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#[cfg(feature = "palette")]
use palette::rgb::{Srgb, Srgba};

/// A color in the sRGB color space.
#[derive(Debug, Clone, Copy, PartialEq, Default)]
pub struct Color {
    /// Red component, 0.0 - 1.0
    pub r: f32,
    /// Green component, 0.0 - 1.0
    pub g: f32,
    /// Blue component, 0.0 - 1.0
    pub b: f32,
    /// Transparency, 0.0 - 1.0
    pub a: f32,
}

impl Color {
    /// The black color.
    pub const BLACK: Color = Color {
        r: 0.0,
        g: 0.0,
        b: 0.0,
        a: 1.0,
    };

    /// The white color.
    pub const WHITE: Color = Color {
        r: 1.0,
        g: 1.0,
        b: 1.0,
        a: 1.0,
    };

    /// A color with no opacity.
    pub const TRANSPARENT: Color = Color {
        r: 0.0,
        g: 0.0,
        b: 0.0,
        a: 0.0,
    };

    /// Creates a new [`Color`].
    ///
    /// In debug mode, it will panic if the values are not in the correct
    /// range: 0.0 - 1.0
    ///
    /// [`Color`]: struct.Color.html
    pub fn new(r: f32, g: f32, b: f32, a: f32) -> Color {
        debug_assert!(
            (0.0..=1.0).contains(&r),
            "Red component must be on [0, 1]"
        );
        debug_assert!(
            (0.0..=1.0).contains(&g),
            "Green component must be on [0, 1]"
        );
        debug_assert!(
            (0.0..=1.0).contains(&b),
            "Blue component must be on [0, 1]"
        );
        debug_assert!(
            (0.0..=1.0).contains(&a),
            "Alpha component must be on [0, 1]"
        );

        Color { r, g, b, a }
    }

    /// Creates a [`Color`] from its RGB components.
    ///
    /// [`Color`]: struct.Color.html
    pub const fn from_rgb(r: f32, g: f32, b: f32) -> Color {
        Color::from_rgba(r, g, b, 1.0f32)
    }

    /// Creates a [`Color`] from its RGBA components.
    ///
    /// [`Color`]: struct.Color.html
    pub const fn from_rgba(r: f32, g: f32, b: f32, a: f32) -> Color {
        Color { r, g, b, a }
    }

    /// Creates a [`Color`] from its RGB8 components.
    ///
    /// [`Color`]: struct.Color.html
    pub fn from_rgb8(r: u8, g: u8, b: u8) -> Color {
        Color::from_rgba8(r, g, b, 1.0)
    }

    /// Creates a [`Color`] from its RGB8 components and an alpha value.
    ///
    /// [`Color`]: struct.Color.html
    pub fn from_rgba8(r: u8, g: u8, b: u8, a: f32) -> Color {
        Color {
            r: f32::from(r) / 255.0,
            g: f32::from(g) / 255.0,
            b: f32::from(b) / 255.0,
            a,
        }
    }

    /// Converts the [`Color`] into its linear values.
    ///
    /// [`Color`]: struct.Color.html
    pub fn into_linear(self) -> [f32; 4] {
        // As described in:
        // https://en.wikipedia.org/wiki/SRGB#The_reverse_transformation
        fn linear_component(u: f32) -> f32 {
            if u < 0.04045 {
                u / 12.92
            } else {
                ((u + 0.055) / 1.055).powf(2.4)
            }
        }

        [
            linear_component(self.r),
            linear_component(self.g),
            linear_component(self.b),
            self.a,
        ]
    }

    /// Inverts the [`Color`] in-place.
    ///
    /// [`Color`]: struct.Color.html
    pub fn invert(&mut self) {
        self.r = 1.0f32 - self.r;
        self.b = 1.0f32 - self.g;
        self.g = 1.0f32 - self.b;
    }

    /// Returns the inverted [`Color`].
    ///
    /// [`Color`]: struct.Color.html
    pub fn inverse(self) -> Color {
        Color::new(1.0f32 - self.r, 1.0f32 - self.g, 1.0f32 - self.b, self.a)
    }
}

impl From<[f32; 3]> for Color {
    fn from([r, g, b]: [f32; 3]) -> Self {
        Color::new(r, g, b, 1.0)
    }
}

impl From<[f32; 4]> for Color {
    fn from([r, g, b, a]: [f32; 4]) -> Self {
        Color::new(r, g, b, a)
    }
}

#[cfg(feature = "palette")]
/// Converts from palette's `Srgba` type to a [`Color`].
///
/// [`Color`]: struct.Color.html
impl From<Srgba> for Color {
    fn from(srgba: Srgba) -> Self {
        Color::new(srgba.red, srgba.green, srgba.blue, srgba.alpha)
    }
}

#[cfg(feature = "palette")]
/// Converts from [`Color`] to palette's `Srgba` type.
///
/// [`Color`]: struct.Color.html
impl From<Color> for Srgba {
    fn from(c: Color) -> Self {
        Srgba::new(c.r, c.g, c.b, c.a)
    }
}

#[cfg(feature = "palette")]
/// Converts from palette's `Srgb` type to a [`Color`].
///
/// [`Color`]: struct.Color.html
impl From<Srgb> for Color {
    fn from(srgb: Srgb) -> Self {
        Color::new(srgb.red, srgb.green, srgb.blue, 1.0)
    }
}

#[cfg(feature = "palette")]
/// Converts from [`Color`] to palette's `Srgb` type.
///
/// [`Color`]: struct.Color.html
/// [`Srgb`]: ../palette/rgb/type.Srgb.html
impl From<Color> for Srgb {
    fn from(c: Color) -> Self {
        Srgb::new(c.r, c.g, c.b)
    }
}

#[cfg(feature = "palette")]
#[cfg(test)]
mod tests {
    use super::*;
    use palette::Blend;

    #[test]
    fn srgba_traits() {
        let c = Color::from_rgb(0.5, 0.4, 0.3);
        // Round-trip conversion to the palette:Srgba type
        let s: Srgba = c.into();
        let r: Color = s.into();
        assert_eq!(c, r);
    }

    #[test]
    fn color_manipulation() {
        let c1 = Color::from_rgb(0.5, 0.4, 0.3);
        let c2 = Color::from_rgb(0.2, 0.5, 0.3);

        // Convert to linear color for manipulation
        let l1 = Srgba::from(c1).into_linear();
        let l2 = Srgba::from(c2).into_linear();

        // Take the lighter of each of the RGB components
        let lighter = l1.lighten(l2);

        // Convert back to our Color
        let r: Color = Srgba::from_linear(lighter).into();
        assert_eq!(
            r,
            Color {
                r: 0.5,
                g: 0.5,
                b: 0.3,
                a: 1.0
            }
        );
    }
}