- XGCValues gcv;
- gcv.cap_style = CapProjecting;
-
- int w = 255, h = 32;
- Pixmap p = XCreatePixmap(**display, d, 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);
-
- im->data = new char[im->bytes_per_line * (h + 1)]; // XXX + 1?
- char *dp = im->data;
-
- for (int x = 0; x < w; ++x, ++dp)
- *dp = 0;
- for (int y = 0; y < 10; ++h)
- for (int x = 0; x < w; ++x, ++dp)
- *dp = _red_color_table[x] << _red_offset;
- for (int y = 0; y < 10; ++h)
- for (int x = 0; x < w; ++x, ++dp)
- *dp = _green_color_table[x] << _green_offset;
- for (int y = 0; y < 10; ++h)
- for (int x = 0; x < w; ++x, ++dp)
- *dp = _blue_color_table[x] << _blue_offset;
- for (int x = 0; x < w; ++x, ++dp)
- *dp = 0;
-
- XPutImage(**display, p, DefaultGC(**display, _screen->screen()),
- im, 0, 0, 0, 0, w, h);
-
- //delete [] image->data;
- //image->data = NULL;
+ int w = sf.width(), h = sf.height(), off, x, y;
+
+ const ScreenInfo *info = display->screenInfo(_screen);
+ XImage *im = XCreateImage(**display, info->visual(), info->depth(),
+ ZPixmap, 0, NULL, w, h, 32, 0);
+
+ pixel32 *data = new pixel32[sf.height()*sf.width()];
+ pixel32 current;
+ pixel32 *dp = data;
+ float dr, dg, db;
+ unsigned int r,g,b;
+//XXX: move this to seperate vgrad function
+ dr = (float)(texture.secondary_color().red() - texture.color().red());
+ dr/= (float)sf.height();
+
+ dg = (float)(texture.secondary_color().green() - texture.color().green());
+ dg/= (float)sf.height();
+
+ db = (float)(texture.secondary_color().blue() - texture.color().blue());
+ db/= (float)sf.height();
+
+ for (y = 0; y < h; ++y) {
+ r = texture.color().red() + (int)(dr * y);
+ g = texture.color().green() + (int)(dg * y);
+ b = texture.color().blue() + (int)(db * y);
+ current = (r << 16)
+ + (g << 8)
+ + b;
+ for (x = 0; x < w; ++x, dp ++)
+ *dp = current;
+ }
+//XXX: end of vgrad
+
+ 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);
+ }
+ }
+
+//XXX: any dithering should be done now
+ im->data = (char*) data;
+
+ sf.setPixmap(im);
+
+ delete [] im->data;
+ im->data = NULL;