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internal/f32color: add colorspace-correct function for alpha scaling
Package material's ad-hoc mulAlpha didn't take the sRGB color-space into account, which meant that alpha-scaled colors were subtly wrong. Introduce f32color.MulAlpha and convert all uses to it. Thanks to René Post for finding and debugging the issue. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -7,6 +7,7 @@ import (
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"image/color"
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"gioui.org/f32"
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"gioui.org/internal/f32color"
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"gioui.org/layout"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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@@ -58,7 +59,7 @@ func (p ProgressBarStyle) Layout(gtx layout.Context) layout.Dimensions {
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return layout.Stack{Alignment: layout.W}.Layout(gtx,
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layout.Stacked(func(gtx layout.Context) layout.Dimensions {
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// Use a transparent equivalent of progress color.
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bgCol := mulAlpha(p.Color, 150)
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bgCol := f32color.MulAlpha(p.Color, 150)
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return shader(progressBarWidth, bgCol)
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}),
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@@ -66,20 +67,9 @@ func (p ProgressBarStyle) Layout(gtx layout.Context) layout.Dimensions {
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fillWidth := (progressBarWidth / 100) * float32(progress)
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fillColor := p.Color
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if gtx.Queue == nil {
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fillColor = mulAlpha(fillColor, 200)
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fillColor = f32color.MulAlpha(fillColor, 200)
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}
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return shader(fillWidth, fillColor)
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}),
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)
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}
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// mulAlpha scales all color components by alpha/255.
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func mulAlpha(c color.RGBA, alpha uint8) color.RGBA {
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a := uint16(alpha)
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return color.RGBA{
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A: uint8(uint16(c.A) * a / 255),
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R: uint8(uint16(c.R) * a / 255),
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G: uint8(uint16(c.G) * a / 255),
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B: uint8(uint16(c.B) * a / 255),
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}
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}
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