use of javafx.scene.paint.Color in project JFoenix by jfoenixadmin.
the class JFXColorPickerUI method updateHSLCircleColor.
private void updateHSLCircleColor(int x, int y) {
// transform color to HSL space
Color color = huesCircleView.getImage().getPixelReader().getColor(x, y);
double max = Math.max(color.getRed(), Math.max(color.getGreen(), color.getBlue())), min = Math.min(color.getRed(), Math.min(color.getGreen(), color.getBlue()));
double hue = 0;
if (max != min) {
double d = max - min;
if (max == color.getRed()) {
hue = (color.getGreen() - color.getBlue()) / d + (color.getGreen() < color.getBlue() ? 6 : 0);
} else if (max == color.getGreen()) {
hue = (color.getBlue() - color.getRed()) / d + 2;
} else if (max == color.getBlue()) {
hue = (color.getRed() - color.getGreen()) / d + 4;
}
hue /= 6;
}
currentHue = map(hue, 0, 1, 0, 255);
// refresh the HSL circle
refreshHSLCircle();
}
use of javafx.scene.paint.Color in project JFoenix by jfoenixadmin.
the class JFXColorPickerUI method setColorAtLocation.
private void setColorAtLocation(int x, int y) {
if (allowColorChange) {
Color color = getColorAtLocation(x, y);
String colorString = "rgb(" + color.getRed() * 255 + "," + color.getGreen() * 255 + "," + color.getBlue() * 255 + ");";
colorNodes.forEach(node -> node.setStyle("-fx-background-color:" + colorString + "; -fx-fill:" + colorString + ";"));
}
}
use of javafx.scene.paint.Color in project JFoenix by jfoenixadmin.
the class JFXFillTransition method interpolate.
/**
* {@inheritDoc}
*/
@Override
protected void interpolate(double frac) {
if (start == null)
starting();
Color newColor = start.interpolate(end, frac);
if (Color.TRANSPARENT.equals(start))
newColor = new Color(end.getRed(), end.getGreen(), end.getBlue(), newColor.getOpacity());
region.get().setBackground(new Background(new BackgroundFill(newColor, radii, insets)));
}
use of javafx.scene.paint.Color in project processing by processing.
the class PGraphicsFX2D method backgroundImpl.
// //////////////////////////////////////////////////////////////
//
// // MATERIAL PROPERTIES
//
//
// //public void ambient(int rgb)
// //public void ambient(float gray)
// //public void ambient(float x, float y, float z)
// //protected void ambientFromCalc()
// //public void specular(int rgb)
// //public void specular(float gray)
// //public void specular(float x, float y, float z)
// //protected void specularFromCalc()
// //public void shininess(float shine)
// //public void emissive(int rgb)
// //public void emissive(float gray)
// //public void emissive(float x, float y, float z )
// //protected void emissiveFromCalc()
//
//
//
// //////////////////////////////////////////////////////////////
//
// // LIGHTS
//
//
// //public void lights()
// //public void noLights()
// //public void ambientLight(float red, float green, float blue)
// //public void ambientLight(float red, float green, float blue,
// // float x, float y, float z)
// //public void directionalLight(float red, float green, float blue,
// // float nx, float ny, float nz)
// //public void pointLight(float red, float green, float blue,
// // float x, float y, float z)
// //public void spotLight(float red, float green, float blue,
// // float x, float y, float z,
// // float nx, float ny, float nz,
// // float angle, float concentration)
// //public void lightFalloff(float constant, float linear, float quadratic)
// //public void lightSpecular(float x, float y, float z)
// //protected void lightPosition(int num, float x, float y, float z)
// //protected void lightDirection(int num, float x, float y, float z)
//////////////////////////////////////////////////////////////
// BACKGROUND
@Override
public void backgroundImpl() {
// if pixels are modified, we don't flush them (just mark them flushed)
// because they would be immediatelly overwritten by the background anyway
modified = false;
loaded = false;
// Save drawing context (transform, fill, blend mode, etc.)
context.save();
// Reset transform to identity
context.setTransform(new Affine());
// This only takes into account cases where this is the primary surface.
// Not sure what we do with offscreen anyway.
context.setFill(new Color(backgroundR, backgroundG, backgroundB, backgroundA));
context.setGlobalBlendMode(BlendMode.SRC_OVER);
context.fillRect(0, 0, width, height);
// Restore drawing context (transform, fill, blend mode, etc.)
context.restore();
}
use of javafx.scene.paint.Color in project intellij-community by JetBrains.
the class Main method foo.
void foo() {
Color color1 = new Color(0, 0.251, 0.502, 1);
Color color2 = Color.color(0.251, 0.502, 1, 0);
Color color3 = Color.color(0.502, 1, 0, 0.251);
Color color4 = color(1, 0, 0.251, 0.502);
Color color5 = color(0, 0.251, 0.502);
Color gray1 = Color.color(0.251, 0.502, 1, 0);
Color gray2 = Color.color(0.502, 1, 0, 0.251);
Color gray3 = color(1, 0, 0.251, 0.502);
Color gray4 = color(0, 0.251, 0.502);
Color rgb1 = Color.rgb(64, 128, 255, 0);
Color rgb2 = rgb(128, 255, 0, 0.251);
Color rgb3 = Color.rgb(255, 0, 64, 0.502);
Color rgb4 = rgb(0, 64, 128);
Color grayRgb1 = Color.rgb(64, 128, 255, 0);
Color grayRgb2 = rgb(128, 255, 0, 0.251);
Color grayRgb3 = Color.rgb(255, 0, 64, 0.502);
Color grayRgb4 = rgb(0, 64, 128);
Color hsb1 = Color.hsb(219.8953, 0.749, 1, 0);
Color hsb2 = hsb(89.8824, 1, 1, 0.251);
Color hsb3 = Color.hsb(344.9412, 1, 1, 0.502);
Color hsb4 = hsb(210, 1, 0.502);
Color hsb5 = hsb(219.8953, 0.749, 1, 0);
}
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