94788c4628
FLTK 1.0.11. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.0@1356 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
360 lines
11 KiB
C++
360 lines
11 KiB
C++
//
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// "$Id: fl_color.cxx,v 1.12.2.5 2001/01/22 15:13:40 easysw Exp $"
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//
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// Color functions for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2001 by Bill Spitzak and others.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems to "fltk-bugs@fltk.org".
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//
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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.cxx"
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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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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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#define fl_overlay 0
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#endif
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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 cube in the
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// fltk colormap. However if this color cube entry has been
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// requested before, you will get the earlier requested color, and
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// even this may be approximated if the X colormap was full.
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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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// find closest entry in the colormap:
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Fl_Color i =
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fl_color_cube(r*FL_NUM_RED/256,g*FL_NUM_GREEN/256,b*FL_NUM_BLUE/256);
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Fl_XColor &xmap = fl_xmap[fl_overlay][i];
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if (xmap.mapped) return xmap.pixel;
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// if not black or white, change the entry to be an exact match:
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if (i != FL_COLOR_CUBE && i != 0xFF)
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fl_cmap[i] = (r<<24)|(g<<16)|(b<<8);
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return fl_xpixel(i); // allocate an X color
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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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// 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 0
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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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Fl_XColor &xmap = fl_xmap[fl_overlay][i];
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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 = fl_colormap;
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#if HAVE_OVERLAY
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if (fl_overlay) colormap = fl_overlay_colormap; else
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#endif
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if (fl_redmask) {
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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 =
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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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#if USE_COLORMAP
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}
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#if HAVE_OVERLAY
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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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#endif
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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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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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#endif // end of X-specific code
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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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Fl_Color fl_color_average(Fl_Color color1, Fl_Color color2, float weight) {
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Fl_Color avg;
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unsigned rgb1 = fl_cmap[color1];
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unsigned rgb2 = fl_cmap[color2];
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uchar r, g, b;
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r = (uchar)(((uchar)(rgb1>>24))*weight + ((uchar)(rgb2>>24))*(1-weight));
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g = (uchar)(((uchar)(rgb1>>16))*weight + ((uchar)(rgb2>>16))*(1-weight));
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b = (uchar)(((uchar)(rgb1>>8))*weight + ((uchar)(rgb2>>8))*(1-weight));
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if (r == g && r == b) { // get it out of gray ramp
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avg = fl_gray_ramp(r*FL_NUM_GRAY/256);
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} else { // get it out of color cube:
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avg = 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 avg;
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}
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Fl_Color inactive(Fl_Color c) {
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return fl_color_average(c, FL_GRAY, .33f);
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}
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Fl_Color contrast(Fl_Color fg, Fl_Color bg) {
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int c1 = int(fl_cmap[fg]);
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int c2 = int(fl_cmap[bg]);
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if ((c1^c2)&0x80800000)
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return fg;
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else if (c2&0x80800000)
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return FL_GRAY_RAMP; // black from gray ramp
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else
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return (Fl_Color)(FL_COLOR_CUBE-1); // white from gray ramp
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}
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//
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// End of "$Id: fl_color.cxx,v 1.12.2.5 2001/01/22 15:13:40 easysw Exp $".
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//
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