.DragInColor; break; case MouseState.ClickOutsideRegion: currentState = MouseState.DragOutsideRegion; break; } // Store away the current points for next time. colorPoint = newColorPoint; brightnessPoint = newBrightnessPoint; alphaPoint = newAlphaPoint; // Draw the gradients and points. UpdateDisplay(); }