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Fix unreadable colour hex code text due to low contrast

Logic is shared with the timeline blueprints which also have the same
problem of displaying text on top of a combo colour.

Slightly modified the formula. Seems to yield better results on a
subjective check.
This commit is contained in:
Bartłomiej Dach 2021-04-18 19:46:54 +02:00
parent 67c19df000
commit a8027d87b6
3 changed files with 27 additions and 4 deletions

View File

@ -10,6 +10,7 @@ using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Game.Graphics.Sprites;
using osu.Game.Utils;
using osuTK;
using osuTK.Graphics;
@ -98,6 +99,7 @@ namespace osu.Game.Graphics.UserInterfaceV2
{
fill.Colour = current.Value;
colourHexCode.Text = current.Value.ToHex();
colourHexCode.Colour = ColourUtils.ForegroundTextColourFor(current.Value);
}
}
}

View File

@ -21,6 +21,7 @@ using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Skinning;
using osu.Game.Utils;
using osuTK;
using osuTK.Graphics;
@ -158,10 +159,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
circle.Colour = comboColour;
var col = circle.Colour.TopLeft.Linear;
float brightness = col.R + col.G + col.B;
// decide the combo index colour based on brightness?
colouredComponents.Colour = OsuColour.Gray(brightness > 0.5f ? 0.2f : 0.9f);
colouredComponents.Colour = ColourUtils.ForegroundTextColourFor(col);
}
protected override void Update()

View File

@ -0,0 +1,23 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Graphics;
using osuTK.Graphics;
namespace osu.Game.Utils
{
public static class ColourUtils
{
/// <summary>
/// Returns a foreground text colour that is supposed to contrast well on top of
/// the supplied <paramref name="backgroundColour"/>.
/// </summary>
public static Color4 ForegroundTextColourFor(Color4 backgroundColour)
{
// formula taken from the RGB->YIQ conversions: https://en.wikipedia.org/wiki/YIQ
// brightness here is equivalent to the Y component in the above colour model, which is a rough estimate of lightness.
float brightness = 0.299f * backgroundColour.R + 0.587f * backgroundColour.G + 0.114f * backgroundColour.B;
return OsuColour.Gray(brightness > 0.5f ? 0.2f : 0.9f);
}
}
}