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346
internal/engine/color.go
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346
internal/engine/color.go
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package engine
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import (
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"fmt"
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"math"
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"strconv"
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)
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// Lightness correctors for each hue segment (based on JavaScript implementation)
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var correctors = []float64{0.55, 0.5, 0.5, 0.46, 0.6, 0.55, 0.55}
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// Color represents a color with both HSL and RGB representations
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type Color struct {
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H, S, L float64 // HSL values: H=[0,1], S=[0,1], L=[0,1]
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R, G, B uint8 // RGB values: [0,255]
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A uint8 // Alpha channel: [0,255]
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}
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// NewColorHSL creates a new Color from HSL values
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func NewColorHSL(h, s, l float64) Color {
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r, g, b := HSLToRGB(h, s, l)
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return Color{
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H: h, S: s, L: l,
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R: r, G: g, B: b,
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A: 255,
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}
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}
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// NewColorCorrectedHSL creates a new Color from HSL values with lightness correction
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func NewColorCorrectedHSL(h, s, l float64) Color {
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r, g, b := CorrectedHSLToRGB(h, s, l)
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return Color{
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H: h, S: s, L: l,
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R: r, G: g, B: b,
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A: 255,
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}
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}
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// NewColorRGB creates a new Color from RGB values and calculates HSL
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func NewColorRGB(r, g, b uint8) Color {
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h, s, l := RGBToHSL(r, g, b)
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return Color{
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H: h, S: s, L: l,
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R: r, G: g, B: b,
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A: 255,
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}
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}
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// NewColorRGBA creates a new Color from RGBA values and calculates HSL
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func NewColorRGBA(r, g, b, a uint8) Color {
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h, s, l := RGBToHSL(r, g, b)
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return Color{
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H: h, S: s, L: l,
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R: r, G: g, B: b,
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A: a,
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}
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}
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// String returns the hex representation of the color
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func (c Color) String() string {
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if c.A == 255 {
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return RGBToHex(c.R, c.G, c.B)
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}
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return fmt.Sprintf("#%02x%02x%02x%02x", c.R, c.G, c.B, c.A)
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}
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// Equals compares two colors for equality
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func (c Color) Equals(other Color) bool {
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return c.R == other.R && c.G == other.G && c.B == other.B && c.A == other.A
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}
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// WithAlpha returns a new color with the specified alpha value
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func (c Color) WithAlpha(alpha uint8) Color {
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return Color{
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H: c.H, S: c.S, L: c.L,
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R: c.R, G: c.G, B: c.B,
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A: alpha,
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}
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}
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// IsGrayscale returns true if the color is grayscale (saturation near zero)
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func (c Color) IsGrayscale() bool {
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return c.S < 0.01 // Small tolerance for floating point comparison
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}
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// Darken returns a new color with reduced lightness
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func (c Color) Darken(amount float64) Color {
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newL := clamp(c.L-amount, 0, 1)
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return NewColorCorrectedHSL(c.H, c.S, newL)
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}
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// Lighten returns a new color with increased lightness
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func (c Color) Lighten(amount float64) Color {
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newL := clamp(c.L+amount, 0, 1)
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return NewColorCorrectedHSL(c.H, c.S, newL)
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}
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// RGBToHSL converts RGB values to HSL
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// Returns H=[0,1], S=[0,1], L=[0,1]
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func RGBToHSL(r, g, b uint8) (h, s, l float64) {
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rf := float64(r) / 255.0
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gf := float64(g) / 255.0
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bf := float64(b) / 255.0
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max := math.Max(rf, math.Max(gf, bf))
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min := math.Min(rf, math.Min(gf, bf))
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// Calculate lightness
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l = (max + min) / 2.0
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if max == min {
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// Achromatic (gray)
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h, s = 0, 0
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} else {
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delta := max - min
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// Calculate saturation
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if l > 0.5 {
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s = delta / (2.0 - max - min)
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} else {
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s = delta / (max + min)
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}
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// Calculate hue
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switch max {
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case rf:
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h = (gf-bf)/delta + (func() float64 {
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if gf < bf {
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return 6
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}
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return 0
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})()
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case gf:
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h = (bf-rf)/delta + 2
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case bf:
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h = (rf-gf)/delta + 4
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}
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h /= 6.0
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}
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return h, s, l
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}
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// HSLToRGB converts HSL color values to RGB.
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// h: hue in range [0, 1]
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// s: saturation in range [0, 1]
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// l: lightness in range [0, 1]
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// Returns RGB values in range [0, 255]
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func HSLToRGB(h, s, l float64) (r, g, b uint8) {
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// Clamp input values to valid ranges
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h = math.Mod(h, 1.0)
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if h < 0 {
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h += 1.0
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}
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s = clamp(s, 0, 1)
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l = clamp(l, 0, 1)
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// Handle grayscale case (saturation = 0)
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if s == 0 {
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// All RGB components are equal for grayscale
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gray := uint8(clamp(l*255, 0, 255))
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return gray, gray, gray
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}
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// Calculate intermediate values for HSL to RGB conversion
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var m2 float64
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if l <= 0.5 {
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m2 = l * (s + 1)
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} else {
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m2 = l + s - l*s
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}
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m1 := l*2 - m2
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// Convert each RGB component
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r = uint8(clamp(hueToRGB(m1, m2, h*6+2)*255, 0, 255))
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g = uint8(clamp(hueToRGB(m1, m2, h*6)*255, 0, 255))
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b = uint8(clamp(hueToRGB(m1, m2, h*6-2)*255, 0, 255))
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return r, g, b
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}
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// CorrectedHSLToRGB converts HSL to RGB with lightness correction for better visual perception.
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// This function adjusts the lightness based on the hue to compensate for the human eye's
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// different sensitivity to different colors.
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func CorrectedHSLToRGB(h, s, l float64) (r, g, b uint8) {
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// Get the corrector for the current hue
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hueIndex := int((h*6 + 0.5)) % len(correctors)
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corrector := correctors[hueIndex]
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// Adjust lightness relative to the corrector
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if l < 0.5 {
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l = l * corrector * 2
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} else {
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l = corrector + (l-0.5)*(1-corrector)*2
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}
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// Clamp the corrected lightness
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l = clamp(l, 0, 1)
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return HSLToRGB(h, s, l)
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}
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// hueToRGB converts a hue value to an RGB component value
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// Based on the W3C CSS3 color specification
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func hueToRGB(m1, m2, h float64) float64 {
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// Normalize hue to [0, 6) range
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if h < 0 {
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h += 6
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} else if h > 6 {
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h -= 6
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}
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// Calculate RGB component based on hue position
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if h < 1 {
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return m1 + (m2-m1)*h
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} else if h < 3 {
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return m2
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} else if h < 4 {
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return m1 + (m2-m1)*(4-h)
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} else {
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return m1
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}
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}
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// clamp constrains a value to the specified range [min, max]
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func clamp(value, min, max float64) float64 {
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if value < min {
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return min
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}
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if value > max {
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return max
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}
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return value
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}
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// RGBToHex converts RGB values to a hexadecimal color string
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func RGBToHex(r, g, b uint8) string {
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return fmt.Sprintf("#%02x%02x%02x", r, g, b)
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}
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// ParseHexColor parses a hexadecimal color string and returns RGB values
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// Supports formats: #RGB, #RRGGBB, #RRGGBBAA
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// Returns error if the format is invalid
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func ParseHexColor(color string) (r, g, b, a uint8, err error) {
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if len(color) == 0 || color[0] != '#' {
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return 0, 0, 0, 255, fmt.Errorf("invalid color format: %s", color)
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}
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hex := color[1:] // Remove '#' prefix
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a = 255 // Default alpha
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// Helper to parse a component and chain errors
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parse := func(target *uint8, hexStr string) {
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if err != nil {
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return // Don't parse if a previous component failed
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}
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*target, err = hexToByte(hexStr)
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}
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switch len(hex) {
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case 3: // #RGB
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parse(&r, hex[0:1]+hex[0:1])
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parse(&g, hex[1:2]+hex[1:2])
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parse(&b, hex[2:3]+hex[2:3])
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case 6: // #RRGGBB
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parse(&r, hex[0:2])
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parse(&g, hex[2:4])
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parse(&b, hex[4:6])
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case 8: // #RRGGBBAA
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parse(&r, hex[0:2])
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parse(&g, hex[2:4])
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parse(&b, hex[4:6])
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parse(&a, hex[6:8])
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default:
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return 0, 0, 0, 255, fmt.Errorf("invalid hex color length: %s", color)
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}
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if err != nil {
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// Return zero values for color components on error, but keep default alpha
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return 0, 0, 0, 255, fmt.Errorf("failed to parse color '%s': %w", color, err)
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}
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return r, g, b, a, nil
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}
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// hexToByte converts a 2-character hex string to a byte value
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func hexToByte(hex string) (uint8, error) {
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if len(hex) != 2 {
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return 0, fmt.Errorf("invalid hex string length: expected 2 characters, got %d", len(hex))
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}
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n, err := strconv.ParseUint(hex, 16, 8)
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if err != nil {
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return 0, fmt.Errorf("invalid hex value '%s': %w", hex, err)
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}
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return uint8(n), nil
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}
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// GenerateColor creates a color with the specified hue and configuration-based saturation and lightness
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func GenerateColor(hue float64, config ColorConfig, lightnessValue float64) Color {
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// Restrict hue according to configuration
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restrictedHue := config.RestrictHue(hue)
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// Get lightness from configuration range
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lightness := config.ColorLightness.GetLightness(lightnessValue)
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// Use corrected HSL to RGB conversion
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return NewColorCorrectedHSL(restrictedHue, config.ColorSaturation, lightness)
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}
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// GenerateGrayscale creates a grayscale color with configuration-based saturation and lightness
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func GenerateGrayscale(config ColorConfig, lightnessValue float64) Color {
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// For grayscale, hue doesn't matter, but we'll use 0
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hue := 0.0
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// Get lightness from grayscale configuration range
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lightness := config.GrayscaleLightness.GetLightness(lightnessValue)
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// Use grayscale saturation (typically 0)
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return NewColorCorrectedHSL(hue, config.GrayscaleSaturation, lightness)
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}
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// GenerateColorTheme generates a set of color candidates based on the JavaScript colorTheme function
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// This matches the JavaScript implementation that creates 5 colors:
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// 0: Dark gray, 1: Mid color, 2: Light gray, 3: Light color, 4: Dark color
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func GenerateColorTheme(hue float64, config ColorConfig) []Color {
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// Restrict hue according to configuration
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restrictedHue := config.RestrictHue(hue)
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return []Color{
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// Dark gray (grayscale with lightness 0)
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NewColorCorrectedHSL(restrictedHue, config.GrayscaleSaturation, config.GrayscaleLightness.GetLightness(0)),
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// Mid color (normal color with lightness 0.5)
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NewColorCorrectedHSL(restrictedHue, config.ColorSaturation, config.ColorLightness.GetLightness(0.5)),
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// Light gray (grayscale with lightness 1)
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NewColorCorrectedHSL(restrictedHue, config.GrayscaleSaturation, config.GrayscaleLightness.GetLightness(1)),
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// Light color (normal color with lightness 1)
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NewColorCorrectedHSL(restrictedHue, config.ColorSaturation, config.ColorLightness.GetLightness(1)),
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// Dark color (normal color with lightness 0)
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NewColorCorrectedHSL(restrictedHue, config.ColorSaturation, config.ColorLightness.GetLightness(0)),
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}
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}
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