void TrueRenderControl::drawGradientBackground(
Surface &sf, const RenderTexture &texture) const
{
- int w = sf.width(), h = sf.height();
+ 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);
+ 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;
-
- 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 < 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 (int x = 0; x < w; ++x, dp ++)
- *dp = current;
+ 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;
}
+ }
- im->data = (char*) data;
+//XXX: any dithering should be done now
+ im->data = (char*) data;
- sf.setPixmap(im);
+ sf.setPixmap(im);
- delete [] im->data;
- im->data = NULL;
- XDestroyImage(im);
+ delete [] im->data;
+ im->data = NULL;
+ XDestroyImage(im);
}
void TrueRenderControl::drawBackground(Surface& sf,