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office-ui-fabric-react

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Reusable React components for building experiences for Office 365.

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// Technically this should be shades and tints, but for simplicity we'll call everything a shade. /* This utility module is used with theming. Given a color to shade, whether the theme is inverted (i.e. is a dark color), * and the desired shade enum, this will return an appropriate shade of that color. */ import { MAX_COLOR_RGBA } from './colors'; import * as Colors from './colors'; import { assign } from '../../Utilities'; // Soften: to get closer to the background color's luminance (softening with a white background would be lightening, with black it'd be darkening) // Strongen: opposite of soften // Luminance multiplier constants for generating shades of a given color var WhiteShadeTableBG = [.973, .957, .918, .855, .816, .784, .651, .463]; // white bg var BlackTintTableBG = [.463, .55, .651, .784, .816, .855, .918, .957]; // black bg var WhiteShadeTable = [.463, .651, .784, .816, .855, .918, .957, .973]; // white fg var BlackTintTable = [.463, .55, .651, .784, .816, .855, .918, .957]; // black fg var LumTintTable = [.12, .23, .34, .45, .56, .67, .78, .89]; // light (strongen all) var LumShadeTable = [.89, .78, .67, .56, .45, .34, .23, .12]; // dark (soften all) var ColorTintTable = [.07, .18, .436, .751, .956]; // default soften var ColorShadeTable = [.90, .64, .550]; // default strongen // If the given shade's luminance is below/above these values, we'll swap to using the White/Black tables above var LowLuminanceThreshold = 0.2; var HighLuminanceThreshold = 0.8; /** Shades of a given color, from softest to strongest. */ export var Shade; (function (Shade) { Shade[Shade["Unshaded"] = 0] = "Unshaded"; Shade[Shade["Shade1"] = 1] = "Shade1"; Shade[Shade["Shade2"] = 2] = "Shade2"; Shade[Shade["Shade3"] = 3] = "Shade3"; Shade[Shade["Shade4"] = 4] = "Shade4"; Shade[Shade["Shade5"] = 5] = "Shade5"; Shade[Shade["Shade6"] = 6] = "Shade6"; Shade[Shade["Shade7"] = 7] = "Shade7"; Shade[Shade["Shade8"] = 8] = "Shade8"; // remember to update isValidShade()! })(Shade || (Shade = {})); /** * Returns true if the argument is a valid Shade value * @param {Shade} shade The Shade value to validate. */ export function isValidShade(shade) { 'use strict'; return (typeof shade === 'number') && (shade >= Shade.Unshaded) && (shade <= Shade.Shade8); } function _isBlack(color) { return color.r === 0 && color.g === 0 && color.b === 0; } function _isWhite(color) { return color.r === MAX_COLOR_RGBA && color.g === MAX_COLOR_RGBA && color.b === MAX_COLOR_RGBA; } function _darken(hsl, factor) { return { h: hsl.h, s: hsl.s, l: hsl.l * factor }; } function _lighten(hsl, factor) { return { h: hsl.h, s: hsl.s, l: hsl.l * factor + (100 * (1 - factor)) }; } export function isDark(color) { return Colors.hsv2hsl(color.h, color.s, color.v).l < 50; } /** * Given a color and a shade specification, generates the requested shade of the color. * Logic: * if white * darken via tables defined above * if black * lighten * if light * strongen * if dark * soften * else default * soften or strongen depending on shade# * @param {IColor} color The base color whose shade is to be computed * @param {Shade} shade The shade of the base color to compute * @param {Boolean} isInverted Default false. Whether the given theme is inverted (reverse strongen/soften logic) */ export function getShade(color, shade, isInverted) { 'use strict'; if (isInverted === void 0) { isInverted = false; } if (!color) { return null; } if (shade === Shade.Unshaded || !isValidShade(shade)) { return color; } var hsl = Colors.hsv2hsl(color.h, color.s, color.v); var tableIndex = shade - 1; var _soften = _lighten; var _strongen = _darken; if (isInverted) { // tableIndex = LumTintTable.length - 1 - tableIndex; _soften = _darken; _strongen = _lighten; } if (_isWhite(color)) { hsl = _darken(hsl, WhiteShadeTable[tableIndex]); } else if (_isBlack(color)) { hsl = _lighten(hsl, BlackTintTable[tableIndex]); } else if (hsl.l / 100 > HighLuminanceThreshold) { hsl = _strongen(hsl, LumShadeTable[tableIndex]); } else if (hsl.l / 100 < LowLuminanceThreshold) { hsl = _soften(hsl, LumTintTable[tableIndex]); } else { if (tableIndex < ColorTintTable.length) { hsl = _soften(hsl, ColorTintTable[tableIndex]); } else { hsl = _strongen(hsl, ColorShadeTable[tableIndex - ColorTintTable.length]); } } return Colors.getColorFromRGBA(assign(Colors.hsl2rgb(hsl.h, hsl.s, hsl.l), { a: color.a })); } // Background shades/tints are generated differently. The provided color will be guaranteed // to be the darkest or lightest one. If it is <50% luminance, it will always be the darkest, // otherwise it will always be the lightest. export function getBackgroundShade(color, shade, isInverted) { 'use strict'; if (isInverted === void 0) { isInverted = false; } if (!color) { return null; } if (shade === Shade.Unshaded || !isValidShade(shade)) { return color; } var hsl = Colors.hsv2hsl(color.h, color.s, color.v); var tableIndex = shade - 1; if (!isInverted) { hsl = _darken(hsl, WhiteShadeTableBG[tableIndex]); } else { hsl = _lighten(hsl, BlackTintTableBG[BlackTintTable.length - 1 - tableIndex]); } return Colors.getColorFromRGBA(assign(Colors.hsl2rgb(hsl.h, hsl.s, hsl.l), { a: color.a })); } /* Calculates the contrast ratio between two colors. Used for verifying * color pairs meet minimum accessibility requirements. * See: https://www.w3.org/TR/WCAG20/ section 1.4.3 */ export function getContrastRatio(color1, color2) { // Formula defined by: http://www.w3.org/TR/UNDERSTANDING-WCAG20/visual-audio-contrast-contrast.html#contrast-ratiodef // relative luminance: http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef /* calculate the intermediate value needed to calculating relative luminance */ function _getThing(x) { if (x <= .03928) { return x / 12.92; } else { return Math.pow((x + .055) / 1.055, 2.4); } } var r1 = _getThing(color1.r / MAX_COLOR_RGBA); var g1 = _getThing(color1.g / MAX_COLOR_RGBA); var b1 = _getThing(color1.b / MAX_COLOR_RGBA); var L1 = (.2126 * r1) + (.7152 * g1) + (.0722 * b1); // relative luminance of first color L1 += .05; var r2 = _getThing(color2.r / MAX_COLOR_RGBA); var g2 = _getThing(color2.g / MAX_COLOR_RGBA); var b2 = _getThing(color2.b / MAX_COLOR_RGBA); var L2 = (.2126 * r2) + (.7152 * g2) + (.0722 * b2); // relative luminance of second color L2 += .05; // return the lighter color divided by darker return L1 / L2 > 1 ? L1 / L2 : L2 / L1; } //# sourceMappingURL=shades.js.map