case RenderTexture::Vertical:
verticalGradient(sf, texture);
break;
+ case RenderTexture::Horizontal:
+ horizontalGradient(sf, texture);
+ break;
case RenderTexture::Diagonal:
diagonalGradient(sf, texture);
break;
}
}
+void RenderControl::horizontalGradient(Surface &sf,
+ const RenderTexture &texture) const
+{
+ pixel32 *data = sf.pixelData();
+ pixel32 current;
+ float dr, dg, db;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+
+ dr = (float)(texture.secondary_color().red() - texture.color().red());
+ dr/= (float)w;
+
+ dg = (float)(texture.secondary_color().green() - texture.color().green());
+ dg/= (float)w;
+
+ db = (float)(texture.secondary_color().blue() - texture.color().blue());
+ db/= (float)w;
+
+ for (int x = 0; x < w; ++x, ++data) {
+ r = texture.color().red() + (int)(dr * x);
+ g = texture.color().green() + (int)(dg * x);
+ b = texture.color().blue() + (int)(db * x);
+ current = (r << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ for (int y = 0; y < h; ++y)
+ *(data + y*w) = current;
+ }
+}
+
void RenderControl::diagonalGradient(Surface &sf,
const RenderTexture &texture) const
{
inline void highlight(pixel32 *x, pixel32 *y, bool raised) const;
void verticalGradient(Surface &sf, const RenderTexture &texture) const;
+ void horizontalGradient(Surface &sf, const RenderTexture &texture) const;
void diagonalGradient(Surface &sf, const RenderTexture &texture) const;
void crossDiagonalGradient(Surface &sf, const RenderTexture &texture) const;
virtual void drawGradientBackground(Surface &sf,