- XGCValues gcv;
- gcv.cap_style = CapProjecting;
-
- int w = 255, h = 31;
- Pixmap p = XCreatePixmap(**display, wi->window(), w, h, _screen->depth());
- XImage *im = XCreateImage(**display, _screen->visual(), _screen->depth(),
- ZPixmap, 0, NULL, w, h, 32, 0);
- //GC gc = XCreateGC(**display, _screen->rootWindow(), GCCapStyle, &gcv);
-
- // XXX + 1?
- unsigned char *data = new unsigned char[im->bytes_per_line * (h + 1)];
- unsigned char *dp = data;
-
- for (int x = 0; x < w; ++x, dp += im->bits_per_pixel/8)
- renderPixel(im, dp, 0);
- for (int y = 0; y < 10; ++y)
- for (int x = 0; x < w; ++x, dp += im->bits_per_pixel/8)
- renderPixel(im, dp, _red_color_table[x] << _red_offset);
- for (int y = 0; y < 10; ++y)
- for (int x = 0; x < w; ++x, dp += im->bits_per_pixel/8)
- renderPixel(im, dp, _green_color_table[x] << _green_offset);
- for (int y = 0; y < 10; ++y)
- for (int x = 0; x < w; ++x, dp += im->bits_per_pixel/8)
- renderPixel(im, dp, _blue_color_table[x] << _blue_offset);
-
- printf("\nDone\n");
+ pixel32 *data = new pixel32[sf.height()*sf.width()];
+ pixel32 current;
+
+ switch (texture.gradient()) {
+ case RenderTexture::Vertical:
+ verticalGradient(sf, texture, data);
+ break;
+ case RenderTexture::Diagonal:
+ diagonalGradient(sf, texture, data);
+ break;
+ case RenderTexture::CrossDiagonal:
+ crossDiagonalGradient(sf, texture, data);
+ break;
+ default:
+ printf("unhandled gradient\n");
+ }
+
+ if (texture.relief() == RenderTexture::Flat && texture.border()) {
+ r = texture.borderColor().red();
+ g = texture.borderColor().green();
+ b = texture.borderColor().blue();
+ current = (r << 16)
+ + (g << 8)
+ + b;
+ for (off = 0, x = 0; x < w; ++x, off++) {
+ *(data + off) = current;
+ *(data + off + ((h-1) * w)) = current;
+ }
+ for (off = 0, x = 0; x < h; ++x, off++) {
+ *(data + (off * w)) = current;
+ *(data + (off * w) + w - 1) = current;
+ }
+ }
+
+ if (texture.relief() != RenderTexture::Flat) {
+ if (texture.bevel() == RenderTexture::Bevel1) {
+ for (off = 1, x = 1; x < w - 1; ++x, off++)
+ highlight(data + off,
+ data + off + (h-1) * w,
+ texture.relief()==RenderTexture::Raised);
+ for (off = 0, x = 0; x < h; ++x, off++)
+ highlight(data + off * w,
+ data + off * w + w - 1,
+ texture.relief()==RenderTexture::Raised);
+ }
+
+ if (texture.bevel() == RenderTexture::Bevel2) {
+ for (off = 2, x = 2; x < w - 2; ++x, off++)
+ highlight(data + off + w,
+ data + off + (h-2) * w,
+ texture.relief()==RenderTexture::Raised);
+ for (off = 1, x = 1; x < h-1; ++x, off++)
+ highlight(data + off * w + 1,
+ data + off * w + w - 2,
+ texture.relief()==RenderTexture::Raised);
+ }
+ }
+
+ reduceDepth(im, data);