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WPF Color Picker Construction Kit

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26 Dec 2010CPOL9 min read 116K   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.Diagnostics;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;

namespace ColorPicker.ColorModels.HSB
{
    class Hue : NormalComponent 
    {
        private static readonly HSBModel  sModel = new HSBModel();
        
        
        public override int MinValue
        {
            get { return 0; }
        }

        public override int MaxValue
        {
            get {return 359; }
        }

        public override void UpdateNormalBitmap(WriteableBitmap bitmap, Color color)
        {

            unsafe
            {
                bitmap.Lock();
                int currentPixel = -1;
                byte* pStart = (byte*)(void*)bitmap.BackBuffer;
                double iRowUnit = (double)360/256;
               double iRowCurrent = 359;
                for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
                {

                    Color hueColor = sModel.Color(iRowCurrent, 1, 1);
                    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)1 / 256;
                double iRowCurrent = 1;
                
                  double r = 0;
                  double g = 0;
                  double b = 0;
                double hue = 359 - normalComponentValue;
                for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
                {
                   double iColCurrent = 0;
                    for (int iCol = 0; iCol < bitmap.PixelWidth; iCol++)
                    {
                        double saturation = iColCurrent;
                        double brightness = 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();
            }
        }


        //Original version , however too slow so the hsb calculation was inlined into the function so as to avoid conversion to 
        //color and back.
        //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)1 / 256;
        //        double iRowCurrent = 1;


        //        for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
        //        {
        //            double iColCurrent = 0;
        //            for (int iCol = 0; iCol < bitmap.PixelWidth; iCol++)
        //            {
        //                Color hueColor = sModel.Color(normalComponentValue, iColCurrent, iRowCurrent);
        //                currentPixel++;
        //                *(pStart + currentPixel * 3 + 0) = hueColor.B; //Blue
        //                *(pStart + currentPixel * 3 + 1) = hueColor.G; //Green 
        //                *(pStart + currentPixel * 3 + 2) = hueColor.R; //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 = colorComponentValue;
            var brightness =  (1 - selectionPoint.Y/255);
            var saturation =  (selectionPoint.X/255);
            return sModel.Color(hue, saturation, brightness);
        }

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

        public override int Value(Color color)
        {
            return Convert.ToInt32(sModel.HComponent( color));
        }

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

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

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License

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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