+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;
+ switch (im->bits_per_pixel) {
+ case 32:
+ if ((_red_offset != default_red_shift) ||
+ (_blue_offset != default_blue_shift) ||
+ (_green_offset != default_green_shift)) {
+ printf("cross endian conversion\n");
+ for (y = 0; y < im->height; y++) {
+ for (x = 0; x < im->width; x++) {
+ r = (data[x] >> default_red_shift) & 0xFF;
+ g = (data[x] >> default_green_shift) & 0xFF;
+ b = (data[x] >> default_blue_shift) & 0xFF;
+ data[x] = (r << _red_offset) + (g << _green_offset) +
+ (b << _blue_offset);
+ }
+ data += im->width;
+ }
+ }
+ return;
+ case 16:
+ for (y = 0; y < im->height; y++) {
+ for (x = 0; x < im->width; x++) {
+ r = (data[x] >> default_red_shift) & 0xFF;
+ r = r >> _red_shift;
+ g = (data[x] >> default_green_shift) & 0xFF;
+ g = g >> _green_shift;
+ b = (data[x] >> default_blue_shift) & 0xFF;
+ b = b >> _blue_shift;
+ p[x] = (r << _red_offset) + (g << _green_offset) + (b << _blue_offset);
+ }
+ data += im->width;
+ p += im->bytes_per_line/2;
+ }
+ break;
+ default:
+ printf("your bit depth is currently unhandled\n");
+ }
+}
+
+void TrueRenderControl::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 TrueRenderControl::drawBackground(Surface& sf,
+ const RenderTexture &texture) const
+{
+ assert(_screen == sf._screen);
+ assert(_screen == texture.color().screen());