# include <stdlib.h>
#endif // HAVE_STDLIB_H
-#include "gettext.h"
+#include "../src/gettext.h"
#define _(str) gettext(str)
}
void TrueRenderControl::drawGradientBackground(
Surface &sf, const RenderTexture &texture) const
{
- int w = sf.width(), h = sf.height(), off, x, y;
+ unsigned int r,g,b;
+ int w = sf.width(), h = sf.height(), off, x;
const ScreenInfo *info = display->screenInfo(_screen);
XImage *im = XCreateImage(**display, info->visual(), info->depth(),
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;
+ 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");
}
-//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;
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
for (off = 0, x = 0; x < w; ++x, off++) {
*(data + off) = current;
*(data + off + ((h-1) * w)) = current;
XDestroyImage(im);
}
+void TrueRenderControl::verticalGradient(Surface &sf,
+ const RenderTexture &texture,
+ pixel32 *data) const
+{
+ pixel32 current;
+ float dr, dg, db;
+ unsigned int r,g,b;
+
+ 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 (int y = 0; y < sf.height(); ++y) {
+ r = texture.color().red() + (int)(dr * y);
+ g = texture.color().green() + (int)(dg * y);
+ b = texture.color().blue() + (int)(db * y);
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ for (int x = 0; x < sf.width(); ++x, ++data)
+ *data = current;
+ }
+}
+
+void TrueRenderControl::diagonalGradient(Surface &sf,
+ const RenderTexture &texture,
+ pixel32 *data) const
+{
+ pixel32 current;
+ float drx, dgx, dbx, dry, dgy, dby;
+ unsigned int r,g,b;
+
+
+ for (int y = 0; y < sf.height(); ++y) {
+ drx = (float)(texture.secondary_color().red() - texture.color().red());
+ dry = drx/(float)sf.height();
+ drx/= (float)sf.width();
+
+ dgx = (float)(texture.secondary_color().green() - texture.color().green());
+ dgy = dgx/(float)sf.height();
+ dgx/= (float)sf.width();
+
+ dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
+ dby = dbx/(float)sf.height();
+ dbx/= (float)sf.width();
+ for (int x = 0; x < sf.width(); ++x, ++data) {
+ r = texture.color().red() + ((int)(drx * x) + (int)(dry * y))/2;
+ g = texture.color().green() + ((int)(dgx * x) + (int)(dgy * y))/2;
+ b = texture.color().blue() + ((int)(dbx * x) + (int)(dby * y))/2;
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ *data = current;
+ }
+ }
+}
+
+void TrueRenderControl::crossDiagonalGradient(Surface &sf,
+ const RenderTexture &texture,
+ pixel32 *data) const
+{
+ pixel32 current;
+ float drx, dgx, dbx, dry, dgy, dby;
+ unsigned int r,g,b;
+
+ for (int y = 0; y < sf.height(); ++y) {
+ drx = (float)(texture.secondary_color().red() - texture.color().red());
+ dry = drx/(float)sf.height();
+ drx/= (float)sf.width();
+
+ dgx = (float)(texture.secondary_color().green() - texture.color().green());
+ dgy = dgx/(float)sf.height();
+ dgx/= (float)sf.width();
+
+ dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
+ dby = dbx/(float)sf.height();
+ dbx/= (float)sf.width();
+ for (int x = sf.width(); x > 0; --x, ++data) {
+ r = texture.color().red() + ((int)(drx * (x-1)) + (int)(dry * y))/2;
+ g = texture.color().green() + ((int)(dgx * (x-1)) + (int)(dgy * y))/2;
+ b = texture.color().blue() + ((int)(dbx * (x-1)) + (int)(dby * y))/2;
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ *data = current;
+ }
+ }
+}
void TrueRenderControl::reduceDepth(XImage *im, pixel32 *data) const
{
+// since pixel32 is the largest possible pixel size, we can share the array
int r, g, b;
int x,y;
pixel16 *p = (pixel16 *)data;
case 16:
for (y = 0; y < im->height; y++) {
for (x = 0; x < im->width; x++) {
- r = (data[x] >> 16) & 0xFF;
+ r = (data[x] >> default_red_shift) & 0xFF;
r = r >> _red_shift;
- g = (data[x] >> 8) & 0xFF;
+ g = (data[x] >> default_green_shift) & 0xFF;
g = g >> _green_shift;
- b = data[x] & 0xFF;
+ b = (data[x] >> default_blue_shift) & 0xFF;
b = b >> _blue_shift;
p[x] = (r << _red_offset) + (g << _green_offset) + (b << _blue_offset);
}
up = y;
down = x;
}
- r = (*up >> 16) & 0xFF;
+ r = (*up >> default_red_shift) & 0xFF;
r += r >> 1;
- g = (*up >> 8) & 0xFF;
+ g = (*up >> default_green_shift) & 0xFF;
g += g >> 1;
- b = *up & 0xFF;
+ b = (*up >> default_blue_shift) & 0xFF;
b += b >> 1;
if (r > 255) r = 255;
if (g > 255) g = 255;
if (b > 255) b = 255;
- *up = (r << 16) + (g << 8) + b;
+ *up = (r << default_red_shift) + (g << default_green_shift)
+ + (b << default_blue_shift);
- r = (*down >> 16) & 0xFF;
+ r = (*down >> default_red_shift) & 0xFF;
r = (r >> 1) + (r >> 2);
- g = (*down >> 8) & 0xFF;
+ g = (*down >> default_green_shift) & 0xFF;
g = (g >> 1) + (g >> 2);
- b = *down & 0xFF;
+ b = (*down >> default_blue_shift) & 0xFF;
b = (b >> 1) + (b >> 2);
- *down = (r << 16) + (g << 8) + b;
+ *down = (r << default_red_shift) + (g << default_green_shift)
+ + (b << default_blue_shift);
}
void TrueRenderControl::drawBackground(Surface& sf,
const RenderTexture &texture) const