310 lines
8.9 KiB
C++
310 lines
8.9 KiB
C++
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// fl_color.C
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// Implementation of fl_color(i), fl_color(r,g,b).
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#ifdef WIN32
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#include "fl_color_win32.C"
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#else
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// Also code to look at the X visual and figure out the best way to turn
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// a color into a pixel value.
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// SGI compiler seems to have problems with unsigned char arguments
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// being used to index arrays. So I always copy them to an integer
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// before use.
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#include "Fl_XColor.H"
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#include <FL/Fl.H>
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#include <FL/x.H>
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#include <FL/fl_draw.H>
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////////////////////////////////////////////////////////////////
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// figure_out_visual() calculates masks & shifts for generating
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// pixels in true-color visuals:
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uchar fl_redmask, fl_greenmask, fl_bluemask;
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int fl_redshift, fl_greenshift, fl_blueshift, fl_extrashift;
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static uchar beenhere;
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static void figure_out_visual() {
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beenhere = 1;
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if (!fl_visual->red_mask || !fl_visual->green_mask || !fl_visual->blue_mask){
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#if USE_COLORMAP
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fl_redmask = 0;
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return;
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#else
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Fl::fatal("Requires true color visual");
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#endif
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}
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// get the bit masks into a more useful form:
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int i,j,m;
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for (i = 0, m = 1; m; i++, m<<=1) if (fl_visual->red_mask & m) break;
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for (j = i; m; j++, m<<=1) if (!(fl_visual->red_mask & m)) break;
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fl_redshift = j-8;
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fl_redmask = (j-i >= 8) ? 0xFF : 0xFF-(255>>(j-i));
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for (i = 0, m = 1; m; i++, m<<=1) if (fl_visual->green_mask & m) break;
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for (j = i; m; j++, m<<=1) if (!(fl_visual->green_mask & m)) break;
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fl_greenshift = j-8;
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fl_greenmask = (j-i >= 8) ? 0xFF : 0xFF-(255>>(j-i));
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for (i = 0, m = 1; m; i++, m<<=1) if (fl_visual->blue_mask & m) break;
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for (j = i; m; j++, m<<=1) if (!(fl_visual->blue_mask & m)) break;
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fl_blueshift = j-8;
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fl_bluemask = (j-i >= 8) ? 0xFF : 0xFF-(255>>(j-i));
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i = fl_redshift;
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if (fl_greenshift < i) i = fl_greenshift;
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if (fl_blueshift < i) i = fl_blueshift;
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if (i < 0) {
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fl_extrashift = -i;
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fl_redshift -= i; fl_greenshift -= i; fl_blueshift -= i;
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} else
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fl_extrashift = 0;
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}
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////////////////////////////////////////////////////////////////
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// Get an rgb color. This is easy for a truecolor visual. For
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// colormapped it picks the closest color out of the fltk colormap
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// but be warned that this results in *two* approximations: one
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// to the fltk colormap, and another to whatever colors X allocates.
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ulong fl_xpixel(uchar r,uchar g,uchar b) {
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if (!beenhere) figure_out_visual();
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#if USE_COLORMAP
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if (!fl_redmask) {
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Fl_Color i;
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if (r == g && r == b) { // get it out of gray ramp
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i = fl_gray_ramp(r*FL_NUM_GRAY/256);
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} else { // get it out of color cube:
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i = fl_color_cube(r*FL_NUM_RED/256,g*FL_NUM_GREEN/256,b*FL_NUM_BLUE/256);
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}
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return fl_xpixel(i);
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}
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#endif
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return
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(((r&fl_redmask) << fl_redshift)+
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((g&fl_greenmask)<<fl_greenshift)+
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((b&fl_bluemask)<< fl_blueshift)
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) >> fl_extrashift;
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}
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void fl_color(uchar r,uchar g,uchar b) {
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XSetForeground(fl_display, fl_gc, fl_xpixel(r,g,b));
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}
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////////////////////////////////////////////////////////////////
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// Get a color out of the the fltk colormap. Again for truecolor
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// visuals this is easy. For colormap this actually tries to allocate
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// an X color, and does a least-squares match to find the closest
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// color if X cannot allocate that color.
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static unsigned fl_cmap[256] = {
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#include "fl_cmap.h" // this is a file produced by "cmap.C":
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};
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#if HAVE_OVERLAY
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Fl_XColor fl_xmap[2][256];
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uchar fl_overlay;
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Colormap fl_overlay_colormap;
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XVisualInfo* fl_overlay_visual;
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ulong fl_transparent_pixel;
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#else
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Fl_XColor fl_xmap[1][256];
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#endif
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// calculate what color is actually on the screen for a mask:
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static inline uchar realcolor(uchar color, uchar mask) {
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#if 1
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// accurate version if the display has linear gamma, but fl_draw_image
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// works better with the simpler version on most screens...
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uchar m = mask;
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uchar result = color&m;
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for (;;) {
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while (m&mask) {m>>=1; color>>=1;}
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if (!m) break;
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mask = m;
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result |= color&m;
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}
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return result;
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#else
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return (color&mask) | (~mask)&(mask>>1);
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#endif
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}
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ulong fl_xpixel(Fl_Color i) {
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#if HAVE_OVERLAY
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Fl_XColor &xmap = fl_xmap[fl_overlay][i];
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#else
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Fl_XColor &xmap = fl_xmap[0][i];
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#endif
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if (xmap.mapped) return xmap.pixel;
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if (!beenhere) figure_out_visual();
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uchar r,g,b;
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{unsigned c = fl_cmap[i]; r=uchar(c>>24); g=uchar(c>>16); b=uchar(c>>8);}
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#if USE_COLORMAP
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Colormap colormap;
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#if HAVE_OVERLAY
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if (fl_overlay) {colormap = fl_overlay_colormap; goto J1;}
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#endif
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if (!fl_redmask) {
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colormap = fl_colormap;
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#if HAVE_OVERLAY
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J1:
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static XColor* ac[2];
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XColor*& allcolors = ac[fl_overlay];
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static int nc[2];
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int& numcolors = nc[fl_overlay];
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#else
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static XColor *allcolors;
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static int numcolors;
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#endif
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// I don't try to allocate colors with XAllocColor once it fails
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// with any color. It is possible that it will work, since a color
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// may have been freed, but some servers are extremely slow and this
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// avoids one round trip:
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if (!numcolors) { // don't try after a failure
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XColor xcol;
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xcol.red = r<<8; xcol.green = g<<8; xcol.blue = b<<8;
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if (XAllocColor(fl_display, colormap, &xcol)) {
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xmap.mapped = 1;
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xmap.r = xcol.red>>8;
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xmap.g = xcol.green>>8;
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xmap.b = xcol.blue>>8;
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return xmap.pixel = xcol.pixel;
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}
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// I only read the colormap once. Again this is due to the slowness
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// of round-trips to the X server, even though other programs may alter
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// the colormap after this and make decisions here wrong.
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#if HAVE_OVERLAY
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if (fl_overlay) numcolors = fl_overlay_visual->colormap_size; else
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#endif
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numcolors = fl_visual->colormap_size;
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if (!allcolors) allcolors = new XColor[numcolors];
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for (int p = numcolors; p--;) allcolors[p].pixel = p;
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XQueryColors(fl_display, colormap, allcolors, numcolors);
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}
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// find least-squares match:
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int mindist = 0x7FFFFFFF;
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unsigned int bestmatch = 0;
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for (unsigned int n = numcolors; n--;) {
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#if HAVE_OVERLAY
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if (fl_overlay && n == fl_transparent_pixel) continue;
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#endif
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XColor &a = allcolors[n];
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int d, t;
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t = int(r)-int(a.red>>8); d = t*t;
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t = int(g)-int(a.green>>8); d += t*t;
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t = int(b)-int(a.blue>>8); d += t*t;
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if (d <= mindist) {bestmatch = n; mindist = d;}
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}
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XColor &p = allcolors[bestmatch];
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// It appears to "work" to not call this XAllocColor, which will
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// avoid another round-trip to the server. But then X does not
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// know that this program "owns" this value, and can (and will)
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// change it when the program that did allocate it exits:
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if (XAllocColor(fl_display, colormap, &p)) {
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xmap.mapped = 1;
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xmap.pixel = p.pixel;
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} else {
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// However, if that XAllocColor fails, I have to give up and
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// assumme the pixel is ok for the duration of the program. This
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// is due to bugs (?) in the Solaris X and some X terminals
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// where XAllocColor *always* fails when the colormap is full,
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// even if we ask for a color already in it...
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xmap.mapped = 2; // 2 prevents XFreeColor from being called
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xmap.pixel = bestmatch;
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}
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xmap.r = p.red>>8;
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xmap.g = p.green>>8;
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xmap.b = p.blue>>8;
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return xmap.pixel;
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}
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#endif
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// return color for a truecolor visual:
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xmap.mapped = 2; // 2 prevents XFreeColor from being called
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xmap.r = realcolor(r, fl_redmask);
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xmap.g = realcolor(g, fl_greenmask);
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xmap.b = realcolor(b, fl_bluemask);
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return xmap.pixel = fl_xpixel(r,g,b);
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}
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Fl_Color fl_color_;
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void fl_color(Fl_Color i) {
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fl_color_ = i;
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XSetForeground(fl_display, fl_gc, fl_xpixel(i));
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}
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////////////////////////////////////////////////////////////////
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// Ways to modify the fltk colormap:
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Fl_Color contrast(Fl_Color fg, Fl_Color bg) {
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// bright/dark is decided based on high bit of green:
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if (fl_cmap[bg] & 0x800000) {
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if (fl_cmap[fg] & 0x800000) return FL_GRAY_RAMP; // black from gray ramp
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} else {
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if (!(fl_cmap[fg] & 0x800000))
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return (Fl_Color)(FL_COLOR_CUBE-1); // white from gray ramp
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}
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return fg; // this color is ok
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}
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void Fl::free_color(Fl_Color i, int overlay) {
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#if HAVE_OVERLAY
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#else
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if (overlay) return;
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#endif
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if (fl_xmap[overlay][i].mapped) {
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#if USE_COLORMAP
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#if HAVE_OVERLAY
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Colormap colormap = overlay ? fl_overlay_colormap : fl_colormap;
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#else
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Colormap colormap = fl_colormap;
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#endif
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if (fl_xmap[overlay][i].mapped == 1)
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XFreeColors(fl_display, colormap, &(fl_xmap[overlay][i].pixel), 1, 0);
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#endif
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fl_xmap[overlay][i].mapped = 0;
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}
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}
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void Fl::set_color(Fl_Color i, unsigned c) {
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if (fl_cmap[i] != c) {
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free_color(i,0);
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#if HAVE_OVERLAY
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free_color(i,1);
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#endif
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fl_cmap[i] = c;
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}
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}
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unsigned Fl::get_color(Fl_Color i) {
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return fl_cmap[i];
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}
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void Fl::set_color(Fl_Color i, uchar red, uchar green, uchar blue) {
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Fl::set_color(i,
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((unsigned)red<<24)+((unsigned)green<<16)+((unsigned)blue<<8));
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}
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void Fl::get_color(Fl_Color i, uchar &red, uchar &green, uchar &blue) {
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unsigned c = fl_cmap[i];
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red = uchar(c>>24);
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green = uchar(c>>16);
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blue = uchar(c>>8);
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}
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#endif
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// end of fl_color.C
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