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Avalonia UI - Part 1 (#3270)
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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192
Ryujinx.Ava/Ui/Windows/IconColorPicker.cs
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Ryujinx.Ava/Ui/Windows/IconColorPicker.cs
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Ava.Ui.Windows
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{
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static class IconColorPicker
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{
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private const int ColorsPerLine = 64;
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private const int TotalColors = ColorsPerLine * ColorsPerLine;
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private const int UvQuantBits = 3;
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private const int UvQuantShift = BitsPerComponent - UvQuantBits;
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private const int SatQuantBits = 5;
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private const int SatQuantShift = BitsPerComponent - SatQuantBits;
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private const int BitsPerComponent = 8;
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private const int CutOffLuminosity = 64;
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private struct PaletteColor
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{
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public int Qck { get; }
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public byte R { get; }
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public byte G { get; }
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public byte B { get; }
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public PaletteColor(int qck, byte r, byte g, byte b)
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{
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Qck = qck;
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R = r;
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G = g;
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B = b;
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}
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}
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public static Color GetFilteredColor(Image<Bgra32> image)
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{
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var color = GetColor(image).ToPixel<Bgra32>();
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// We don't want colors that are too dark.
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// If the color is too dark, make it brighter by reducing the range
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// and adding a constant color.
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int luminosity = GetColorApproximateLuminosity(color.R, color.G, color.B);
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if (luminosity < CutOffLuminosity)
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{
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color = Color.FromRgb(
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(byte)Math.Min(CutOffLuminosity + color.R, byte.MaxValue),
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(byte)Math.Min(CutOffLuminosity + color.G, byte.MaxValue),
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(byte)Math.Min(CutOffLuminosity + color.B, byte.MaxValue));
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}
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return color;
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}
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public static Color GetColor(Image<Bgra32> image)
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{
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var colors = new PaletteColor[TotalColors];
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var dominantColorBin = new Dictionary<int, int>();
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var buffer = GetBuffer(image);
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int w = image.Width;
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int w8 = w << 8;
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int h8 = image.Height << 8;
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int xStep = w8 / ColorsPerLine;
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int yStep = h8 / ColorsPerLine;
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int i = 0;
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int maxHitCount = 0;
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for (int y = 0; y < image.Height; y++)
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{
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int yOffset = y * image.Width;
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for (int x = 0; x < image.Width && i < TotalColors; x++)
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{
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int offset = x + yOffset;
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byte cb = buffer[offset].B;
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byte cg = buffer[offset].G;
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byte cr = buffer[offset].R;
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var qck = GetQuantizedColorKey(cr, cg, cb);
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if (dominantColorBin.TryGetValue(qck, out int hitCount))
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{
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dominantColorBin[qck] = hitCount + 1;
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if (maxHitCount < hitCount)
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{
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maxHitCount = hitCount;
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}
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}
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else
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{
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dominantColorBin.Add(qck, 1);
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}
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colors[i++] = new PaletteColor(qck, cr, cg, cb);
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}
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}
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int highScore = -1;
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PaletteColor bestCandidate = default;
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for (i = 0; i < TotalColors; i++)
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{
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var score = GetColorScore(dominantColorBin, maxHitCount, colors[i]);
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if (highScore < score)
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{
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highScore = score;
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bestCandidate = colors[i];
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}
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}
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return Color.FromRgb(bestCandidate.R, bestCandidate.G, bestCandidate.B);
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}
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public static Bgra32[] GetBuffer(Image<Bgra32> image)
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{
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return image.TryGetSinglePixelSpan(out var data) ? data.ToArray() : new Bgra32[0];
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}
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private static int GetColorScore(Dictionary<int, int> dominantColorBin, int maxHitCount, PaletteColor color)
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{
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var hitCount = dominantColorBin[color.Qck];
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var balancedHitCount = BalanceHitCount(hitCount, maxHitCount);
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var quantSat = (GetColorSaturation(color) >> SatQuantShift) << SatQuantShift;
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var value = GetColorValue(color);
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// If the color is rarely used on the image,
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// then chances are that theres a better candidate, even if the saturation value
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// is high. By multiplying the saturation value with a weight, we can lower
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// it if the color is almost never used (hit count is low).
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var satWeighted = quantSat;
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var satWeight = balancedHitCount << 5;
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if (satWeight < 0x100)
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{
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satWeighted = (satWeighted * satWeight) >> 8;
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}
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// Compute score from saturation and dominance of the color.
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// We prefer more vivid colors over dominant ones, so give more weight to the saturation.
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var score = ((satWeighted << 1) + balancedHitCount) * value;
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return score;
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}
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private static int BalanceHitCount(int hitCount, int maxHitCount)
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{
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return (hitCount << 8) / maxHitCount;
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}
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private static int GetColorApproximateLuminosity(byte r, byte g, byte b)
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{
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return (r + g + b) / 3;
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}
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private static int GetColorSaturation(PaletteColor color)
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{
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int cMax = Math.Max(Math.Max(color.R, color.G), color.B);
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if (cMax == 0)
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{
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return 0;
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}
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int cMin = Math.Min(Math.Min(color.R, color.G), color.B);
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int delta = cMax - cMin;
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return (delta << 8) / cMax;
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}
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private static int GetColorValue(PaletteColor color)
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{
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return Math.Max(Math.Max(color.R, color.G), color.B);
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}
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private static int GetQuantizedColorKey(byte r, byte g, byte b)
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{
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int u = ((-38 * r - 74 * g + 112 * b + 128) >> 8) + 128;
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int v = ((112 * r - 94 * g - 18 * b + 128) >> 8) + 128;
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return (v >> UvQuantShift) | ((u >> UvQuantShift) << UvQuantBits);
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}
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}
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}
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