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https://github.com/jkocon/g-helper.git
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Ambient + Custom colors effect for ROG Strix (#1582)
* Added ambient effect. Refact AsusUSB.cs * merge * Improved perfomance for Ambient effect. Added AuraMsg.cs * Fix leaked. Decrease saturation. * returned the old form formatting * Fixed color size * Removed visible colors for ambient effect * Add comments * Improved performance by 60% * merge * added "init = true" for effect
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@@ -1,6 +1,8 @@
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namespace GHelper.Helpers
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using System.Runtime.CompilerServices;
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namespace GHelper.Helpers
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{
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public class ColorUtilities
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public class ColorUtils
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{
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// Method to get the weighted average between two colors
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public static Color GetWeightedAverage(Color color1, Color color2, float weight)
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@@ -16,6 +18,144 @@
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return Color.FromArgb(red, green, blue);
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}
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public static Color GetMidColor(Color color1, Color color2)
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{
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return Color.FromArgb((color1.R + color2.R) / 2,
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(color1.G + color2.G) / 2,
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(color1.B + color2.B) / 2);
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}
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public class HSV
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{
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public double Hue { get; set; }
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public double Saturation { get; set; }
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public double Value { get; set; }
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public Color ToRGB()
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{
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var hue = Hue * 6;
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var saturation = Saturation;
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var value = Value;
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double red;
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double green;
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double blue;
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if (saturation == 0)
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{
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red = green = blue = value;
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}
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else
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{
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var i = Convert.ToInt32(Math.Floor(hue));
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var f = hue - i;
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var p = value * (1 - saturation);
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var q = value * (1 - saturation * f);
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var t = value * (1 - saturation * (1 - f));
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int mod = i % 6;
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red = new[] { value, q, p, p, t, value }[mod];
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green = new[] { t, value, value, q, p, p }[mod];
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blue = new[] { p, p, t, value, value, q }[mod];
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}
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return Color.FromArgb(Convert.ToInt32(red * 255), Convert.ToInt32(green * 255), Convert.ToInt32(blue * 255));
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}
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public static HSV ToHSV(Color rgb)
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{
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double red = rgb.R / 255.0;
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double green = rgb.G / 255.0;
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double blue = rgb.B / 255.0;
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var min = Math.Min(red, Math.Min(green, blue));
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var max = Math.Max(red, Math.Max(green, blue));
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var delta = max - min;
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double hue;
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double saturation = 0;
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var value = max;
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if (max != 0)
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saturation = delta / max;
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if (delta == 0)
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hue = 0;
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else
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{
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if (red == max)
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hue = (green - blue) / delta + (green < blue ? 6 : 0);
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else if (green == max)
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hue = 2 + (blue - red) / delta;
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else
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hue = 4 + (red - green) / delta;
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hue /= 6;
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}
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return new HSV { Hue = hue, Saturation = saturation, Value = value };
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}
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public static Color UpSaturation(Color rgb, float increse = 0.2f) //make color more colored
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{
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if (rgb.R == rgb.G && rgb.G == rgb.B)
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return rgb;
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var hsv_color = ToHSV(rgb);
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hsv_color.Saturation = Math.Min(hsv_color.Saturation + increse, 1.00f);
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return hsv_color.ToRGB();
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}
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}
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public class SmoothColor
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{
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public Color RGB
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{
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get { return Interpolate(); }
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set { clr = value; }
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}
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Color Interpolate()
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{
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clr_ = ColorInterpolator.InterpolateBetween(clr, clr_, smooth);
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return clr_;
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}
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private float smooth = 0.65f; //smooth
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private Color clr = new Color();
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private Color clr_ = new Color();
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static class ColorInterpolator
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{
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delegate byte ComponentSelector(Color color);
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static ComponentSelector _redSelector = color => color.R;
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static ComponentSelector _greenSelector = color => color.G;
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static ComponentSelector _blueSelector = color => color.B;
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public static Color InterpolateBetween(Color endPoint1, Color endPoint2, double lambda)
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{
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if (lambda < 0 || lambda > 1)
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throw new ArgumentOutOfRangeException("lambda");
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if (endPoint1 != endPoint2)
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{
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return Color.FromArgb(
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InterpolateComponent(endPoint1, endPoint2, lambda, _redSelector),
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InterpolateComponent(endPoint1, endPoint2, lambda, _greenSelector),
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InterpolateComponent(endPoint1, endPoint2, lambda, _blueSelector)
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);
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}
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return endPoint1;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static byte InterpolateComponent(Color end1, Color end2, double lambda, ComponentSelector selector)
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{
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return (byte)(selector(end1) + (selector(end2) - selector(end1)) * lambda);
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}
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}
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}
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}
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}
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