+}
+
+void RenderControl::drawRoot(const RenderColor &color) const
+{
+ Window root = display->screenInfo(_screen)->rootWindow();
+ XSetWindowBackground(**display, root, color.pixel());
+ XClearWindow(**display, root);
+}
+
+void RenderControl::drawString(Surface& sf, const Font &font, int x, int y,
+ const RenderColor &color,
+ const ustring &string) const
+{
+ assert(sf._screen == _screen);
+ XftDraw *d = sf._xftdraw;
+ assert(d); // this means that the background hasn't been rendered yet!
+
+ if (font._shadow) {
+ XftColor c;
+ c.color.red = 0;
+ c.color.green = 0;
+ c.color.blue = 0;
+ c.color.alpha = font._tint | font._tint << 8; // transparent shadow
+ c.pixel = BlackPixel(**display, _screen);
+
+ if (string.utf8())
+ XftDrawStringUtf8(d, &c, font._xftfont, x + font._offset,
+ font._xftfont->ascent + y + font._offset,
+ (FcChar8*)string.c_str(), string.bytes());
+ else
+ XftDrawString8(d, &c, font._xftfont, x + font._offset,
+ font._xftfont->ascent + y + font._offset,
+ (FcChar8*)string.c_str(), string.bytes());
+ }
+
+ XftColor c;
+ c.color.red = color.red() | color.red() << 8;
+ c.color.green = color.green() | color.green() << 8;
+ c.color.blue = color.blue() | color.blue() << 8;
+ c.pixel = color.pixel();
+ c.color.alpha = 0xff | 0xff << 8; // no transparency in Color yet
+
+ if (string.utf8())
+ XftDrawStringUtf8(d, &c, font._xftfont, x, font._xftfont->ascent + y,
+ (FcChar8*)string.c_str(), string.bytes());
+ else
+ XftDrawString8(d, &c, font._xftfont, x, font._xftfont->ascent + y,
+ (FcChar8*)string.c_str(), string.bytes());
+ return;
+}
+
+void RenderControl::drawSolidBackground(Surface& sf,
+ const RenderTexture& texture) const
+{
+ assert(_screen == sf._screen);
+ assert(_screen == texture.color().screen());
+
+ if (texture.parentRelative()) return;
+
+ sf.setPixmap(texture.color());
+
+ int width = sf.size().width(), height = sf.size().height();
+ int left = 0, top = 0, right = width - 1, bottom = height - 1;
+
+ if (texture.interlaced())
+ for (int i = 0; i < height; i += 2)
+ XDrawLine(**display, sf.pixmap(), texture.interlaceColor().gc(),
+ 0, i, width, i);
+
+ switch (texture.relief()) {
+ case RenderTexture::Raised:
+ switch (texture.bevel()) {
+ case RenderTexture::Bevel1:
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ left, bottom, right, bottom);
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ right, bottom, right, top);
+
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ left, top, right, top);
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ left, bottom, left, top);
+ break;
+ case RenderTexture::Bevel2:
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ left + 1, bottom - 2, right - 2, bottom - 2);
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ right - 2, bottom - 2, right - 2, top + 1);
+
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ left + 1, top + 1, right - 2, top + 1);
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ left + 1, bottom - 2, left + 1, top + 1);
+ break;
+ default:
+ assert(false); // unhandled RenderTexture::BevelType
+ }
+ break;
+ case RenderTexture::Sunken:
+ switch (texture.bevel()) {
+ case RenderTexture::Bevel1:
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ left, bottom, right, bottom);
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ right, bottom, right, top);
+
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ left, top, right, top);
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ left, bottom, left, top);
+ break;
+ case RenderTexture::Bevel2:
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ left + 1, bottom - 2, right - 2, bottom - 2);
+ XDrawLine(**display, sf.pixmap(), texture.bevelLightColor().gc(),
+ right - 2, bottom - 2, right - 2, top + 1);
+
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ left + 1, top + 1, right - 2, top + 1);
+ XDrawLine(**display, sf.pixmap(), texture.bevelDarkColor().gc(),
+ left + 1, bottom - 2, left + 1, top + 1);
+ break;
+ default:
+ assert(false); // unhandled RenderTexture::BevelType
+ }
+ break;
+ case RenderTexture::Flat:
+ if (texture.border())
+ XDrawRectangle(**display, sf.pixmap(), texture.borderColor().gc(),
+ left, top, right, bottom);
+ break;
+ default:
+ assert(false); // unhandled RenderTexture::ReliefType
+ }
+}
+
+void RenderControl::drawMask(Surface &sf, const RenderColor &color,
+ const PixmapMask &mask) const
+{
+ assert(_screen == sf._screen);
+ assert(_screen == color.screen());
+
+ if (mask.mask == None) return; // no mask given
+
+ int width = sf.size().width(), height = sf.size().height();
+
+ // set the clip region
+ int x = (width - mask.w) / 2, y = (height - mask.h) / 2;
+ XSetClipMask(**display, color.gc(), mask.mask);
+ XSetClipOrigin(**display, color.gc(), x, y);
+
+ // fill in the clipped region
+ XFillRectangle(**display, sf.pixmap(), color.gc(), x, y,
+ x + mask.w, y + mask.h);
+
+ // unset the clip region
+ XSetClipMask(**display, color.gc(), None);
+ XSetClipOrigin(**display, color.gc(), 0, 0);
+}
+
+void RenderControl::drawGradientBackground(
+ Surface &sf, const RenderTexture &texture) const
+{
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+ int off, x;
+
+ const ScreenInfo *info = display->screenInfo(_screen);
+ XImage *im = XCreateImage(**display, info->visual(), info->depth(),
+ ZPixmap, 0, NULL, w, h, 32, 0);
+ im->byte_order = endian;
+
+ switch (texture.gradient()) {
+ case RenderTexture::Vertical:
+ verticalGradient(sf, texture);
+ break;
+ case RenderTexture::Diagonal:
+ diagonalGradient(sf, texture);
+ break;
+ case RenderTexture::CrossDiagonal:
+ crossDiagonalGradient(sf, texture);
+ break;
+ default:
+ printf("unhandled gradient\n");
+ }
+
+ pixel32 *data = sf.pixelData();
+ pixel32 current;
+
+ if (texture.relief() == RenderTexture::Flat && texture.border()) {
+ r = texture.borderColor().red();
+ g = texture.borderColor().green();
+ b = texture.borderColor().blue();
+ 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;
+ }
+ 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);
+ }
+ }
+
+ reduceDepth(sf, im);
+ sf.setPixmap(im);
+ XDestroyImage(im);
+}
+
+void RenderControl::verticalGradient(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)h;
+
+ dg = (float)(texture.secondary_color().green() - texture.color().green());
+ dg/= (float)h;
+
+ db = (float)(texture.secondary_color().blue() - texture.color().blue());
+ db/= (float)h;
+
+ 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 << default_red_shift)
+ + (g << default_green_shift)
+ + (b << default_blue_shift);
+ for (int x = 0; x < w; ++x, ++data)
+ *data = current;
+ }
+}
+
+void RenderControl::diagonalGradient(Surface &sf,
+ const RenderTexture &texture) const
+{
+ pixel32 *data = sf.pixelData();
+ pixel32 current;
+ float drx, dgx, dbx, dry, dgy, dby;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+
+ for (int y = 0; y < h; ++y) {
+ drx = (float)(texture.secondary_color().red() - texture.color().red());
+ dry = drx/(float)h;
+ drx/= (float)w;
+
+ dgx = (float)(texture.secondary_color().green() - texture.color().green());
+ dgy = dgx/(float)h;
+ dgx/= (float)w;
+
+ dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
+ dby = dbx/(float)h;
+ dbx/= (float)w;
+ for (int x = 0; x < w; ++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 RenderControl::crossDiagonalGradient(
+ Surface &sf, const RenderTexture &texture) const
+{
+ pixel32 *data = sf.pixelData();
+ pixel32 current;
+ float drx, dgx, dbx, dry, dgy, dby;
+ unsigned int r,g,b;
+ int w = sf.size().width(), h = sf.size().height();
+
+ for (int y = 0; y < h; ++y) {
+ drx = (float)(texture.secondary_color().red() - texture.color().red());
+ dry = drx/(float)h;
+ drx/= (float)w;
+
+ dgx = (float)(texture.secondary_color().green() - texture.color().green());
+ dgy = dgx/(float)h;
+ dgx/= (float)w;
+
+ dbx = (float)(texture.secondary_color().blue() - texture.color().blue());
+ dby = dbx/(float)h;
+ dbx/= (float)w;
+ for (int x = w; 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 RenderControl::highlight(pixel32 *x, pixel32 *y, bool raised) const
+{
+ int r, g, b;
+
+ pixel32 *up, *down;
+ if (raised) {
+ up = x;
+ down = y;
+ } else {
+ up = y;
+ down = x;
+ }
+ r = (*up >> default_red_shift) & 0xFF;
+ r += r >> 1;
+ g = (*up >> default_green_shift) & 0xFF;
+ g += g >> 1;
+ 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 << default_red_shift) + (g << default_green_shift)
+ + (b << default_blue_shift);
+
+ r = (*down >> default_red_shift) & 0xFF;
+ r = (r >> 1) + (r >> 2);
+ g = (*down >> default_green_shift) & 0xFF;
+ g = (g >> 1) + (g >> 2);
+ b = (*down >> default_blue_shift) & 0xFF;
+ b = (b >> 1) + (b >> 2);
+ *down = (r << default_red_shift) + (g << default_green_shift)
+ + (b << default_blue_shift);
+}
+
+void RenderControl::drawBackground(Surface& sf,
+ const RenderTexture &texture) const
+{
+ assert(_screen == sf._screen);
+ assert(_screen == texture.color().screen());
+
+ if (texture.gradient() == RenderTexture::Solid)
+ drawSolidBackground(sf, texture);
+ else
+ drawGradientBackground(sf, texture);
+}
+
+
+void RenderControl::drawImage(Surface &sf, int w, int h,
+ unsigned long *data) const
+{
+ pixel32 *bg = sf.pixelData();
+ int x, y, c, sfw, sfh;
+ unsigned int i, e, bgi;
+ sfw = sf.size().width();
+ sfh = sf.size().height();
+ x = (sfw - w) / 2;
+ y = (sfh - h) / 2;
+
+ if (x < 0) x = 0;
+ if (y < 0) y = 0;
+
+ // Reduce the image size if its too big to make it fit on the surface
+ int oldw = w, oldh = h;
+ unsigned long *olddata = data;
+ if (w > sfw) w = sfw;
+ if (h > sfh) h = sfh;
+ unsigned long newdata[w*h];
+ if (w < oldw || h < oldh) {
+ double dx = oldw / (double)w;
+ double dy = oldh / (double)h;
+ double px = 0.0;
+ double py = 0.0;
+ int iy = 0;
+ for (i = 0, c = 0, e = w*h; i < e; ++i) {
+ newdata[i] = olddata[(int)px + iy];
+ if (++c >= w) {
+ c = 0;
+ px = 0;
+ py += dy;
+ iy = (int)py * oldw;
+ } else
+ px += dx;
+ }
+ data = newdata;
+ }
+
+ for (i = 0, c = 0, bgi = y * sfw + x, e = w*h; i < e; ++i, ++bgi) {
+ unsigned char alpha = data[i] >> 24;
+ unsigned char r = data[i] >> 16;
+ unsigned char g = data[i] >> 8;
+ unsigned char b = data[i];
+
+ // background color
+ unsigned char bgr = bg[bgi] >> default_red_shift;
+ unsigned char bgg = bg[bgi] >> default_green_shift;
+ unsigned char bgb = bg[bgi] >> default_blue_shift;
+
+ r = bgr + (((r - bgr) * alpha) >> 8);
+ g = bgg + (((g - bgg) * alpha) >> 8);
+ b = bgb + (((b - bgb) * alpha) >> 8);
+
+ bg[bgi] = (r << default_red_shift) | (g << default_green_shift) |
+ (b << default_blue_shift);
+
+ if (++c >= w) {
+ c = 0;
+ bgi += sfw - w;
+ }
+ }