//------------------------------------------------------------------------------ // Copyright (c) 2001-2005, Haiku, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. // // File Name: PatternHandler.h // Author: DarkWyrm // Stephan Aßmus // Description: Class for easy calculation and use of patterns // //------------------------------------------------------------------------------ #ifndef PATTERNHANDLER_H #define PATTERNHANDLER_H #include #include #include "RGBColor.h" class Pattern { public: Pattern(void) {} Pattern(const uint64& p) { fPattern.type64 = p; } Pattern(const int8* p) { fPattern.type64 = *((const uint64*)p); } Pattern(const Pattern& src) { fPattern.type64 = src.fPattern.type64; } Pattern(const pattern& src) { fPattern.type64 = *(uint64*)src.data; } inline const int8* GetInt8(void) const { return fPattern.type8; } inline uint64 GetInt64(void) const { return fPattern.type64; } inline void Set(const int8* p) { fPattern.type64 = *((const uint64*)p); } inline void Set(const uint64& p) { fPattern.type64 = p; } Pattern& operator=(const Pattern& from) { fPattern.type64 = from.fPattern.type64; return *this; } Pattern& operator=(const int64 &from) { fPattern.type64 = from; return *this; } Pattern& operator=(const pattern &from) { memcpy(&fPattern.type64, &from, sizeof(pattern)); return *this; } bool operator==(const Pattern& other) const { return fPattern.type64 == other.fPattern.type64; } bool operator==(const pattern& other) const { return fPattern.type64 == *(uint64*)other.data; } private: typedef union { uint64 type64; int8 type8[8]; } pattern_union; pattern_union fPattern; }; extern const Pattern kSolidHigh; extern const Pattern kSolidLow; extern const Pattern kMixedColors; /*! \brief Class for easy calculation and use of patterns PatternHandlers are designed specifically for DisplayDriver subclasses. Pattern support can be easily added by setting the pattern to use via SetTarget, and then merely retrieving the value for the coordinates specified. */ class PatternHandler { public: PatternHandler(void); PatternHandler(const int8* p); PatternHandler(const uint64& p); PatternHandler(const Pattern& p); PatternHandler(const PatternHandler& other); virtual ~PatternHandler(void); void SetPattern(const int8* p); void SetPattern(const uint64& p); void SetPattern(const Pattern& p); void SetPattern(const pattern& p); void SetColors(const RGBColor& high, const RGBColor& low); void SetHighColor(const RGBColor& color); void SetLowColor(const RGBColor& color); void SetColors(const rgb_color& high, const rgb_color& low); void SetHighColor(const rgb_color& color); void SetLowColor(const rgb_color& color); RGBColor HighColor() const { return fHighColor; } RGBColor LowColor() const { return fLowColor; } RGBColor ColorAt(const BPoint& pt) const; RGBColor ColorAt(float x, float y) const; inline RGBColor ColorAt(int x, int y) const; // TODO: any ideas for a better name of the rgb_color version of this function? inline rgb_color R5ColorAt(int x, int y) const; bool IsHighColor(const BPoint& pt) const; inline bool IsHighColor(int x, int y) const; inline bool IsSolid() const { return fPattern == B_SOLID_HIGH || fPattern == B_SOLID_LOW; } const pattern* GetR5Pattern(void) const { return (const pattern*)fPattern.GetInt8(); } const Pattern& GetPattern(void) const { return fPattern; } private: Pattern fPattern; RGBColor fHighColor; RGBColor fLowColor; }; /*! \brief Obtains the color in the pattern at the specified coordinates \param x X coordinate to get the color for \param y Y coordinate to get the color for \return Color for the coordinates */ inline RGBColor PatternHandler::ColorAt(int x, int y) const { return IsHighColor(x, y) ? fHighColor : fLowColor; } /*! \brief Obtains the color in the pattern at the specified coordinates \param x X coordinate to get the color for \param y Y coordinate to get the color for \return Color for the coordinates */ inline rgb_color PatternHandler::R5ColorAt(int x, int y) const { return IsHighColor(x, y) ? fHighColor.GetColor32() : fLowColor.GetColor32(); } /*! \brief Obtains the value of the pattern at the specified coordinates \param pt Coordinates to get the value for \return Value for the coordinates - true if high, false if low. */ inline bool PatternHandler::IsHighColor(int x, int y) const { // TODO: Does this work correctly for // negative coordinates?!? const int8* ptr = fPattern.GetInt8(); int32 value = ptr[y % 8] & (1 << (7 - (x % 8)) ); return (value == 0) ? false : true; } #endif