// -*- mode: C++; indent-tabs-mode: nil; c-basic-offset: 2; -*-
-#ifdef HAVE_CONFIG_H
-# include "../config.h"
-#endif // HAVE_CONFIG_H
+#include "config.h"
#include "truerendercontrol.hh"
#include "display.hh"
Surface &sf, const RenderTexture &texture) const
{
unsigned int r,g,b;
- int w = sf.width(), h = sf.height(), off, x;
+ 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;
- pixel32 *data = new pixel32[sf.height()*sf.width()];
- pixel32 current;
switch (texture.gradient()) {
case RenderTexture::Vertical:
- verticalGradient(sf, texture, data);
+ verticalGradient(sf, texture);
break;
case RenderTexture::Diagonal:
- diagonalGradient(sf, texture, data);
+ diagonalGradient(sf, texture);
break;
case RenderTexture::CrossDiagonal:
- crossDiagonalGradient(sf, texture, data);
+ 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();
}
}
- reduceDepth(im, data);
+ reduceDepth(sf, im);
im->data = (char*) data;
sf.setPixmap(im);
- delete [] im->data;
im->data = NULL;
XDestroyImage(im);
}
void TrueRenderControl::verticalGradient(Surface &sf,
- const RenderTexture &texture,
- pixel32 *data) const
+ 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)sf.height();
+ dr/= (float)h;
dg = (float)(texture.secondary_color().green() - texture.color().green());
- dg/= (float)sf.height();
+ dg/= (float)h;
db = (float)(texture.secondary_color().blue() - texture.color().blue());
- db/= (float)sf.height();
+ db/= (float)h;
- for (int y = 0; y < sf.height(); ++y) {
+ 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 < sf.width(); ++x, ++data)
+ for (int x = 0; x < w; ++x, ++data)
*data = current;
}
}
void TrueRenderControl::diagonalGradient(Surface &sf,
- const RenderTexture &texture,
- pixel32 *data) const
+ 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 < sf.height(); ++y) {
+ for (int y = 0; y < h; ++y) {
drx = (float)(texture.secondary_color().red() - texture.color().red());
- dry = drx/(float)sf.height();
- drx/= (float)sf.width();
+ dry = drx/(float)h;
+ drx/= (float)w;
dgx = (float)(texture.secondary_color().green() - texture.color().green());
- dgy = dgx/(float)sf.height();
- dgx/= (float)sf.width();
+ dgy = dgx/(float)h;
+ dgx/= (float)w;
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) {
+ 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;
}
}
-void TrueRenderControl::crossDiagonalGradient(Surface &sf,
- const RenderTexture &texture,
- pixel32 *data) const
+void TrueRenderControl::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 < sf.height(); ++y) {
+ for (int y = 0; y < h; ++y) {
drx = (float)(texture.secondary_color().red() - texture.color().red());
- dry = drx/(float)sf.height();
- drx/= (float)sf.width();
+ dry = drx/(float)h;
+ drx/= (float)w;
dgx = (float)(texture.secondary_color().green() - texture.color().green());
- dgy = dgx/(float)sf.height();
- dgx/= (float)sf.width();
+ dgy = dgx/(float)h;
+ dgx/= (float)w;
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) {
+ 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;
}
}
-void TrueRenderControl::reduceDepth(XImage *im, pixel32 *data) const
+void TrueRenderControl::reduceDepth(Surface &sf, XImage *im) const
{
// since pixel32 is the largest possible pixel size, we can share the array
int r, g, b;
int x,y;
+ pixel32 *data = sf.pixelData();
pixel16 *p = (pixel16*) data;
switch (im->bits_per_pixel) {
case 32: