A while back I found this great color picker from Piotr Adams which I can not find on Git anymore but it's still on this page: https://www.programcreek.com/java-api-examples/index.php?source_dir=Random-Penis-master/app/src/main/java/com/osacky/penis/picker/ColorPicker.java
The main reason I use this color picker in my app is because I want to be able to place a pointer on the RadialGradient based on a color. This library calculates the position for a certain color, this means placing a picker on the correct location is very fast and easy.
The problem is I don't quite understand how it works. I now want to generate a RadialGradient with different colors. But the logic it uses does not work when I generate a RadialGradient with different colors.
Here is the code that generates the RadialGradient:
private Bitmap createColorWheelBitmap(int width, int height) {
Bitmap bitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
int colorCount = 12;
int colorAngleStep = 360 / 12;
int colors[] = new int[colorCount + 1];
float hsv[] = new float[]{0f, 1f, 1f};
for (int i = 0; i < colors.length; i++) {
hsv[0] = (i * colorAngleStep + 180) % 360;
colors[i] = Color.HSVToColor(hsv);
}
colors[colorCount] = colors[0];
SweepGradient sweepGradient = new SweepGradient(width / 2, height / 2, colors, null);
RadialGradient radialGradient = new RadialGradient(width / 2, height / 2, colorWheelRadius, 0xFFFFFFFF, 0x00FFFFFF, TileMode.CLAMP);
ComposeShader composeShader = new ComposeShader(sweepGradient, radialGradient, PorterDuff.Mode.SRC_OVER);
colorWheelPaint.setShader(composeShader);
Canvas canvas = new Canvas(bitmap);
canvas.drawCircle(width / 2, height / 2, colorWheelRadius, colorWheelPaint);
return bitmap;
}
The code for listening to changes of the picker, so this calculates the color based on a position:
@Override
public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
int x = (int) event.getX();
int y = (int) event.getY();
int cx = x - getWidth() / 2;
int cy = y - getHeight() / 2;
double d = Math.sqrt(cx * cx + cy * cy);
if (d <= colorWheelRadius) {
colorHSV[0] = (float) (Math.toDegrees(Math.atan2(cy, cx)) + 180f);
colorHSV[1] = Math.max(0f, Math.min(1f, (float) (d / colorWheelRadius)));
selectedPointer.setColor(Color.HSVToColor(colorHSV));
notifyListeners();
invalidate();
}
return true;
case MotionEvent.ACTION_BUTTON_PRESS:
}
return super.onTouchEvent(event);
}
Finally the code that calculates the position based on a color:
// drawing color wheel pointer
float hueAngle = (float) Math.toRadians(colorHSV[0]);
int colorPointX = (int) (-Math.cos(hueAngle) * colorHSV[1] * colorWheelRadius) + centerX;
int colorPointY = (int) (-Math.sin(hueAngle) * colorHSV[1] * colorWheelRadius) + centerY;
float pointerRadius = 0.075f * colorWheelRadius;
int pointerX = (int) (colorPointX - pointerRadius / 2);
int pointerY = (int) (colorPointY - pointerRadius / 2);
colorPointerCoords.set(pointerX, pointerY, pointerX + pointerRadius, pointerY + pointerRadius);
canvas.drawOval(colorPointerCoords, colorPointerPaint);
So my question is how can I for example change the RadialGradient to only include 2 colors, without breaking the calculations of getting the color? Even an explanation on how this works would be great!
There is great tutorial here: http://tekeye.uk/android/examples/ui/android-color-picker-tutorial (not mine). I don't know much about the theory behind it either but you can use this code to calculate color based on position.
// Calculate channel based on 2 surrounding colors and p angle.
private int ave(int s, int d, float p) {
return s + java.lang.Math.round(p * (d - s));
}
// Calculate color based on drawn colors and angle based on x and y position.
private int interpColor(int colors[], float unit) {
if (unit <= 0) {
return colors[0];
}
if (unit >= 1) {
return colors[colors.length - 1];
}
// Adjust the angle (unit) based on how many colors there are in the list.
float p = unit * (colors.length - 1);
// Get starting color position in the array.
int i = (int)p;
p -= i;
// Now p is just the fractional part [0...1) and i is the index.
// Get two composite colors for calculations.
int c0 = colors[i];
int c1 = colors[i+1];
// Calculate color channels.
int a = ave(Color.alpha(c0), Color.alpha(c1), p);
int r = ave(Color.red(c0), Color.red(c1), p);
int g = ave(Color.green(c0), Color.green(c1), p);
int b = ave(Color.blue(c0), Color.blue(c1), p);
// And finally create the color from the channels.
return Color.argb(a, r, g, b);
}
You can call the interpreting function like this for example.
@Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX() - CENTER_X;
float y = event.getY() - CENTER_Y;
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
// Calculate the angle based on x and y positions clicked.
float angle = (float)java.lang.Math.atan2(y, x);
// need to turn angle [-PI ... PI] into unit [0....1]
float unit = angle/(2*PI);
if (unit < 0) {
unit += 1;
}
// mColors is your list with colors so int[].
int color = interpColor(mColors, unit);
break;
}
}
I already tried it in my project and it works like a charm. So hope it helps you too. :)
EDIT:
Oh so my colors are set up like this.
mColors = intArrayOf(-0x10000, -0xff01, -0xffff01, -0xff0001, -0xff0100, -0x100, -0x10000)
So you can add/remove as many colors as you want and since the interpret functions calculates based on size of this array it should work.
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