added borders to gradient backgrounds
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4dcb309361
commit
b5963e0e53
1 changed files with 48 additions and 29 deletions
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@ -102,7 +102,7 @@ static inline void renderPixel(XImage *im, unsigned char *dp,
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void TrueRenderControl::drawGradientBackground(
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void TrueRenderControl::drawGradientBackground(
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Surface &sf, const RenderTexture &texture) const
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Surface &sf, const RenderTexture &texture) const
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{
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{
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int w = sf.width(), h = sf.height();
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int w = sf.width(), h = sf.height(), off, x, y;
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const ScreenInfo *info = display->screenInfo(_screen);
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const ScreenInfo *info = display->screenInfo(_screen);
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XImage *im = XCreateImage(**display, info->visual(), info->depth(),
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XImage *im = XCreateImage(**display, info->visual(), info->depth(),
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@ -113,7 +113,7 @@ void TrueRenderControl::drawGradientBackground(
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pixel32 *dp = data;
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pixel32 *dp = data;
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float dr, dg, db;
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float dr, dg, db;
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unsigned int r,g,b;
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unsigned int r,g,b;
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//XXX: move this to seperate vgrad function
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dr = (float)(texture.secondary_color().red() - texture.color().red());
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dr = (float)(texture.secondary_color().red() - texture.color().red());
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dr/= (float)sf.height();
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dr/= (float)sf.height();
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@ -123,17 +123,36 @@ void TrueRenderControl::drawGradientBackground(
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db = (float)(texture.secondary_color().blue() - texture.color().blue());
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db = (float)(texture.secondary_color().blue() - texture.color().blue());
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db/= (float)sf.height();
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db/= (float)sf.height();
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for (int y = 0; y < h; ++y) {
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for (y = 0; y < h; ++y) {
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r = texture.color().red() + (int)(dr * y);
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r = texture.color().red() + (int)(dr * y);
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g = texture.color().green() + (int)(dg * y);
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g = texture.color().green() + (int)(dg * y);
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b = texture.color().blue() + (int)(db * y);
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b = texture.color().blue() + (int)(db * y);
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current = (r << 16)
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current = (r << 16)
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+ (g << 8)
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+ (g << 8)
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+ b;
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+ b;
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for (int x = 0; x < w; ++x, dp ++)
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for (x = 0; x < w; ++x, dp ++)
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*dp = current;
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*dp = current;
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}
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}
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//XXX: end of vgrad
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if (texture.relief() == RenderTexture::Flat && texture.border()) {
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r = texture.borderColor().red();
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g = texture.borderColor().green();
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b = texture.borderColor().blue();
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current = (r << 16)
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+ (g << 8)
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+ b;
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for (off = 0, x = 0; x < w; ++x, off++) {
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*(data + off) = current;
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*(data + off + ((h-1) * w)) = current;
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}
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for (off = 0, x = 0; x < h; ++x, off++) {
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*(data + (off * w)) = current;
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*(data + (off * w) + w - 1) = current;
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}
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}
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//XXX: any dithering should be done now
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im->data = (char*) data;
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im->data = (char*) data;
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sf.setPixmap(im);
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sf.setPixmap(im);
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