+
+static inline void renderPixel(XImage *im, unsigned char *dp,
+ unsigned long pixel)
+{
+ unsigned int bpp = im->bits_per_pixel + (im->byte_order == MSBFirst ? 1 : 0);
+
+ switch (bpp) {
+ case 8: // 8bpp
+ *dp++ = pixel;
+ break;
+ case 16: // 16bpp LSB
+ *dp++ = pixel;
+ *dp++ = pixel >> 8;
+ break;
+ case 17: // 16bpp MSB
+ *dp++ = pixel >> 8;
+ *dp++ = pixel;
+ break;
+ case 24: // 24bpp LSB
+ *dp++ = pixel;
+ *dp++ = pixel >> 8;
+ *dp++ = pixel >> 16;
+ break;
+ case 25: // 24bpp MSB
+ *dp++ = pixel >> 16;
+ *dp++ = pixel >> 8;
+ *dp++ = pixel;
+ break;
+ case 32: // 32bpp LSB
+ *dp++ = pixel;
+ *dp++ = pixel >> 8;
+ *dp++ = pixel >> 16;
+ *dp++ = pixel >> 24;
+ break;
+ case 33: // 32bpp MSB
+ *dp++ = pixel >> 24;
+ *dp++ = pixel >> 16;
+ *dp++ = pixel >> 8;
+ *dp++ = pixel;
+ break;
+ default:
+ assert(false); // wtf?
+ }
+}
+
+void TrueRenderControl::drawGradientBackground(
+ Surface &sf, const RenderTexture &texture) const
+{
+ int w = sf.width(), h = sf.height();
+
+ 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;
+ }
+
+ im->data = (char*) data;
+
+ sf.setPixmap(im);
+
+ delete [] im->data;
+ im->data = NULL;
+ XDestroyImage(im);
+}
+
+void TrueRenderControl::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);
+ }
+}
+