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WPF Color Picker Construction Kit

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26 Dec 2010CPOL9 min read 116.9K   7.7K   76  
A WPF color picker (like Adobe's) constructed in a modular fashion for easy modification.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;

namespace ColorPicker.ColorModels.HSB
{
    class Brightness:NormalComponent 
    {
        private static readonly HSBModel sModel = new HSBModel();

        public override int MinValue
        {
            get {return 0; }
        }

        public override int MaxValue
        {
            get {return 100; }
        }

        public override void UpdateNormalBitmap(WriteableBitmap bitmap, Color color)
        {
            unsafe
            {
                bitmap.Lock();
                int currentPixel = -1;
                byte* pStart = (byte*)(void*)bitmap.BackBuffer;
                double iRowUnit = (double)1 / 256;
                double iRowCurrent = 1;
                double hue = sModel.HComponent(color);
                double saturation = sModel.SComponent(color);
                for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
                {

                    Color hueColor = sModel.Color(hue, saturation, iRowCurrent);
                    for (int iCol = 0; iCol < bitmap.PixelWidth; iCol++)
                    {
                        currentPixel++;
                        *(pStart + currentPixel * 3 + 0) = hueColor.B; //Blue
                        *(pStart + currentPixel * 3 + 1) = hueColor.G; //Green 
                        *(pStart + currentPixel * 3 + 2) = hueColor.R; //red
                    }

                    iRowCurrent -= iRowUnit;

                }

                bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
                bitmap.Unlock();
            }
        }

        public override void UpdateColorPlaneBitmap(WriteableBitmap bitmap, int normalComponentValue)
        {
            unsafe
            {
                bitmap.Lock();
                byte* pStart = (byte*)(void*)bitmap.BackBuffer;
                int currentPixel = -1;
                double iRowUnit = (double)1 / 256;
                double iColUnit = (double)360 / 256;
                double iRowCurrent = 1;

                double r = 0;
                double g = 0;
                double b = 0;
                double brightness = (double)(normalComponentValue)/100;
                for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
                {
                    double iColCurrent = 359;
                    for (int iCol = 0; iCol < bitmap.PixelWidth; iCol++)
                    {
                        double hue = iColCurrent;
                        double saturation  = iRowCurrent;
                        //Taken from HSBModel for speed purposes



                        if (saturation == 0)
                        {
                            r = g = b = brightness;
                        }
                        else
                        {
                            // the color wheel consists of 6 sectors. Figure out which sector you're in.
                            double sectorPos = hue / 60.0;
                            int sectorNumber = (int)(Math.Floor(sectorPos));
                            // get the fractional part of the sector
                            double fractionalSector = sectorPos - sectorNumber;

                            // calculate values for the three axes of the color. 
                            double p = brightness * (1.0 - saturation);
                            double q = brightness * (1.0 - (saturation * fractionalSector));
                            double t = brightness * (1.0 - (saturation * (1 - fractionalSector)));

                            // assign the fractional colors to r, g, and b based on the sector the angle is in.
                            switch (sectorNumber)
                            {
                                case 0:
                                    r = brightness;
                                    g = t;
                                    b = p;
                                    break;
                                case 1:
                                    r = q;
                                    g = brightness;
                                    b = p;
                                    break;
                                case 2:
                                    r = p;
                                    g = brightness;
                                    b = t;
                                    break;
                                case 3:
                                    r = p;
                                    g = q;
                                    b = brightness;
                                    break;
                                case 4:
                                    r = t;
                                    g = p;
                                    b = brightness;
                                    break;
                                case 5:
                                    r = brightness;
                                    g = p;
                                    b = q;
                                    break;
                            }
                        }


                        currentPixel++;
                        *(pStart + currentPixel * 3 + 0) = Convert.ToByte(g * 255); //Blue
                        *(pStart + currentPixel * 3 + 1) = Convert.ToByte(b * 255); //Green 
                        *(pStart + currentPixel * 3 + 2) = Convert.ToByte(r * 255); //red
                        iColCurrent -= iColUnit;
                    }
                    iRowCurrent -= iRowUnit;
                }
                bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
                bitmap.Unlock();
            }
        }

        public override Color ColorAtPoint(Point selectionPoint, int colorComponentValue)
        {
            var hue = (359 * selectionPoint.X / 255);
            var brightness =(double)colorComponentValue/100;
            var saturation = (1 - (double)selectionPoint.Y / 255);
            return sModel.Color(hue, saturation, brightness);
        }

        public override Point PointFromColor(Color color)
        {
            int x = Convert.ToInt32(sModel.HComponent(color) /359 * 255);
            int y = 255 - Convert.ToInt32(sModel.SComponent(color) * 255);
            return new Point(x, y);
        }

        public override int Value(Color color)
        {
            double max = Math.Max(color.R, Math.Max(color.G, color.B));
            int b =Convert.ToInt32(max*100/255 ) ;
            return b;
        }

        public override string Name
        {
            get { return "HSB_Brightness"; }
        }

        public override bool IsNormalIndependantOfColor
        {
            get { return false; }
        }
    }
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Software Developer (Senior)
United States United States
Written software for what seems like forever. I'm currenly infatuated with WPF. Hopefully my affections are returned.

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