38287e02af
of the active ViewLayer is now always mirrored in the Painter instance of a ServerWindow, so that it doesn't need to be synced on every drawing command, this was previously incomplete for font handling * removed the DrawState parameter from all the DrawingEngine functions * adjusted ServerWindow and ServerPicture accordingly * made sure that string related functions used by non-drawing related parts (ServerApp, Decorator) don't interfere with the current drawing state * moved AS_SYNC handling from _DispatchViewMessage to _DispatchMessage, it is actually a window message and doesn't require fCurrentLayer to be valid * fixed bug #1300, fCurrentLayer was not updated when a ViewLayer was deleted by client request which happened to be fCurrentLayer (I am now handling it so that the parent becomes the current layer, could be wrong) * AGGTextRenderer is no longer using it's own scanline, which should save a few bytes RAM, the Painter already had such an object * StringWidth() in AGGTextRenderer is now taking the escapement_delta into account * Painter::StrokeLine() doesn't need to check the clipping as much, since that is already done in DrawingEngine * if a ServerWindow message is not handled because fCurrentLayer is NULL, a reply is sent in case the messages needs it (client window could freeze otherwise, waiting for the reply for ever) * removed unused AS_SET_FONT and AS_SET_FONT_SIZE * added automatic RGBColor -> rgb_color conversion to RGBColor.h * minor cleanup for 80 char/line limit git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@21685 a95241bf-73f2-0310-859d-f6bbb57e9c96
78 lines
1.8 KiB
C++
78 lines
1.8 KiB
C++
/*
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* Copyright 2001-2006, Haiku.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* DarkWyrm <bpmagic@columbus.rr.com>
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*/
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#ifndef RGB_COLOR_H
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#define RGB_COLOR_H
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#include <GraphicsDefs.h>
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class RGBColor {
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public:
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RGBColor(uint8 r,
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uint8 g,
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uint8 b,
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uint8 a = 255);
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RGBColor(int r,
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int g,
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int b,
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int a = 255);
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RGBColor(const rgb_color& color);
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RGBColor(uint16 color);
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RGBColor(uint8 color);
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RGBColor(const RGBColor& color);
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RGBColor();
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uint8 GetColor8() const;
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uint16 GetColor15() const;
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uint16 GetColor16() const;
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rgb_color GetColor32() const;
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void SetColor(uint8 r,
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uint8 g,
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uint8 b,
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uint8 a = 255);
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void SetColor(int r,
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int g,
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int b,
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int a = 255);
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void SetColor(uint16 color16);
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void SetColor(uint8 color8);
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void SetColor(const rgb_color& color);
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void SetColor(const RGBColor& color);
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const RGBColor& operator=(const RGBColor& color);
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const RGBColor& operator=(const rgb_color& color);
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bool operator==(const rgb_color& color) const;
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bool operator==(const RGBColor& color) const;
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bool operator!=(const rgb_color& color) const;
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bool operator!=(const RGBColor& color) const;
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// conversion to rgb_color
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operator rgb_color() const
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{ return fColor32; }
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bool IsTransparentMagic() const;
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void PrintToStream() const;
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protected:
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rgb_color fColor32;
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// caching
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mutable uint16 fColor16;
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mutable uint16 fColor15;
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mutable uint8 fColor8;
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mutable bool fUpdate8;
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mutable bool fUpdate15;
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mutable bool fUpdate16;
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};
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#endif // RGB_COLOR_H
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