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//
// "$Id: fl_color.cxx,v 1.9 1999/01/07 19:17:36 mike Exp $"
//
// Color functions for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-1999 by Bill Spitzak and others.
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
// USA.
//
// Please report all bugs and problems to "fltk-bugs@easysw.com".
//
// Implementation of fl_color(i), fl_color(r,g,b).
#ifdef WIN32
#include "fl_color_win32.cxx"
#else
// Also code to look at the X visual and figure out the best way to turn
// a color into a pixel value.
// SGI compiler seems to have problems with unsigned char arguments
// being used to index arrays. So I always copy them to an integer
// before use.
#include "Fl_XColor.H"
#include <FL/Fl.H>
#include <FL/x.H>
#include <FL/fl_draw.H>
////////////////////////////////////////////////////////////////
// figure_out_visual() calculates masks & shifts for generating
// pixels in true-color visuals:
uchar fl_redmask, fl_greenmask, fl_bluemask;
int fl_redshift, fl_greenshift, fl_blueshift, fl_extrashift;
static uchar beenhere;
static void figure_out_visual() {
beenhere = 1;
if (!fl_visual->red_mask || !fl_visual->green_mask || !fl_visual->blue_mask){
#if USE_COLORMAP
fl_redmask = 0;
return;
#else
Fl::fatal("Requires true color visual");
#endif
}
// get the bit masks into a more useful form:
int i,j,m;
for (i = 0, m = 1; m; i++, m<<=1) if (fl_visual->red_mask & m) break;
for (j = i; m; j++, m<<=1) if (!(fl_visual->red_mask & m)) break;
fl_redshift = j-8;
fl_redmask = (j-i >= 8) ? 0xFF : 0xFF-(255>>(j-i));
for (i = 0, m = 1; m; i++, m<<=1) if (fl_visual->green_mask & m) break;
for (j = i; m; j++, m<<=1) if (!(fl_visual->green_mask & m)) break;
fl_greenshift = j-8;
fl_greenmask = (j-i >= 8) ? 0xFF : 0xFF-(255>>(j-i));
for (i = 0, m = 1; m; i++, m<<=1) if (fl_visual->blue_mask & m) break;
for (j = i; m; j++, m<<=1) if (!(fl_visual->blue_mask & m)) break;
fl_blueshift = j-8;
fl_bluemask = (j-i >= 8) ? 0xFF : 0xFF-(255>>(j-i));
i = fl_redshift;
if (fl_greenshift < i) i = fl_greenshift;
if (fl_blueshift < i) i = fl_blueshift;
if (i < 0) {
fl_extrashift = -i;
fl_redshift -= i; fl_greenshift -= i; fl_blueshift -= i;
} else
fl_extrashift = 0;
}
////////////////////////////////////////////////////////////////
// Get an rgb color. This is easy for a truecolor visual. For
// colormapped it picks the closest color out of the fltk colormap
// but be warned that this results in *two* approximations: one
// to the fltk colormap, and another to whatever colors X allocates.
ulong fl_xpixel(uchar r,uchar g,uchar b) {
if (!beenhere) figure_out_visual();
#if USE_COLORMAP
if (!fl_redmask) {
Fl_Color i;
if (r == g && r == b) { // get it out of gray ramp
i = fl_gray_ramp(r*FL_NUM_GRAY/256);
} else { // get it out of color cube:
i = fl_color_cube(r*FL_NUM_RED/256,g*FL_NUM_GREEN/256,b*FL_NUM_BLUE/256);
}
return fl_xpixel(i);
}
#endif
return
(((r&fl_redmask) << fl_redshift)+
((g&fl_greenmask)<<fl_greenshift)+
((b&fl_bluemask)<< fl_blueshift)
) >> fl_extrashift;
}
void fl_color(uchar r,uchar g,uchar b) {
XSetForeground(fl_display, fl_gc, fl_xpixel(r,g,b));
}
////////////////////////////////////////////////////////////////
// Get a color out of the the fltk colormap. Again for truecolor
// visuals this is easy. For colormap this actually tries to allocate
// an X color, and does a least-squares match to find the closest
// color if X cannot allocate that color.
static unsigned fl_cmap[256] = {
#include "fl_cmap.h" // this is a file produced by "cmap.C":
};
#if HAVE_OVERLAY
Fl_XColor fl_xmap[2][256];
uchar fl_overlay;
Colormap fl_overlay_colormap;
XVisualInfo* fl_overlay_visual;
ulong fl_transparent_pixel;
#else
Fl_XColor fl_xmap[1][256];
#endif
// calculate what color is actually on the screen for a mask:
static inline uchar realcolor(uchar color, uchar mask) {
#if 1
// accurate version if the display has linear gamma, but fl_draw_image
// works better with the simpler version on most screens...
uchar m = mask;
uchar result = color&m;
for (;;) {
while (m&mask) {m>>=1; color>>=1;}
if (!m) break;
mask = m;
result |= color&m;
}
return result;
#else
return (color&mask) | (~mask)&(mask>>1);
#endif
}
ulong fl_xpixel(Fl_Color i) {
#if HAVE_OVERLAY
Fl_XColor &xmap = fl_xmap[fl_overlay][i];
#else
Fl_XColor &xmap = fl_xmap[0][i];
#endif
if (xmap.mapped) return xmap.pixel;
if (!beenhere) figure_out_visual();
uchar r,g,b;
{unsigned c = fl_cmap[i]; r=uchar(c>>24); g=uchar(c>>16); b=uchar(c>>8);}
#if USE_COLORMAP
Colormap colormap;
#if HAVE_OVERLAY
if (fl_overlay) {colormap = fl_overlay_colormap; goto J1;}
#endif
if (!fl_redmask) {
colormap = fl_colormap;
#if HAVE_OVERLAY
J1:
static XColor* ac[2];
XColor*& allcolors = ac[fl_overlay];
static int nc[2];
int& numcolors = nc[fl_overlay];
#else
static XColor *allcolors;
static int numcolors;
#endif
// I don't try to allocate colors with XAllocColor once it fails
// with any color. It is possible that it will work, since a color
// may have been freed, but some servers are extremely slow and this
// avoids one round trip:
if (!numcolors) { // don't try after a failure
XColor xcol;
xcol.red = r<<8; xcol.green = g<<8; xcol.blue = b<<8;
if (XAllocColor(fl_display, colormap, &xcol)) {
xmap.mapped = 1;
xmap.r = xcol.red>>8;
xmap.g = xcol.green>>8;
xmap.b = xcol.blue>>8;
return xmap.pixel = xcol.pixel;
}
// I only read the colormap once. Again this is due to the slowness
// of round-trips to the X server, even though other programs may alter
// the colormap after this and make decisions here wrong.
#if HAVE_OVERLAY
if (fl_overlay) numcolors = fl_overlay_visual->colormap_size; else
#endif
numcolors = fl_visual->colormap_size;
if (!allcolors) allcolors = new XColor[numcolors];
for (int p = numcolors; p--;) allcolors[p].pixel = p;
XQueryColors(fl_display, colormap, allcolors, numcolors);
}
// find least-squares match:
int mindist = 0x7FFFFFFF;
unsigned int bestmatch = 0;
for (unsigned int n = numcolors; n--;) {
#if HAVE_OVERLAY
if (fl_overlay && n == fl_transparent_pixel) continue;
#endif
XColor &a = allcolors[n];
int d, t;
t = int(r)-int(a.red>>8); d = t*t;
t = int(g)-int(a.green>>8); d += t*t;
t = int(b)-int(a.blue>>8); d += t*t;
if (d <= mindist) {bestmatch = n; mindist = d;}
}
XColor &p = allcolors[bestmatch];
// It appears to "work" to not call this XAllocColor, which will
// avoid another round-trip to the server. But then X does not
// know that this program "owns" this value, and can (and will)
// change it when the program that did allocate it exits:
if (XAllocColor(fl_display, colormap, &p)) {
xmap.mapped = 1;
xmap.pixel = p.pixel;
} else {
// However, if that XAllocColor fails, I have to give up and
// assumme the pixel is ok for the duration of the program. This
// is due to bugs (?) in the Solaris X and some X terminals
// where XAllocColor *always* fails when the colormap is full,
// even if we ask for a color already in it...
xmap.mapped = 2; // 2 prevents XFreeColor from being called
xmap.pixel = bestmatch;
}
xmap.r = p.red>>8;
xmap.g = p.green>>8;
xmap.b = p.blue>>8;
return xmap.pixel;
}
#endif
// return color for a truecolor visual:
xmap.mapped = 2; // 2 prevents XFreeColor from being called
xmap.r = realcolor(r, fl_redmask);
xmap.g = realcolor(g, fl_greenmask);
xmap.b = realcolor(b, fl_bluemask);
return xmap.pixel = fl_xpixel(r,g,b);
}
Fl_Color fl_color_;
void fl_color(Fl_Color i) {
fl_color_ = i;
XSetForeground(fl_display, fl_gc, fl_xpixel(i));
}
////////////////////////////////////////////////////////////////
// Ways to modify the fltk colormap:
// bright/dark is decided based on high bits of green:
#define bright(x) ((x)&0xc00000)
Fl_Color fl_color_average(Fl_Color color1, Fl_Color color2, float weight) {
Fl_Color avg;
unsigned rgb1 = fl_cmap[color1];
unsigned rgb2 = fl_cmap[color2];
uchar r, g, b;
r = (uchar)(((uchar)(rgb1>>24))*weight + ((uchar)(rgb2>>24))*(1-weight));
g = (uchar)(((uchar)(rgb1>>16))*weight + ((uchar)(rgb2>>16))*(1-weight));
b = (uchar)(((uchar)(rgb1>>8))*weight + ((uchar)(rgb2>>8))*(1-weight));
if (r == g && r == b) { // get it out of gray ramp
avg = fl_gray_ramp(r*FL_NUM_GRAY/256);
} else { // get it out of color cube:
avg = fl_color_cube(r*FL_NUM_RED/256,g*FL_NUM_GREEN/256,b*FL_NUM_BLUE/256);
}
return avg;
}
Fl_Color contrast(Fl_Color fg, Fl_Color bg) {
if (bright(fl_cmap[bg])) {
if (bright(fl_cmap[fg]))
return FL_GRAY_RAMP; // black from gray ramp
} else {
if (!bright(fl_cmap[fg]))
return (Fl_Color)(FL_COLOR_CUBE-1); // white from gray ramp
}
return fg; // this color is ok
}
void Fl::free_color(Fl_Color i, int overlay) {
#if HAVE_OVERLAY
#else
if (overlay) return;
#endif
if (fl_xmap[overlay][i].mapped) {
#if USE_COLORMAP
#if HAVE_OVERLAY
Colormap colormap = overlay ? fl_overlay_colormap : fl_colormap;
#else
Colormap colormap = fl_colormap;
#endif
if (fl_xmap[overlay][i].mapped == 1)
XFreeColors(fl_display, colormap, &(fl_xmap[overlay][i].pixel), 1, 0);
#endif
fl_xmap[overlay][i].mapped = 0;
}
}
void Fl::set_color(Fl_Color i, unsigned c) {
if (fl_cmap[i] != c) {
free_color(i,0);
#if HAVE_OVERLAY
free_color(i,1);
#endif
fl_cmap[i] = c;
}
}
unsigned Fl::get_color(Fl_Color i) {
return fl_cmap[i];
}
void Fl::set_color(Fl_Color i, uchar red, uchar green, uchar blue) {
Fl::set_color(i,
((unsigned)red<<24)+((unsigned)green<<16)+((unsigned)blue<<8));
}
void Fl::get_color(Fl_Color i, uchar &red, uchar &green, uchar &blue) {
unsigned c = fl_cmap[i];
red = uchar(c>>24);
green = uchar(c>>16);
blue = uchar(c>>8);
}
#endif
//
// End of "$Id: fl_color.cxx,v 1.9 1999/01/07 19:17:36 mike Exp $".
//
|