main v1.0
Benjamin Kraft 2 years ago
commit 1f3cbee4cd
  1. 2
      .gitignore
  2. 6
      project.json
  3. BIN
      public/data/images/favicon.ico
  4. 23
      public/data/scripts/events.js
  5. 669
      public/data/scripts/lib/benjo_library.js
  6. 17
      public/data/scripts/sketch.js
  7. BIN
      public/data/styles/Cabin-Bold.ttf
  8. BIN
      public/data/styles/Cabin-BoldItalic.ttf
  9. BIN
      public/data/styles/Cabin-Italic.ttf
  10. BIN
      public/data/styles/Cabin-Medium.ttf
  11. BIN
      public/data/styles/Cabin-MediumItalic.ttf
  12. BIN
      public/data/styles/Cabin-Regular.ttf
  13. BIN
      public/data/styles/Cabin-SemiBold.ttf
  14. BIN
      public/data/styles/Cabin-SemiBoldItalic.ttf
  15. 93
      public/data/styles/OFL.txt
  16. 106
      public/data/styles/color_picker.css
  17. 47
      public/index.html
  18. 26
      public/styles.css
  19. BIN
      public/thumbnail.png

2
.gitignore vendored

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.idea

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{
"display_name": "Colorpicker",
"info_text": "Tool for determining color codes in HSB, RGB and HEX.",
"visible": true,
"tags": ["Tool"]
}

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function keyPressed(){
switch(keyCode){
}
}
function keyReleased(){
switch(keyCode){
}
}
function mouseDragged(){
colorPicker.mouseDragged();
}
function mousePressed(){
colorPicker.mousePressed();
}
function mouseReleased(){
colorPicker.mouseReleased();
}

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let TOP = 1,
RIGHT = 2,
BOTTOM = 3,
LEFT = 4,
TOP_RIGHT = 5,
BOTTOM_RIGHT = 6,
BOTTOM_LEFT = 7,
TOP_LEFT = 8;
function collisionDetection(obj0, obj1){
let sp = strokePadding;
if (sp == null) sp = 0;
if (obj0.isEllipse && obj1.isRectangle){
//Ball
let b = obj0;
//Rectangle
let r = obj1;
for (let i = 0; i < TWO_PI; i += PI / 32){
/* Check every borderpoint of the ball beginning
at the top in clock direction up to top again */
// Ball Center X
let bcx = b.x;
// Ball Center Y
let bcy = b.y;
// Ball Border X
let bbx = b.x + sin(i) * b.r;
// Ball Border Y inverted because Y = 0 is the TOP of the screen
let bby = b.y - cos(i) * b.r;
// Rectangle Width
let rW = r.width + 2 * sp;
// Rectangle Height
let rH = r.height + 2 * sp;
// Rectangle Border X
let rX = r.x - sp;
// Rectangle Border Y
let rY = r.y - sp;
// Objects touch
if (bbx > rX && bbx < rX + rW
&& bby > rY && bby < rY + rH){
// STRAIGHT FACES //
//Top/Bottom touch
if (bcx > rX && bcx < rX + rW){
//Top touch
if (b.v.y > 0) return {isTouching: true, location: TOP};
//Bottom touch
if (b.v.y < 0) return {isTouching: true, location: BOTTOM};
}
//Left/Right touch
if (bcy > rY && bcy < rY + rH){
//Left touch
if (b.v.x > 0) return {isTouching: true, location: LEFT};
//Right touch
if (b.v.x < 0) return {isTouching: true, location: RIGHT};
}
// CORNERS //
// BOTTOM Left/Right
if (i > 0 && i <= PI / 2) return {isTouching: true, location: BOTTOM_LEFT};
//LEFT Bottom/Top
if (i > PI / 2 && i <= PI) return {isTouching: true, location: TOP_LEFT};
//TOP Left/Right
if (i > PI && i <= PI + PI / 2) return {isTouching: true, location: TOP_RIGHT};
//RIGHT Bottom/Top
if (i > PI + PI / 2 && i <= TWO_PI) return {isTouching: true, location: BOTTOM_RIGHT};
}
}
}
if (obj0.isEllipse && obj1.isEllipse){
//Ball 1
let b1 = obj0;
//Ball 2
let b2 = obj1;
//Balls are close to each other
if (b1.x + b1.r > b2.x - b2.r
&& b1.x - b1.r < b2.x + b2.r
&& b1.y + b1.r > b2.y - b2.r
&& b1.y - b1.r < b2.y + b2.r){
let distance = sqrt(pow(b1.x - b2.x, 2) + pow(b1.y - b2.y, 2));
if (distance < b1.r + b2.r) return {isTouching: true};
}
}
return {isTouching: false, location: 0};
}
function performCollision(obj0, obj1, collision){
if (obj0.isEllipse){
let ball = obj0;
//Ball collides with frameborder
if (obj1.isFrameborder){
switch (collision.location){
case BOTTOM:
ball.v.y *= -1;
break;
case LEFT:
case RIGHT:
ball.v.x *= -1;
break;
}
if (testMode && collision.location == TOP) ball.v.y *= -1;
ball.move();
}
//Ball collides with any brick
if (obj1.isBrick){
let cornerX, cornerY;
switch (collision.location){
case TOP:
case BOTTOM:
ball.v.y *= -1;
ball.move();
return;
case LEFT:
case RIGHT:
ball.v.x *= -1;
ball.move();
return;
case TOP_LEFT:
cornerX = obj1.x;
cornerY = obj1.y;
break;
case TOP_RIGHT:
cornerX = obj1.x + obj1.width;
cornerY = obj1.y;
break;
case BOTTOM_LEFT:
cornerX = obj1.x;
cornerY = obj1.y + obj1.height;
break;
case BOTTOM_RIGHT:
cornerX = obj1.x + obj1.width;
cornerY = obj1.y + obj1.height;
break;
}
let nx = ball.x - cornerX;
let ny = ball.y - cornerY;
let length = sqrt(nx * nx + ny * ny);
nx /= length;
ny /= length;
let projection = ball.v.x * nx + ball.v.y * ny;
ball.v.x = ball.v.x - 2 * projection * nx;
ball.v.y = ball.v.y - 2 * projection * ny;
ball.move();
}
//Ball collides with paddleboard
if (obj1.isPaddle){
let cornerX, cornerY;
switch (collision.location){
case TOP:
case TOP_LEFT:
case TOP_RIGHT:
ball.v.x = ball.calcVelocityX(obj1, ball.v.x);
ball.v.y = -ball.calcVelocityY();
ball.move();
return;
case LEFT:
case RIGHT:
ball.v.x *= -1;
ball.move();
return;
case BOTTOM_LEFT:
cornerX = obj1.x;
cornerY = obj1.y + obj1.height;
break;
case BOTTOM_RIGHT:
cornerX = obj1.x + obj1.width;
cornerY = obj1.y + obj1.height;
break;
}
let nx = ball.x - cornerX;
let ny = ball.y - cornerY;
let length = sqrt(nx * nx + ny * ny);
nx /= length;
ny /= length;
let projection = ball.v.x * nx + ball.v.y * ny;
ball.v.x = ball.v.x - 2 * projection * nx;
ball.v.y = ball.v.y - 2 * projection * ny;
ball.move();
}
//Ball collides with other ball
if (obj1.isEllipse){
//Ball 1
let b1 = obj0;
//Ball 2
let b2 = obj1;
//Set mass equal to radius of each ball
b1.mass = b1.r;
b2.mass = b2.r;
//Colliding angle of ball 1 to ball 2 using arc tan of both x and y differences
let collisionAngle = atan2((b2.y - b1.y), (b2.x - b1.x));
//Converting directions of velocity vector of balls into angles
let d1 = atan2(b1.v.y, b1.v.x);
let d2 = atan2(b2.v.y, b2.v.x);
//Ignoring mass effects new velocites are simply magnitude multiplied with value of angle differences
let newXspeed1 = b1.v.mag * cos(d1 - collisionAngle);
let newYspeed1 = b1.v.mag * sin(d1 - collisionAngle);
let newXspeed2 = b2.v.mag * cos(d2 - collisionAngle);
let newYspeed2 = b2.v.mag * sin(d2 - collisionAngle);
//According to the principle of linear momentum, kinetic energy stays the same after collision, so velocities are now related to masses
let finalXspeed1 = ((b1.mass - b2.mass) * newXspeed1 + b2.mass * 2 * newXspeed2) / (b1.mass + b2.mass);
let finalYspeed1 = newYspeed1;
let finalXspeed2 = (b1.mass * 2 * newXspeed1 + (b2.mass - b1.mass) * newXspeed2) / (b1.mass + b2.mass);
let finalYspeed2 = newYspeed2;
//Values of collisionAngle
let cosAngle = cos(collisionAngle);
let sinAngle = sin(collisionAngle);
//To also keep velocites relative to pure collisionAngle, subtract sin*x from cos*x and add sin*y to cos*y because coordSystem has y = 0 on the top
let u1x = cosAngle * finalXspeed1 - sinAngle * finalYspeed1;
let u1y = sinAngle * finalXspeed1 + cosAngle * finalYspeed1;
let u2x = cosAngle * finalXspeed2 - sinAngle * finalYspeed2;
let u2y = sinAngle * finalXspeed2 + cosAngle * finalYspeed2;
//Set new velocities to both balls
b1.v.x = u1x;
b1.v.y = u1y;
b2.v.x = u2x;
b2.v.y = u2y;
//Update magnitude
b1.v.mag = sqrt(pow(b1.v.x, 2) + pow(b1.v.y, 2));
b2.v.mag = sqrt(pow(b2.v.x, 2) + pow(b2.v.y, 2));
//Move balls one vx/vy forward to avoid double inverting collision detection
b1.x += b1.v.x;
b1.y += b1.v.y;
b2.x += b2.v.x;
b2.y += b2.v.y;
}
}
}
function toTimeString(time, hoursWanted){
time = floor(time / 10);
let hs = String(floor(time % 100));
let fs = String(floor((time / 100) % 60));
if (hoursWanted){
let min = String(floor(((time / 100) / 60) % 60));
let hr = String(floor(((time / 100) / 60) / 60));
if (hs.length < 2) hs = "0" + hs;
if (fs.length < 2) fs = "0" + fs;
if (min.length < 2) min = "0" + min;
if (hr.length < 2) hr = "0" + hr;
let timeString = hr + ":" + min + ":" + fs + ":" + hs;
} else {
let min = String(floor(((time / 100) / 60) % 60));
if (hs.length < 2) hs = "0" + hs;
if (fs.length < 2) fs = "0" + fs;
if (min.length < 2) min = "0" + min;
let timeString = min + ":" + fs + ":" + hs;
}
return timeString;
}
function setCookie(name, value, years){
let expires = "";
if (years){
let date = new Date();
date.setTime(date.getTime() + (years * 365 * 24 * 60 * 60 * 1000));
expires = "; expires=" + date.toUTCString();
}
document.cookie = name + "=" + value + expires + "; path=/";
}
function getCookie(name){
let nameEQ = name + "=";
let ca = document.cookie.split(';');
for (let i = 0; i < ca.length; i++){
let c = ca[i];
while (c.charAt(0) == ' ') c = c.substring(1, c.length);
if (c.indexOf(nameEQ) == 0) return c.substring(nameEQ.length, c.length);
}
return null;
}
function deleteCookies(){
for (let i = 0; i < arguments.length; i++) setCookie(arguments[i], "", -1);
}
function deleteAllCookies(){
let cookies = document.cookie.split(";");
for (let i = 0; i < cookies.length; i++) deleteCookies(cookies[i].split("=")[0]);
}
Array.prototype.shuffle = function(){
let currentIndex = this.length, temporaryValue, randomIndex;
while (0 != currentIndex){
randomIndex = floor(random() * currentIndex);
currentIndex -= 1;
temporaryValue = this[currentIndex];
this[currentIndex] = this[randomIndex];
this[randomIndex] = temporaryValue;
}
}
Array.prototype.clone = function(){
return this.slice(0);
};
Array.prototype.partitiate = function(dimensions){
if (dimensions == 0) return this;
let parts = [];
while(this.length) parts.push(this.splice(0, round(pow(this.length, 1 / (1 + 1 / dimensions)))).partitiate(dimensions - 1));
return parts;
}
String.prototype.isValidHEX = function(){
return /(^#[0-9A-Fa-f]{6}$)|(^#[0-9A-Fa-f]{3}$)/i.test(this);
}
function debugInformation(){
let x = viewPort.x,
y = viewPort.y;
textSize(12);
textStyle(NORMAL);
stroke(255);
strokeWeight(1);
fill(255);
text("FPS : " + round(frameRate()), 10 + x, 10 + textAscent("FPS : ") + y);
text("MouseX : " + round(mouseX + x), 10 + x, 10 + textAscent("FPS : ") + 10 + textAscent("MouseX : ") + y);
text("MouseY : " + round(-mouseY - y), 10 + x, 10 + textAscent("FPS : ") + 10 + textAscent("MouseX : ") + 10 + textAscent("MouseY : ") + y);
}
function ColorPicker(editor) {
this.movingObject = "";
this.updateFromGraphical = function(){
this.h = (1 - $("#hue_picker").position().top / $("#hue").height()) * 360;
this.s = ($("#sb_picker").position().left + 8) / $("#saturation").width() * 100;
this.v = (1 - ($("#sb_picker").position().top + 8) / $("#value").height()) * 100;
this.r = HSVtoRGB(this.h, this.s, this.v).r;
this.g = HSVtoRGB(this.h, this.s, this.v).g;
this.b = HSVtoRGB(this.h, this.s, this.v).b;
this.hex = RGBtoHEX(this.r, this.g, this.b);
this.updateInterface();
}
this.updateFromHSV = function(){
this.h = $($("#color_picker_hsv input")[0]).val();
this.s = $($("#color_picker_hsv input")[1]).val();
this.v = $($("#color_picker_hsv input")[2]).val();
this.r = HSVtoRGB(this.h, this.s, this.v).r;
this.g = HSVtoRGB(this.h, this.s, this.v).g;
this.b = HSVtoRGB(this.h, this.s, this.v).b;
this.hex = RGBtoHEX(this.r, this.g, this.b);
this.updateFromHEX(null, true);
this.updateInterface();
}
this.updateFromRGB = function(){
this.r = $($("#color_picker_rgb input")[0]).val();
this.g = $($("#color_picker_rgb input")[1]).val();
this.b = $($("#color_picker_rgb input")[2]).val();
this.h = RGBtoHSV(this.r, this.g, this.b).h;
this.s = RGBtoHSV(this.r, this.g, this.b).s;
this.v = RGBtoHSV(this.r, this.g, this.b).v;
this.hex = RGBtoHEX(this.r, this.g, this.b);
this.updateFromHEX(null, true);
this.updateInterface();
}
this.updateFromHEX = function(input, otf){
if (!otf){ //Not on the fly
if ($(input).val().isValidHEX()) this.hex = $(input).val();
else {
alert("Error!");
return;
}
}
this.r = HEXtoRGB(this.hex).r;
this.g = HEXtoRGB(this.hex).g;
this.b = HEXtoRGB(this.hex).b;
this.h = RGBtoHSV(this.r, this.g, this.b).h;
this.s = RGBtoHSV(this.r, this.g, this.b).s;
this.v = RGBtoHSV(this.r, this.g, this.b).v;
this.updateInterface();
}
this.updateInterface = function(){
let r = $($("#color_picker_rgb input")[0]),
g = $($("#color_picker_rgb input")[1]),
b = $($("#color_picker_rgb input")[2]),
h = $($("#color_picker_hsv input")[0]),
s = $($("#color_picker_hsv input")[1]),
v = $($("#color_picker_hsv input")[2]),
hex = $("#color_picker_hex"),
final = $("#color_picker_final"),
bgColor;
r.val(round(this.r));
g.val(round(this.g));
b.val(round(this.b));
h.val(round(this.h));
s.val(round(this.s));
v.val(round(this.v));
bgColor = color(this.r, 0, 0);
r.css({
"background-color": bgColor.toString(),
"color": fontColor(bgColor)
});
bgColor = color(0, this.g, 0);
g.css({
"background-color": bgColor.toString(),
"color": fontColor(bgColor)
});
bgColor = color(0, 0, this.b);
b.css({
"background-color": bgColor.toString(),
"color": fontColor(bgColor)
});
colorMode(HSL);
bgColor = color(this.h, 100, 50);
h.css({
"background-color": bgColor.toString(),
"color": fontColor(bgColor)
});
bgColor = color(this.h, this.s, 100 - this.s / 2);
s.css({
"background-color": bgColor.toString(),
"color": fontColor(bgColor)
});
bgColor = color(this.h, 100, this.v / 2);
v.css({
"background-color": bgColor.toString(),
"color": fontColor(bgColor)
});
colorMode(RGB);
hex.val(this.hex);
hex.css({
"background-color": this.hex,
"color": fontColor(color(this.hex))
});
final.css({
"background-color": this.hex
});
let sRGB = HSVtoRGB(this.h, 100, 100);
let saturationBackground = "linear-gradient(to right, #FFF 0%, rgb("
+ sRGB.r + ","
+ sRGB.g + ","
+ sRGB.b + ") 100%)";
$("#hue_picker").css("top", (1 - this.h / 360) * $("#hue").height());
$("#sb_picker").css({
"left": this.s / 100 * $("#saturation").width() - 8,
"top": (1 - this.v / 100) * $("#value").height() - 8
});
$("#saturation").css("background", saturationBackground);
}
this.mousePressed = function(){
let x = winMouseX - $("#saturation").offset().left;
let y = winMouseY - $("#value").offset().top;
if (x > 0 && x < $("#saturation").width() && y > 0 && y < $("#value").height()){
this.movingObject = "sb";
}
if (x > $("#saturation").width() + 6 && x < $("#saturation").width() + 6 + $("#hue").width() && y > 0 && y < $("#hue").height()){
this.movingObject = "hue";
}
this.mouseDragged();
}
this.mouseDragged = function(){
if (this.movingObject == "hue"){
let objH = $("#hue");
let picker = $("#hue_picker");
let h = winMouseY - objH.offset().top;
if (h > 0 && h < objH.height()){
picker.css("top", h - 1);
} else if (h > objH.height()){
picker.css("top", objH.height() - 1);
} else if (h < 0){
picker.css("top", -1);
}
}
if (this.movingObject == "sb"){
let objS = $("#saturation");
let objV = $("#value");
let picker = $("#sb_picker");
let s = winMouseX - objS.offset().left;
let v = winMouseY - objV.offset().top;
if (s > 0 && s < objS.width()){
picker.css("left", s - 8);
} else if (s < 0){
picker.css("left", -8);
} else if (s < objS.width()){
picker.css("left", objS.width() - 8);
}
if (v > 0 && v < objV.height()){
picker.css("top", v - 8);
} else if (v < 0){
picker.css("top", -8);
} else if (v > objV.height()){
picker.css("top", objV.height() - 8);
}
}
this.updateFromGraphical();
}
this.mouseReleased = function(){
this.movingObject = "";
}
this.getColor = function(){
return this.hex;
}
}
function fontColor(color){
//https://www.nbdtech.com/Blog/archive/2008/04/27/Calculating-the-Perceived-Brightness-of-a-Color.aspx
let o = Math.round((red(color) * 299 + (green(color) * 587) + (blue(color) * 114)) / 1000);
return (o > 125) ? "#000" : "#CCC";
}
//www.stackoverflow.com -->
function RGBtoHEX(r, g, b) {
let rgb = b | (g << 8) | (r << 16);
return '#' + (0x1000000 + rgb).toString(16).slice(1);
}
function HEXtoRGB(hex) {
let shorthandRegex = /^#?([a-fA-F\d])([a-fA-F\d])([a-fA-F\d])$/i;
hex = hex.replace(shorthandRegex, function(m, r, g, b) {
return r + r + g + g + b + b;
});
let result = /^#?([a-fA-F\d]{2})([a-fA-F\d]{2})([a-fA-F\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : null;
}
function HSVtoRGB(h, s, v) {
let r, g, b, i, f, p, q, t;
if (arguments.length === 1) {
s = h.s, v = h.v, h = h.h;
}
h /= 360;
s /= 100;
v /= 100;
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return {
r: r * 255,
g: g * 255,
b: b * 255
};
}
function RGBtoHSV(r, g, b) {
if (arguments.length === 1) {
g = r.g, b = r.b, r = r.r;
}
let max = Math.max(r, g, b), min = Math.min(r, g, b),
d = max - min,
h,
s = (max === 0 ? 0 : d / max),
v = max / 255;
switch (max) {
case min: h = 0; break;
case r: h = (g - b) + d * (g < b ? 6: 0); h /= 6 * d; break;
case g: h = (b - r) + d * 2; h /= 6 * d; break;
case b: h = (r - g) + d * 4; h /= 6 * d; break;
}
return {
h: h * 360,
s: s * 100,
v: v * 100
};
}

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let debug = false,
viewPort = {x: 0, y: 0, v: 0};
let colorPicker = null;
function setup(){
noCanvas();
colorPicker = new ColorPicker(null);
colorPicker.hex = "#F00";
colorPicker.updateFromHEX(null, true);
}
function draw(){
if (debug) debugInformation();
}

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Copyright 2016 The Cabin Project Authors (impallari@gmail.com)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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/*Colorpicker graphical*/
#color_picker_holder{
float: left;
display: inline;
width: 70%;
height: 100%;
}
#color_picker{
position: relative;
width: calc(100% - 10px);
height: calc(100% - 10px);
border: 5px solid #000;
background-color: #000;
-webkit-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
}
#saturation{
position: relative;
width: calc(100% - 50px - 5px);
height: 100%;
background: linear-gradient(to right, #FFF 0%, #F00 100%);
float: left;
}
#value{
width: 100%;
height: 100%;
background: linear-gradient(to top, #000 0%, rgba(255,255,255,0) 100%);
}
#hue{
width: 50px;
height: 100%;
border-left: 5px solid #000;
position: relative;
float: left;
background: linear-gradient(to bottom, #F00 0%, #F0F 17%, #00F 34%, #0FF 50%, #0F0 67%, #FF0 84%, #F00 100%);
}
#sb_picker{
border: 2px solid;
border-color: #FFF;
position: absolute;
width: 14px;
height: 14px;
border-radius: 10px;
bottom: 50px;
left: 50px;
box-sizing: border-box;
z-index: 10;
}
#hue_picker {
position: absolute;
background: #000;
border-bottom: 2px solid #000;
top: 0;
width: 50px;
height: 2px;
}
/*Colorpicker numeric*/
#color_picker_numeric_holder{
float: left;
display: inline;
width: 30%;
height: 100%;
background-color: #888;
}
#color_picker_numeric{
position: relative;
width: 90%;
padding: 5%;
background-color: #888;
}
#color_picker_rgb, #color_picker_hsv{
position: relative;
display: table;
width: 100%;
margin-bottom: 100px;
color: #000;
text-align: center;
}
#color_picker_rgb input, #color_picker_hsv input{
display: table-cell;
width: 25%;
margin: 2%;
border: 2px solid;
font-size: 25px;
}
#color_picker_hex{
width: 50%;
height: 30px;
font-size: 25px;
margin: 10% 25% 0 25%;
}
#color_picker_final{
width: 80%;
height: 400px;
margin: 10%;
border: 3px solid #000;
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js" type="text/javascript"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/addons/p5.dom.min.js" type="text/javascript"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/addons/p5.sound.min.js" type="text/javascript"></script>
<script src="https://code.jquery.com/jquery-3.3.1.min.js" type="text/javascript"></script>
<script src="data/scripts/lib/benjo_library.js" type="text/javascript"></script>
<script src="data/scripts/events.js" type="text/javascript"></script>
<script src="data/scripts/sketch.js" type="text/javascript"></script>
<link href="styles.css" rel="stylesheet">
<link href="data/styles/color_picker.css" rel="stylesheet">
<link href="data/images/favicon.ico" rel="icon" type="image/x-icon">
<title>Colorpicker</title>
</head>
<body>
<div id="color_picker_holder">
<div id="color_picker">
<div id="saturation">
<div id="value">
<div id="sb_picker"></div>
</div>
</div>
<div id="hue">
<div id="hue_picker"></div>
</div>
</div>
</div>
<div id="color_picker_numeric_holder">
<div id="color_picker_numeric">
<div id="color_picker_rgb">
<input max="255" min="0" onchange="colorPicker.updateFromRGB()" oninput="colorPicker.updateFromRGB()" type="number"/>
<input max="255" min="0" onchange="colorPicker.updateFromRGB()" oninput="colorPicker.updateFromRGB()" type="number"/>
<input max="255" min="0" onchange="colorPicker.updateFromRGB()" oninput="colorPicker.updateFromRGB()" type="number"/>
</div>
<div id="color_picker_hsv">
<input max="360" min="0" onchange="colorPicker.updateFromHSV()" oninput="colorPicker.updateFromHSV()" type="number"/>
<input max="100" min="0" onchange="colorPicker.updateFromHSV()" oninput="colorPicker.updateFromHSV()" type="number"/>
<input max="100" min="0" onchange="colorPicker.updateFromHSV()" oninput="colorPicker.updateFromHSV()" type="number"/>
</div>
<input id="color_picker_hex" onchange="colorPicker.updateFromHEX(this, false)" style="background-color: #F00;" style="background-color: #F00;" type="text"/>
<div id="color_picker_final"></div>
</div>
</div>
</body>
</html>

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a:link, a:hover, a:active, a:visited{color: #000;}
html, body{margin: 0; padding: 0; height: 100%; width: 100%;}
canvas{margin: 0; padding: 0; border: none; display: block;}
button:hover{cursor: pointer;}
#canvasHolder{
position: absolute;
width: 100%;
height: 100%;
}
@font-face{
font-family: "Cabin-Medium";
src: url(data/styles/Cabin-Medium.ttf);
}
body{
overflow: hidden;
}
input{
font-family: "Cabin-Medium";
}

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