+ gint i;
+
+ if (a) {
+ RrSurface *p;
+ if (a->pixmap != None) XFreePixmap(RrDisplay(a->inst), a->pixmap);
+ if (a->xftdraw != NULL) XftDrawDestroy(a->xftdraw);
+ for (i = 0; i < a->textures; ++i)
+ if (a->texture[i].type == RR_TEXTURE_RGBA) {
+ g_free(a->texture[i].data.rgba.cache);
+ a->texture[i].data.rgba.cache = NULL;
+ }
+ if (a->textures)
+ g_free(a->texture);
+ p = &a->surface;
+ RrColorFree(p->primary);
+ RrColorFree(p->secondary);
+ RrColorFree(p->border_color);
+ RrColorFree(p->bevel_dark);
+ RrColorFree(p->bevel_light);
+ g_free(p->pixel_data);
+
+ g_free(a);
+ }
+}
+
+
+static void pixel_data_to_pixmap(RrAppearance *l,
+ gint x, gint y, gint w, gint h)
+{
+ RrPixel32 *in, *scratch;
+ Pixmap out;
+ XImage *im = NULL;
+ im = XCreateImage(RrDisplay(l->inst), RrVisual(l->inst), RrDepth(l->inst),
+ ZPixmap, 0, NULL, w, h, 32, 0);
+ g_assert(im != NULL);
+
+ in = l->surface.pixel_data;
+ out = l->pixmap;
+
+ im->byte_order = LSBFirst;
+/* this malloc is a complete waste of time on normal 32bpp
+ as reduce_depth just sets im->data = data and returns
+*/
+ scratch = g_new(RrPixel32, im->width * im->height);
+ im->data = (char*) scratch;
+ RrReduceDepth(l->inst, in, im);
+ XPutImage(RrDisplay(l->inst), out,
+ DefaultGC(RrDisplay(l->inst), RrScreen(l->inst)),
+ im, 0, 0, x, y, w, h);
+ im->data = NULL;
+ XDestroyImage(im);
+ g_free(scratch);
+}
+
+void RrMinsize(RrAppearance *l, gint *w, gint *h)
+{
+ gint i;
+ gint m;
+ *w = *h = 0;
+
+ for (i = 0; i < l->textures; ++i) {
+ switch (l->texture[i].type) {
+ case RR_TEXTURE_NONE:
+ break;
+ case RR_TEXTURE_MASK:
+ *w = MAX(*w, l->texture[i].data.mask.mask->width);
+ *h = MAX(*h, l->texture[i].data.mask.mask->height);
+ break;
+ case RR_TEXTURE_TEXT:
+ m = RrFontMeasureString(l->texture[i].data.text.font,
+ l->texture[i].data.text.string);
+ *w = MAX(*w, m);
+ m = RrFontHeight(l->texture[i].data.text.font);
+ *h += MAX(*h, m);
+ break;
+ case RR_TEXTURE_RGBA:
+ *w += MAX(*w, l->texture[i].data.rgba.width);
+ *h += MAX(*h, l->texture[i].data.rgba.height);
+ break;
+ }