@Test public void testHSLToColor() { for (TestEntry entry : sEntryList) { verifyHSLToColor(entry.hsl, entry.rgb); } }
@ColorInt public static int HSLToColor(@NonNull float[] hsl) { final float h = hsl[0]; final float s = hsl[1]; final float l = hsl[2]; final float c = (1f - Math.abs(2 * l - 1f)) * s; final float m = l - 0.5f * c; final float x = c * (1f - Math.abs((h / 60f % 2f) - 1f)); final int hueSegment = (int) h / 60; int r = 0, g = 0, b = 0; switch (hueSegment) { case 0: r = Math.round(255 * (c + m)); g = Math.round(255 * (x + m)); b = Math.round(255 * m); break; case 1: r = Math.round(255 * (x + m)); g = Math.round(255 * (c + m)); b = Math.round(255 * m); break; case 2: r = Math.round(255 * m); g = Math.round(255 * (c + m)); b = Math.round(255 * (x + m)); break; case 3: r = Math.round(255 * m); g = Math.round(255 * (x + m)); b = Math.round(255 * (c + m)); break; case 4: r = Math.round(255 * (x + m)); g = Math.round(255 * m); b = Math.round(255 * (c + m)); break; case 5: case 6: r = Math.round(255 * (c + m)); g = Math.round(255 * m); b = Math.round(255 * (x + m)); break; } r = constrain(r, 0, 255); g = constrain(g, 0, 255); b = constrain(b, 0, 255); return Color.rgb(r, g, b); }
ColorUtils { @ColorInt public static int HSLToColor(@NonNull float[] hsl) { final float h = hsl[0]; final float s = hsl[1]; final float l = hsl[2]; final float c = (1f - Math.abs(2 * l - 1f)) * s; final float m = l - 0.5f * c; final float x = c * (1f - Math.abs((h / 60f % 2f) - 1f)); final int hueSegment = (int) h / 60; int r = 0, g = 0, b = 0; switch (hueSegment) { case 0: r = Math.round(255 * (c + m)); g = Math.round(255 * (x + m)); b = Math.round(255 * m); break; case 1: r = Math.round(255 * (x + m)); g = Math.round(255 * (c + m)); b = Math.round(255 * m); break; case 2: r = Math.round(255 * m); g = Math.round(255 * (c + m)); b = Math.round(255 * (x + m)); break; case 3: r = Math.round(255 * m); g = Math.round(255 * (x + m)); b = Math.round(255 * (c + m)); break; case 4: r = Math.round(255 * (x + m)); g = Math.round(255 * m); b = Math.round(255 * (c + m)); break; case 5: case 6: r = Math.round(255 * (c + m)); g = Math.round(255 * m); b = Math.round(255 * (x + m)); break; } r = constrain(r, 0, 255); g = constrain(g, 0, 255); b = constrain(b, 0, 255); return Color.rgb(r, g, b); } }
ColorUtils { @ColorInt public static int HSLToColor(@NonNull float[] hsl) { final float h = hsl[0]; final float s = hsl[1]; final float l = hsl[2]; final float c = (1f - Math.abs(2 * l - 1f)) * s; final float m = l - 0.5f * c; final float x = c * (1f - Math.abs((h / 60f % 2f) - 1f)); final int hueSegment = (int) h / 60; int r = 0, g = 0, b = 0; switch (hueSegment) { case 0: r = Math.round(255 * (c + m)); g = Math.round(255 * (x + m)); b = Math.round(255 * m); break; case 1: r = Math.round(255 * (x + m)); g = Math.round(255 * (c + m)); b = Math.round(255 * m); break; case 2: r = Math.round(255 * m); g = Math.round(255 * (c + m)); b = Math.round(255 * (x + m)); break; case 3: r = Math.round(255 * m); g = Math.round(255 * (x + m)); b = Math.round(255 * (c + m)); break; case 4: r = Math.round(255 * (x + m)); g = Math.round(255 * m); b = Math.round(255 * (c + m)); break; case 5: case 6: r = Math.round(255 * (c + m)); g = Math.round(255 * m); b = Math.round(255 * (x + m)); break; } r = constrain(r, 0, 255); g = constrain(g, 0, 255); b = constrain(b, 0, 255); return Color.rgb(r, g, b); } private  ColorUtils(); }
ColorUtils { @ColorInt public static int HSLToColor(@NonNull float[] hsl) { final float h = hsl[0]; final float s = hsl[1]; final float l = hsl[2]; final float c = (1f - Math.abs(2 * l - 1f)) * s; final float m = l - 0.5f * c; final float x = c * (1f - Math.abs((h / 60f % 2f) - 1f)); final int hueSegment = (int) h / 60; int r = 0, g = 0, b = 0; switch (hueSegment) { case 0: r = Math.round(255 * (c + m)); g = Math.round(255 * (x + m)); b = Math.round(255 * m); break; case 1: r = Math.round(255 * (x + m)); g = Math.round(255 * (c + m)); b = Math.round(255 * m); break; case 2: r = Math.round(255 * m); g = Math.round(255 * (c + m)); b = Math.round(255 * (x + m)); break; case 3: r = Math.round(255 * m); g = Math.round(255 * (x + m)); b = Math.round(255 * (c + m)); break; case 4: r = Math.round(255 * (x + m)); g = Math.round(255 * m); b = Math.round(255 * (c + m)); break; case 5: case 6: r = Math.round(255 * (c + m)); g = Math.round(255 * m); b = Math.round(255 * (x + m)); break; } r = constrain(r, 0, 255); g = constrain(g, 0, 255); b = constrain(b, 0, 255); return Color.rgb(r, g, b); } private  ColorUtils(); static int compositeColors(@ColorInt int foreground, @ColorInt int background); @RequiresApi(26) @NonNull static Color compositeColors(@NonNull Color foreground, @NonNull Color background); @FloatRange(from = 0.0, to = 1.0) static double calculateLuminance(@ColorInt int color); static double calculateContrast(@ColorInt int foreground, @ColorInt int background); static int calculateMinimumAlpha(@ColorInt int foreground, @ColorInt int background,
            float minContrastRatio); static void RGBToHSL(@IntRange(from = 0x0, to = 0xFF) int r,
            @IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
            @NonNull float[] outHsl); static void colorToHSL(@ColorInt int color, @NonNull float[] outHsl); @ColorInt static int HSLToColor(@NonNull float[] hsl); @ColorInt static int setAlphaComponent(@ColorInt int color,
            @IntRange(from = 0x0, to = 0xFF) int alpha); static void colorToLAB(@ColorInt int color, @NonNull double[] outLab); static void RGBToLAB(@IntRange(from = 0x0, to = 0xFF) int r,
            @IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
            @NonNull double[] outLab); static void colorToXYZ(@ColorInt int color, @NonNull double[] outXyz); static void RGBToXYZ(@IntRange(from = 0x0, to = 0xFF) int r,
            @IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
            @NonNull double[] outXyz); static void XYZToLAB(@FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_X) double x,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Y) double y,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Z) double z,
            @NonNull double[] outLab); static void LABToXYZ(@FloatRange(from = 0f, to = 100) final double l,
            @FloatRange(from = -128, to = 127) final double a,
            @FloatRange(from = -128, to = 127) final double b,
            @NonNull double[] outXyz); @ColorInt static int XYZToColor(@FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_X) double x,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Y) double y,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Z) double z); @ColorInt static int LABToColor(@FloatRange(from = 0f, to = 100) final double l,
            @FloatRange(from = -128, to = 127) final double a,
            @FloatRange(from = -128, to = 127) final double b); static double distanceEuclidean(@NonNull double[] labX, @NonNull double[] labY); @ColorInt static int blendARGB(@ColorInt int color1, @ColorInt int color2,
            @FloatRange(from = 0.0, to = 1.0) float ratio); static void blendHSL(@NonNull float[] hsl1, @NonNull float[] hsl2,
            @FloatRange(from = 0.0, to = 1.0) float ratio, @NonNull float[] outResult); static void blendLAB(@NonNull double[] lab1, @NonNull double[] lab2,
            @FloatRange(from = 0.0, to = 1.0) double ratio, @NonNull double[] outResult); }
ColorUtils { @ColorInt public static int HSLToColor(@NonNull float[] hsl) { final float h = hsl[0]; final float s = hsl[1]; final float l = hsl[2]; final float c = (1f - Math.abs(2 * l - 1f)) * s; final float m = l - 0.5f * c; final float x = c * (1f - Math.abs((h / 60f % 2f) - 1f)); final int hueSegment = (int) h / 60; int r = 0, g = 0, b = 0; switch (hueSegment) { case 0: r = Math.round(255 * (c + m)); g = Math.round(255 * (x + m)); b = Math.round(255 * m); break; case 1: r = Math.round(255 * (x + m)); g = Math.round(255 * (c + m)); b = Math.round(255 * m); break; case 2: r = Math.round(255 * m); g = Math.round(255 * (c + m)); b = Math.round(255 * (x + m)); break; case 3: r = Math.round(255 * m); g = Math.round(255 * (x + m)); b = Math.round(255 * (c + m)); break; case 4: r = Math.round(255 * (x + m)); g = Math.round(255 * m); b = Math.round(255 * (c + m)); break; case 5: case 6: r = Math.round(255 * (c + m)); g = Math.round(255 * m); b = Math.round(255 * (x + m)); break; } r = constrain(r, 0, 255); g = constrain(g, 0, 255); b = constrain(b, 0, 255); return Color.rgb(r, g, b); } private  ColorUtils(); static int compositeColors(@ColorInt int foreground, @ColorInt int background); @RequiresApi(26) @NonNull static Color compositeColors(@NonNull Color foreground, @NonNull Color background); @FloatRange(from = 0.0, to = 1.0) static double calculateLuminance(@ColorInt int color); static double calculateContrast(@ColorInt int foreground, @ColorInt int background); static int calculateMinimumAlpha(@ColorInt int foreground, @ColorInt int background,
            float minContrastRatio); static void RGBToHSL(@IntRange(from = 0x0, to = 0xFF) int r,
            @IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
            @NonNull float[] outHsl); static void colorToHSL(@ColorInt int color, @NonNull float[] outHsl); @ColorInt static int HSLToColor(@NonNull float[] hsl); @ColorInt static int setAlphaComponent(@ColorInt int color,
            @IntRange(from = 0x0, to = 0xFF) int alpha); static void colorToLAB(@ColorInt int color, @NonNull double[] outLab); static void RGBToLAB(@IntRange(from = 0x0, to = 0xFF) int r,
            @IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
            @NonNull double[] outLab); static void colorToXYZ(@ColorInt int color, @NonNull double[] outXyz); static void RGBToXYZ(@IntRange(from = 0x0, to = 0xFF) int r,
            @IntRange(from = 0x0, to = 0xFF) int g, @IntRange(from = 0x0, to = 0xFF) int b,
            @NonNull double[] outXyz); static void XYZToLAB(@FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_X) double x,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Y) double y,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Z) double z,
            @NonNull double[] outLab); static void LABToXYZ(@FloatRange(from = 0f, to = 100) final double l,
            @FloatRange(from = -128, to = 127) final double a,
            @FloatRange(from = -128, to = 127) final double b,
            @NonNull double[] outXyz); @ColorInt static int XYZToColor(@FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_X) double x,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Y) double y,
            @FloatRange(from = 0f, to = XYZ_WHITE_REFERENCE_Z) double z); @ColorInt static int LABToColor(@FloatRange(from = 0f, to = 100) final double l,
            @FloatRange(from = -128, to = 127) final double a,
            @FloatRange(from = -128, to = 127) final double b); static double distanceEuclidean(@NonNull double[] labX, @NonNull double[] labY); @ColorInt static int blendARGB(@ColorInt int color1, @ColorInt int color2,
            @FloatRange(from = 0.0, to = 1.0) float ratio); static void blendHSL(@NonNull float[] hsl1, @NonNull float[] hsl2,
            @FloatRange(from = 0.0, to = 1.0) float ratio, @NonNull float[] outResult); static void blendLAB(@NonNull double[] lab1, @NonNull double[] lab2,
            @FloatRange(from = 0.0, to = 1.0) double ratio, @NonNull double[] outResult);  }