Lua: color fading function - colors

I'm trying to create a function that inputs two RGB colors and a percentage then returns a color in-between the two based off of the percentage.
I found the Dec2Hex function somewhere online and figured it would be useful.
Right now I have tried:
function Dec2Hex(nValue) -- http://www.indigorose.com/forums/threads/10192-Convert-Hexadecimal-to-Decimal
if type(nValue) == "string" then
nValue = String.ToNumber(nValue);
end
nHexVal = string.format("%X", nValue); -- %X returns uppercase hex, %x gives lowercase letters
sHexVal = nHexVal.."";
if nValue < 16 then
return "0"..tostring(sHexVal)
else
return sHexVal
end
end
function fade_RGB(colour1, colour2, percentage)
r1, g1, b1 = string.match(colour1, "#([0-9A-F][0-9A-F])([0-9A-F][0-9A-F])([0-9A-F][0-9A-F])")
r2, g2, b2 = string.match(colour2, "#([0-9A-F][0-9A-F])([0-9A-F][0-9A-F])([0-9A-F][0-9A-F])")
r3 = (tonumber(r1, 16)/tonumber(r2, 16))*(percentage)
g3 = (tonumber(g1, 16)/tonumber(g2, 16))*(percentage)
b3 = (tonumber(b1, 16)/tonumber(b2, 16))*(percentage)
return "#"..Dec2Hex(r3).. Dec2Hex(g3)..Dec2Hex(b3)
end
I think I'm headed in the right direction but the math isn't right and I can't figure out how to fix it. Thanks in advance!

No Name's answer is almost right, but he's not merging the two colors based on the percentage.
What you instead want is to do a linear interpolation of the two values (though know that human vision/light wise this isn't how interpolating colors works, but a lot of libraries do it this way because it is easy and works for simple cases).
r3 = tonumber(r1, 16)*(100-percentage)/100.0 + tonumber(r2, 16)*(percentage)/100.0
As you may notice multiplying and dividing the percentages by 100 is kind of tedious, so you may want to pass it in already divided.

If I'm right, the line
r3 = (tonumber(r1, 16)/tonumber(r2, 16))*(percentage)
should be
r3 = math.abs(tonumber(r1, 16) - tonumber(r2, 16))*(percentage/100)
The other similar lines follow the same concept.
EDIT:
r3 = math.min(tonumber(r1, 16), tonumber(r2, 16)) +
math.abs(tonumber(r1, 16) - tonumber(r2, 16)) * (percentage/100)
should yield red for fade_RGB("#FF0000", #0000FF, 0) and blue for fade_RGB("#FF0000", #0000FF, 100).

Related

Convert Excel column width between characters unit and pixels (points)

"One unit of column width is equal to the width of one character in the Normal style. For proportional fonts, the width of the character 0 (zero) is used."
So ColumnWidth in Excel is measured as a number of "0" characters which fits in a column. How can this value be converted into pixels and vice versa?
As already mentioned ColumnWidth value in Excel depends on default font of a Workbook which can be obtained via Workbook.Styles("Normal").Font. Also it depends on current screen DPI.
After carrying out some research for different fonts and sizes in Excel 2013 I've found out that we have 2 linear functions (Arial cannot be seen because it overlaps with Tahoma.):
As it can be seen in the picture the function for ColumnWidth < 1 is different from the major part of the line chart. It's calculated as a number of pixels in a column / number of pixels needed to fit one "0" character in a column.
Now let's see what a typical cell width consists of.
A - "0" character width in the Normal Style
B - left and right padding
C - 1px right margin
A can be calculated with GetTextExtentPoint32 Windows API function, but font size should be a little bit bigger. By experiment I chose +0.3pt which worked for me for different fonts with 8-48pt base size. B is (A + 1) / 4 rounded to integer using "round half up". Also screen DPI will be needed here (see Python 3 implementation below)
Here are equations for character-pixel conversion and their implementation in Python 3:
import win32print, win32gui
from math import floor
def get_screen_dpi():
dc = win32gui.GetDC(0)
LOGPIXELSX, LOGPIXELSY = 88, 90
dpi = [win32print.GetDeviceCaps(dc, i) for i in (LOGPIXELSX,
LOGPIXELSY)]
win32gui.ReleaseDC(0, dc)
return dpi
def get_text_metrics(fontname, fontsize):
"Measures '0' char size for the specified font name and size in pt"
dc = win32gui.GetDC(0)
font = win32gui.LOGFONT()
font.lfFaceName = fontname
font.lfHeight = -fontsize * dpi[1] / 72
hfont = win32gui.CreateFontIndirect(font)
win32gui.SelectObject(dc, hfont)
metrics = win32gui.GetTextExtentPoint32(dc, "0")
win32gui.ReleaseDC(0, dc)
return metrics
def ch_px(v, unit="ch"):
"""
Convert between Excel character width and pixel width.
`unit` - unit to convert from: 'ch' (default) or 'px'
"""
rd = lambda x: floor(x + 0.5) # round half up
# pad = left cell padding + right cell padding + cell border(1)
pad = rd((z + 1) / 4) * 2 + 1
z_p = z + pad # space (px) for "0" character with padding
if unit == "ch":
return v * z_p if v < 1 else v * z + pad
else:
return v / z_p if v < z_p else (v - pad) / z
font = "Calibri", 11
dpi = get_screen_dpi()
z = get_text_metrics(font[0], font[1] + 0.3)[0] # "0" char width in px
px = ch_px(30, "ch")
ch = ch_px(px, "px")
print("Characters:", ch, "Pixels:", px, "for", font)
2022 and still the same Problem... Found threads going back to 2010 having the issue...
To start of: Pixel != Points
Points are defined as 72points/inch: https://learn.microsoft.com/en-us/office/vba/language/glossary/vbe-glossary#point
Though that definition seems stupid, as a shape with a fixed width of 100points, would display the exact same size in inch on every monitor independent of monitor configuration, which is not the case.
Characters is a unit that is defined to the number of 0 characters of the default text format. A cell set to a width of 10 characters, can fit 10 "0" characters, when the cell content is formatted to the default format.
My case is that I need to place pictures into the document and place text into cells next to it. But pictures hover over the document and cells are hidden below it. Depending on the size of the Picture, more or less cells are hidden. Thus, I can't just say I place text 5 cells to the left of the picture. Autosizing a column to the contents of the cells of the column, does not account for the hovering picture.
A picture is bound to the cell that is below the top left corner of the picture. I need to set the size of that cell to the size of the picture to solve the issue.
A Picture is a Shape. A Shape returns its width as Points (Shape.Width).
A Range can be set to a cell like Worksheet.Range["A1"]. From a Range you can get the width in Characters (Range.ColumnWidth) or in Points (Range.Width). But you can only set the width of a Range in Characters (Range.ColumnWidth).
So we can retrieve the size of the Picture (Shape) in Points and need to convert them to Characters to set the cell to the correct width...
Some research showed that the Points size of a cell contains a constant for spacing (padding before and after the cell content) and probably the seperator lines between cells.
On my system:
A cell set to a width of 1 **Characters** = 9 **Points**
A cell set to a width of 2 **Characters** = 14.25 **Points**
A cell set to a width of 3 **Characters** = 19.5 **Points**
As I said, there is a constant within the Points. Thus going from 1 Characters, to 2 Characters, the difference is only the size of the letter.
SizeOfLetter = 14.25 Points - 9 Points = 5.25 Points
we can then subtract that SizeOfLetter from the Points for 1 Characters and get the Points constant.
PointsConstant = 9 Points - 5.25 Points = 3.75 Points
Verify:
Points size for a cell containing 3 "0" letters = 3SizeOfLetter + PointsConstant = 35.25 Points + 3.75 Points = 19.5 Points
As the values depend on your system, YOU CAN'T USE THOSE VALUES!
Best way is to use code to calculate it for your system:
C# code:
Excel.Application excelApp = new Excel.Application();
Excel.Workbook workbook1 = excelApp.Workbooks.Add();
Excel.Worksheet sheet1 = (Excel.Worksheet)workbook1.ActiveSheet;
// Evaluate the Points data for the document
double previousColumnWidth = (double)sheet1.Range["A1"].ColumnWidth;
sheet1.Range["A1"].ColumnWidth = 1; // Make the cell fit 1 character
double points1 = (double)sheet1.Range["A1"].Width;
sheet1.Range["A1"].ColumnWidth = 2; // Make the cell fit 2 characters
double points2 = (double)sheet1.Range["A1"].Width;
double SizeOfLetter = points2 - points1;
double PointsConstant = points1 - pointsPerCharater;
// Reset the column width
sheet1.Range["A1"].ColumnWidth = previousColumnWidth;
// Create a function for the conversion
Func<double, double> PointsToCharacters = (double points) => (points - PointsConstant ) / SizeOfLetter ;

Spill ranges: casting arrays to intersection value with #

Before Excel introduced spill ranges, before the “#” operator, one could ‘cast’ a range into a single value with “0+” (numeric values) or “""&” (strings). But “#” isn’t quite the same.
Assume that there is a column of positive integers heading south from B4; and there is a row of positive integers heading east from D2; and that columns A and C and rows 1 and 3 are completely empty.
The object is to put into D4 a single spill formula, referring to something like $B$4# and $D$2#, that, when column integer bigger than row integer, calculates the pairwise Greatest Common Divisor of the two integers. Each of the desired spill cells is to be a pairwise GCD of just two integers.
So a candidate formula is:
= IF($B$4#>$D$2#, #GCD(#$B$4#, #$D$2#), "·")
Alas GCD sees two array parameters, rather two values cast/intersected taken from the two arrays, and so calculates the GCD of all these many integers, inevitably returning 1. Sigh.
Indeed, the next few don’t even spill.
= #IF(#$B$4#>#$D$2#, GCD(#$B$4#, #$D$2#), "·")
= IF(#$B$4#>#$D$2#, #GCD(#$B$4#, #$D$2#), "·")
= #IF($B$4#>$D$2#, #GCD(#$B$4#, #$D$2#), "·")
= GCD($B$4#, $D$2#)
= GCD(#$B$4#, #$D$2#)
Suggestions please.
(Mac Excel 16.32 (19120802) — which hopefully is irrelevant.)
Thank you.
It will be a while before this is widely available but this can be done with a recursive LAMBDA.
Set the name
gcdArray =LAMBDA(vData,hData,vIndex,hIndex,
LET(vSq,SEQUENCE(COUNT(vData)),
hSq,SEQUENCE(1,COUNT(hData)),
g, GCD(INDEX(vData,vIndex),INDEX(hData,hIndex)),
vFrame, IF(vIndex < COUNT(vData), IF(hIndex=1, gcdArray(vData, hData, vIndex+1, hIndex),""),""),
hFrame, IF(hIndex < COUNT(hData), gcdArray(vData, hData, vIndex, hIndex+1),""),
IF(vIndex=vSq,IF(hIndex=hSq,g,hFrame),vFrame)))
Then use =gcdArray(B4#, D2#, 1, 1)
This can be modified to evaluate similar 2D functions in general. Set the names
eval2Drecur =LAMBDA(func,vData,hData,vIndex,hIndex,
LET(vSq,SEQUENCE(COUNT(vData)),
hSq,SEQUENCE(1,COUNT(hData)),
y, func(INDEX(vData,vIndex),INDEX(hData,hIndex)),
vFrame, IF(vIndex < COUNT(vData),IF(hIndex = 1, eval2Drecur(func, vData, hData, vIndex+1, hIndex),""),""),
hFrame, IF(hIndex < COUNT(hData), eval2Drecur(func, vData, hData, vIndex, hIndex+1),""),
IF(vIndex=vSq,IF(hIndex=hSq,y,hFrame),vFrame)))
nameGCD =LAMBDA(x, y, GCD(x,y))
Then call =eval2Drecur(nameGCD, B4#, D2#, 1, 1)
Update for MAKEARRAY function
MAKEARRAY is still in beta. When it's released, it will simplify the answer.
=MAKEARRAY(ROWS(B4#),COLUMNS(D2#),LAMBDA(a, b,
LET(c,INDEX(B4#,a),
d,INDEX(D2#,b),
IF(c>d, GCD(c, d), "·"))))

How do I find the RGBA value of a color from two RGB values?

I have a hunch this has been done before but I am a total layman at this and don't know how to begin to ask the right question. So I will describe what I am trying to do...
I have an unknown ARGB color. I only know its absolute RGB value as displayed over two known opaque background colors, for example black 0x000000 and white 0xFFFFFF. So, to continue the example, if I know that the ARGB color is RGB 0x000080 equivalent when displayed over 0x000000 and I know that the same ARGB color is RGB 0x7F7FFF equivalent when displayed over 0xFFFFFF, is there a way to compute what the original ARGB color is?
Or is this even possible???
So, you know that putting (a,r,g,b) over (r1,g1,b1) gives you (R1,G1,B1) and that putting it over (r2,g2,b2) gives you (R2,G2,B2). In other words -- incidentally I'm going to work here in units where a ranges from 0 to 1 -- you know (1-a)r1+ar=R1, (1-a)r2+ar=R2, etc. Take those two and subtract: you get (1-a)(r1-r2)=R1-R2 and hence a=1-(R1-R2)/(r1-r2). Once you know a, you can work everything else out.
You should actually compute the values of a you get from doing that calculation on all three of {R,G,B} and average them or something, to reduce the effects of roundoff error. In fact I'd recommend that you take a = 1 - [(R1-R2)sign(r1-r2) + (G1-G2)sign(g1-g2) + (B1-B2)sign(b1-b2)] / (|r1-r2|+|g1-g2|+|b1-b2), which amounts to weighting the more reliable colours more highly.
Now you have, e.g., r = (R1-(1-a)r1)/a = (R2-(1-a)r2)/a. These two would be equal if you had infinite-precision values for a,r,g,b, but of course in practice they may differ slightly. Average them: r = [(R1+R2)-(1-a)(r1+r2)]/2a.
If your value of a happens to be very small then you'll get only rather unreliable information about r,g,b. (In the limit where a=0 you'll get no information at all, and there's obviously nothing you can do about that.) It's possible that you may get numbers outside the range 0..255, in which case I don't think you can do better than just clipping.
Here's how it works out for your particular example. (r1,g1,b1)=(0,0,0); (r2,g2,b2)=(255,255,255); (R1,G1,B1)=(0,0,128); (R2,G2,B2)=(127,127,255). So a = 1 - [127+127+127]/[255+255+255] = 128/255, which happens to be one of the 256 actually-possible values of a. (If it weren't, we should probably round it at this stage.)
Now r = (127-255*127/255)*255/256 = 0; likewise g = 0; and b = (383-255*127/255)*255/256 = 255.
So our ARGB colour was 80,00,00,FF.
Choosing black and white as the background colors is the best choice, both for ease of calculation and accuracy of result. With lots of abuse of notation....
a(RGB) + (1-a)0xFFFFFF = 0x7F7FFF
a(RGB) + (1-a)0x000000 = 0x000080
Subtracting the second from the first...
(1-a)0xFFFFFF = 0x7F7FFF-0x000080 = 0x7F7F7F
So
(1-a) = 0x7F/0xFF
a = (0xFF-0x7F)/0xFF = 0x80/0xFF
A = 0x80
and RGB = (a(RGB))/a = 0x000080/a = 0x0000FF
You can do something very similar with other choices of background color. The smaller a is and the closer the two background colors are the less accurately you will be able to determine the RGBA value. Consider the extreme cases where A=0 or where the two background colors are the same.

How to alter brightness of a single rgb color simply and easily via php?

A quesion about RGB color and finding the simplest, tiniest, php conversion code for manipulating the lightness/darkness of a given RGB hue.
Imagine a variable $colorA containning a valid six char RGB color, like F7A100 which we want to make a bit lighter and/or darker:
$color = B1B100; // original RGB color manually set.
Then, at any page have that color bit darker/lighter on the fly:
$colorX = someFunction($color, +10); // original color 10 steps lighter
$colorY = someFunction($color, -25); // original color 25 steps darker
What would be YOUR way of solving this? Keep the RGB as is or first change it to HSL? Hints and suggestions are welcome. Your sample/code is welcome too.
This really focuses to the TINIES / SIMPLES / SHORTEST possible code to just make the same hue bit darker/lighter.
I deliberately do not suggest my code, as I want to keep possibilities open in here.
The absolutely simplest solution is to add some constant (like 1) to each part of the color representation: [R, G, B]. This is due to the fact that max values of all [R, G, B] represent white, while min values - black. In pseudo-code (assuming 255 is max, sorry, I don't know PHP):
lighter(R, G, B) = [
min(255, R + 1),
min(255, G + 1),
min(255, B + 1)
]
You must keep in mind though that this transformation is way too simplistic and the proper implementation would be to convert to HSL/HSB, increase H and transform back to RGB.
For slight alteration of brightness you can convert the hexadecimal values to decimal, manipulate them and convert back to hexadecimal like this:
function alterBrightness($color, $amount) {
$rgb = hexdec($color); // convert color to decimal value
//extract color values:
$red = $rgb >> 16;
$green = ($rgb >> 8) & 0xFF;
$blue = $rgb & 0xFF;
//manipulate and convert back to hexadecimal
return dechex(($red + $amount) << 16 | ($green + $amount) << 8 | ($blue + $amount));
}
echo alterColor('eeeeee', -10); //outputs e4e4e4
Beware that this code does not handle overflow for one color - if one color value becomes less than 0 or more than 255 you will get an invalid color value. This should be easy enough to add.
For drastic changes in brightness, convert to HSL and manipulate the lightness.
Using the functions from the Drupal code, this can be done like this:
$hsl = _color_rgb2hsl(_color_unpack('eeeeee'));
$hsl[2] -= 10;
$rgb = _color_pack(_color_hsl2rgb($hsl));
echo $rgb; //outputs e4e4e4

Programmatically darken a Hex colour [closed]

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What's the easiest way to programmatically darken a hex colour?
If you're not bothered about too much control, and just want a generally darker version of a colour, then:
col = (col & 0xfefefe) >> 1;
Is a nice quick way to halve a colour value (assuming it's packed as a byte per channel, obviously).
In the same way brighter would be:
col = (col & 0x7f7f7f) << 1;
Convert hex color into integer RBG components:
#FF6600 = rbg(255, 102, 0)
If you want to make it darker by 5%, then simply reduce all integer values by 5%:
255 - 5% = 242
102 - 5% = 96
0 - 5% = 0
= rbg(242, 96, 0)
Convert back to hex color
= #F26000
A function implemented in javascript:
// credits: richard maloney 2006
function getTintedColor(color, v) {
if (color.length >6) { color= color.substring(1,color.length)}
var rgb = parseInt(color, 16);
var r = Math.abs(((rgb >> 16) & 0xFF)+v); if (r>255) r=r-(r-255);
var g = Math.abs(((rgb >> 8) & 0xFF)+v); if (g>255) g=g-(g-255);
var b = Math.abs((rgb & 0xFF)+v); if (b>255) b=b-(b-255);
r = Number(r < 0 || isNaN(r)) ? 0 : ((r > 255) ? 255 : r).toString(16);
if (r.length == 1) r = '0' + r;
g = Number(g < 0 || isNaN(g)) ? 0 : ((g > 255) ? 255 : g).toString(16);
if (g.length == 1) g = '0' + g;
b = Number(b < 0 || isNaN(b)) ? 0 : ((b > 255) ? 255 : b).toString(16);
if (b.length == 1) b = '0' + b;
return "#" + r + g + b;
}
Example:
> getTintedColor("ABCEDEF", 10)
> #c6f7f9
Well, I don't have any pseudocode for you, but a tip. If you want to darken a color and maintain its hue, you should convert that hex to HSB (hue, saturation, brightness) rather than RGB. This way, you can adjust the brightness and it will still look like the same color without hue shifting. You can then convert that HSB back to hex.
given arg darken_factor # a number from 0 to 1, 0=no change, 1=black
for each byte in rgb_value
byte = byte * (1 - darken_factor)
I pieced together a nice two-liner function for this:
Programmatically Lighten or Darken a hex color (or rgb, and blend colors)
shadeColor2(hexcolor,-0.05) for 5% darker
shadeColor2(hexcolor,-0.25) for 25% darker
Use positives for lightening.
Split the hex color into its RGB components.
Convert each of these components into an integer value.
Multiply that integer by a fraction, such as 0.5, making sure the result is also integer.
Alternatively, subtract a set amount from that integer, being sure not to go below 0.
Convert the result back to hex.
Concatenate these values in RGB order, and use.
RGB colors (in hexadecimal RGB notation) get darker or lighter by adjusting shade, key, lightness, or brightness. See the playground: colorizer.org
Option 1. Translate R, G, B values to darken shade
This one is simple, but easy to mess up. Here is subtracting 16 points off the (0,255) scale from each value:
myHex = 0x8c36a9;
darkerHex = myHex - 0x101010;
# 0x7c2699;
The hex will underflow if any of the R,G,B values are 0x0f or lower. Something like this would fix that.
myHex = 0x87f609;
darkenBy = 0x10;
floor = 0x0;
darkerHex = (max((myHex >> 16) - darkenBy, floor) << 16) + \
(max(((myHex & 0xff00) >> 8) - darkenBy, floor) << 8) + \
max(((myHex & 0xff) - darkenBy), floor);
# 0x77e600
# substitute `ceiling=0xff;` and `min((myHex ...) + lightenBy, ceiling)` for lightening
Option 2. Scale R, G, B values to increase black
In the CMYK model, key (black) is 1 - max of R, G, B values on (0,1) scale.
This one is simple enough that you can get good results without too much code. You're rescaling the distribution of R, G, B values by a single scaling factor.
Express the scaling factor as 2-digit hex (so 50% would be .5*0x100 or 0x80, 1/16th is 0x10 and 10% rounds down to 0x19 ).
# Assumes integer division ... looking at you python3 >:(
myHex = 0x8c36a9;
keyFactor = 0x10; # Lighten or darken by 6.25%
R = myHex >> 16; # 0x8c
G = (myHex & 0xff00) >> 8; # 0x36
B = myHex & 0xff; # 0xa9
darkerHex = ((R-R*keyFactor/0x100) << 16) + # Darker R
((G-G*keyFactor/0x100) << 8) + # Darker G
(B-B*keyFactor/0x100); # Darker B
# 0x84339f
# substitute `(X+keyFactor-X*keyFactor/0x100)` for lightening
# 0x9443af
Option 3. Reduce Lightness or Brightness at constant hue
In the HSL representation of RGB, lightness is the midpoint between min and max of R, G, B values. For HSV, brightness is the max of R, G, B values.
Consider using your language's built-in or external RGB/HEX to HSL/HSV converter. Then adjust your L/V values and convert back to RGB/HSL. You can do the conversion by hand, as in #1 & #2, but the implementation may not save you any time over an existing converter (see links for the maths).
You should consider darken the color in L*a*b* color space. Here's an example in JavaScript using chroma.js:
chroma.hex("#FCFC00").darker(10).hex() // "#dde000"
A hex colour such as #FCFCFC consists of three pairs representing RGB. The second part of each pair can be reduced to darken any colour without altering the colour considerably.
eg. to darken #FCFCFC, lower the values of C to give #F0F0F0
Reducing the first part of each pair by a small amount will also darken the colour, but you will start to affect the colour more (eg. turning a green to a blue).

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