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/*
* tk3d.c --
*
* This module provides procedures to draw borders in
* the three-dimensional Motif style.
*
* Copyright (c) 1990-1994 The Regents of the University of California.
* Copyright (c) 1994-1995 Sun Microsystems, Inc.
*
* See the file "license.terms" for information on usage and redistribution
* of this file, and for a DISCLAIMER OF ALL WARRANTIES.
*/
static char sccsid[] = "@(#) tk3d.c 1.50 95/06/27 21:39:58";
#include "tkPort.h"
#include "tkInt.h"
/*
* One of the following data structures is allocated for
* each 3-D border currently in use. Structures of this
* type are indexed by borderTable, so that a single
* structure can be shared for several uses.
*/
typedef struct {
Screen *screen; /* Screen on which the border will be used. */
Visual *visual; /* Visual for all windows and pixmaps using
* the border. */
int depth; /* Number of bits per pixel of drawables where
* the border will be used. */
Colormap colormap; /* Colormap out of which pixels are
* allocated. */
int refCount; /* Number of different users of
* this border. */
XColor *bgColorPtr; /* Background color (intensity
* between lightColorPtr and
* darkColorPtr). */
XColor *darkColorPtr; /* Color for darker areas (must free when
* deleting structure). NULL means shadows
* haven't been allocated yet.*/
XColor *lightColorPtr; /* Color used for lighter areas of border
* (must free this when deleting structure).
* NULL means shadows haven't been allocated
* yet. */
Pixmap shadow; /* Stipple pattern to use for drawing
* shadows areas. Used for displays with
* <= 64 colors or where colormap has filled
* up. */
GC bgGC; /* Used (if necessary) to draw areas in
* the background color. */
GC darkGC; /* Used to draw darker parts of the
* border. None means the shadow colors
* haven't been allocated yet.*/
GC lightGC; /* Used to draw lighter parts of
* the border. None means the shadow colors
* haven't been allocated yet. */
Tcl_HashEntry *hashPtr; /* Entry in borderTable (needed in
* order to delete structure). */
} Border;
/*
* Hash table to map from a border's values (color, etc.) to a
* Border structure for those values.
*/
static Tcl_HashTable borderTable;
typedef struct {
Tk_Uid colorName; /* Color for border. */
Colormap colormap; /* Colormap used for allocating border
* colors. */
Screen *screen; /* Screen on which border will be drawn. */
} BorderKey;
/*
* Maximum intensity for a color:
*/
#define MAX_INTENSITY 65535
static int initialized = 0; /* 0 means static structures haven't
* been initialized yet. */
/*
* Forward declarations for procedures defined in this file:
*/
static void BorderInit _ANSI_ARGS_((void));
static void GetShadows _ANSI_ARGS_((Border *borderPtr,
Tk_Window tkwin));
static int Intersect _ANSI_ARGS_((XPoint *a1Ptr, XPoint *a2Ptr,
XPoint *b1Ptr, XPoint *b2Ptr, XPoint *iPtr));
static void ShiftLine _ANSI_ARGS_((XPoint *p1Ptr, XPoint *p2Ptr,
int distance, XPoint *p3Ptr));
/*
*--------------------------------------------------------------
*
* Tk_Get3DBorder --
*
* Create a data structure for displaying a 3-D border.
*
* Results:
* The return value is a token for a data structure
* describing a 3-D border. This token may be passed
* to Tk_Draw3DRectangle and Tk_Free3DBorder. If an
* error prevented the border from being created then
* NULL is returned and an error message will be left
* in Tcl_GetResult(interp).
*
* Side effects:
* Data structures, graphics contexts, etc. are allocated.
* It is the caller's responsibility to eventually call
* Tk_Free3DBorder to release the resources.
*
*--------------------------------------------------------------
*/
Tk_3DBorder
Tk_Get3DBorder(interp, tkwin, colorName)
Tcl_Interp *interp; /* Place to store an error message. */
Tk_Window tkwin; /* Token for window in which border will
* be drawn. */
Tk_Uid colorName; /* String giving name of color
* for window background. */
{
BorderKey key;
Tcl_HashEntry *hashPtr;
register Border *borderPtr;
int new;
XGCValues gcValues;
if (!initialized) {
BorderInit();
}
/*
* First, check to see if there's already a border that will work
* for this request.
*/
key.colorName = colorName;
key.colormap = Tk_Colormap(tkwin);
key.screen = Tk_Screen(tkwin);
hashPtr = Tcl_CreateHashEntry(&borderTable, (char *) &key, &new);
if (!new) {
borderPtr = (Border *) Tcl_GetHashValue(hashPtr);
borderPtr->refCount++;
} else {
/*
* No satisfactory border exists yet. Initialize a new one.
*/
borderPtr = (Border *) ckalloc(sizeof(Border));
borderPtr->screen = Tk_Screen(tkwin);
borderPtr->visual = Tk_Visual(tkwin);
borderPtr->depth = Tk_Depth(tkwin);
borderPtr->colormap = key.colormap;
borderPtr->refCount = 1;
borderPtr->bgColorPtr = NULL;
borderPtr->darkColorPtr = NULL;
borderPtr->lightColorPtr = NULL;
borderPtr->shadow = None;
borderPtr->bgGC = None;
borderPtr->darkGC = None;
borderPtr->lightGC = None;
borderPtr->hashPtr = hashPtr;
Tcl_SetHashValue(hashPtr, borderPtr);
/*
* Create the information for displaying the background color,
* but delay the allocation of shadows until they are actually
* needed for drawing.
*/
borderPtr->bgColorPtr = Tk_GetColor(interp, tkwin, colorName);
if (borderPtr->bgColorPtr == NULL) {
goto error;
}
gcValues.foreground = borderPtr->bgColorPtr->pixel;
borderPtr->bgGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
}
return (Tk_3DBorder) borderPtr;
error:
Tk_Free3DBorder((Tk_3DBorder) borderPtr);
return NULL;
}
/*
*--------------------------------------------------------------
*
* Tk_3DVerticalBevel --
*
* This procedure draws a vertical bevel along one side of
* an object. The bevel is always rectangular in shape:
* |||
* |||
* |||
* |||
* |||
* |||
* An appropriate shadow color is chosen for the bevel based
* on the leftBevel and relief arguments. Normally this
* procedure is called first, then Tk_3DHorizontalBevel is
* called next to draw neat corners.
*
* Results:
* None.
*
* Side effects:
* Graphics are drawn in drawable.
*
*--------------------------------------------------------------
*/
void
Tk_3DVerticalBevel(tkwin, drawable, border, x, y, width, height,
leftBevel, relief)
Tk_Window tkwin; /* Window for which border was allocated. */
Drawable drawable; /* X window or pixmap in which to draw. */
Tk_3DBorder border; /* Token for border to draw. */
int x, y, width, height; /* Area of vertical bevel. */
int leftBevel; /* Non-zero means this bevel forms the
* left side of the object; 0 means it
* forms the right side. */
int relief; /* Kind of bevel to draw. For example,
* TK_RELIEF_RAISED means interior of
* object should appear higher than
* exterior. */
{
Border *borderPtr = (Border *) border;
GC left, right;
Display *display = Tk_Display(tkwin);
if ((borderPtr->lightGC == None) && (relief != TK_RELIEF_FLAT)) {
GetShadows(borderPtr, tkwin);
}
if (relief == TK_RELIEF_RAISED) {
XFillRectangle(display, drawable,
(leftBevel) ? borderPtr->lightGC : borderPtr->darkGC,
x, y, (unsigned) width, (unsigned) height);
} else if (relief == TK_RELIEF_SUNKEN) {
XFillRectangle(display, drawable,
(leftBevel) ? borderPtr->darkGC : borderPtr->lightGC,
x, y, (unsigned) width, (unsigned) height);
} else if (relief == TK_RELIEF_RIDGE) {
int half;
left = borderPtr->lightGC;
right = borderPtr->darkGC;
ridgeGroove:
half = width/2;
if (!leftBevel && (width & 1)) {
half++;
}
XFillRectangle(display, drawable, left, x, y, (unsigned) half,
(unsigned) height);
XFillRectangle(display, drawable, right, x+half, y,
(unsigned) (width-half), (unsigned) height);
} else if (relief == TK_RELIEF_GROOVE) {
left = borderPtr->darkGC;
right = borderPtr->lightGC;
goto ridgeGroove;
} else if (relief == TK_RELIEF_FLAT) {
XFillRectangle(display, drawable, borderPtr->bgGC, x, y,
(unsigned) width, (unsigned) height);
}
}
/*
*--------------------------------------------------------------
*
* Tk_3DHorizontalBevel --
*
* This procedure draws a horizontal bevel along one side of
* an object. The bevel has mitered corners (depending on
* leftIn and rightIn arguments).
*
* Results:
* None.
*
* Side effects:
* None.
*
*--------------------------------------------------------------
*/
void
Tk_3DHorizontalBevel(tkwin, drawable, border, x, y, width, height,
leftIn, rightIn, topBevel, relief)
Tk_Window tkwin; /* Window for which border was allocated. */
Drawable drawable; /* X window or pixmap in which to draw. */
Tk_3DBorder border; /* Token for border to draw. */
int x, y, width, height; /* Bounding box of area of bevel. Height
* gives width of border. */
int leftIn, rightIn; /* Describes whether the left and right
* edges of the bevel angle in or out as
* they go down. For example, if "leftIn"
* is true, the left side of the bevel
* looks like this:
* ___________
* __________
* _________
* ________
*/
int topBevel; /* Non-zero means this bevel forms the
* top side of the object; 0 means it
* forms the bottom side. */
int relief; /* Kind of bevel to draw. For example,
* TK_RELIEF_RAISED means interior of
* object should appear higher than
* exterior. */
{
Border *borderPtr = (Border *) border;
Display *display = Tk_Display(tkwin);
int bottom, halfway, x1, x2, x1Delta, x2Delta;
GC topGC = None, bottomGC = None;
/* Initializations needed only to prevent
* compiler warnings. */
if ((borderPtr->lightGC == None) && (relief != TK_RELIEF_FLAT)) {
GetShadows(borderPtr, tkwin);
}
/*
* Compute a GC for the top half of the bevel and a GC for the
* bottom half (they're the same in many cases).
*/
switch (relief) {
case TK_RELIEF_RAISED:
topGC = bottomGC =
(topBevel) ? borderPtr->lightGC : borderPtr->darkGC;
break;
case TK_RELIEF_SUNKEN:
topGC = bottomGC =
(topBevel) ? borderPtr->darkGC : borderPtr->lightGC;
break;
case TK_RELIEF_RIDGE:
topGC = borderPtr->lightGC;
bottomGC = borderPtr->darkGC;
break;
case TK_RELIEF_GROOVE:
topGC = borderPtr->darkGC;
bottomGC = borderPtr->lightGC;
break;
case TK_RELIEF_FLAT:
topGC = bottomGC = borderPtr->bgGC;
break;
}
/*
* Compute various other geometry-related stuff.
*/
x1 = x;
if (!leftIn) {
x1 += height;
}
x2 = x+width;
if (!rightIn) {
x2 -= height;
}
x1Delta = (leftIn) ? 1 : -1;
x2Delta = (rightIn) ? -1 : 1;
halfway = y + height/2;
if (!topBevel && (height & 1)) {
halfway++;
}
bottom = y + height;
/*
* Draw one line for each y-coordinate covered by the bevel.
*/
for ( ; y < bottom; y++) {
/*
* In some weird cases (such as large border widths for skinny
* rectangles) x1 can be >= x2. Don't draw the lines
* in these cases.
*/
if (x1 < x2) {
XFillRectangle(display, drawable,
(y < halfway) ? topGC : bottomGC, x1, y,
(unsigned) (x2-x1), (unsigned) 1);
}
x1 += x1Delta;
x2 += x2Delta;
}
}
/*
*--------------------------------------------------------------
*
* Tk_Draw3DRectangle --
*
* Draw a 3-D border at a given place in a given window.
*
* Results:
* None.
*
* Side effects:
* A 3-D border will be drawn in the indicated drawable.
* The outside edges of the border will be determined by x,
* y, width, and height. The inside edges of the border
* will be determined by the borderWidth argument.
*
*--------------------------------------------------------------
*/
void
Tk_Draw3DRectangle(tkwin, drawable, border, x, y, width, height,
borderWidth, relief)
Tk_Window tkwin; /* Window for which border was allocated. */
Drawable drawable; /* X window or pixmap in which to draw. */
Tk_3DBorder border; /* Token for border to draw. */
int x, y, width, height; /* Outside area of region in
* which border will be drawn. */
int borderWidth; /* Desired width for border, in
* pixels. */
int relief; /* Type of relief: TK_RELIEF_RAISED,
* TK_RELIEF_SUNKEN, TK_RELIEF_GROOVE, etc. */
{
if (width < 2*borderWidth) {
borderWidth = width/2;
}
if (height < 2*borderWidth) {
borderWidth = height/2;
}
Tk_3DVerticalBevel(tkwin, drawable, border, x, y, borderWidth, height,
1, relief);
Tk_3DVerticalBevel(tkwin, drawable, border, x+width-borderWidth, y,
borderWidth, height, 0, relief);
Tk_3DHorizontalBevel(tkwin, drawable, border, x, y, width, borderWidth,
1, 1, 1, relief);
Tk_3DHorizontalBevel(tkwin, drawable, border, x, y+height-borderWidth,
width, borderWidth, 0, 0, 0, relief);
}
/*
*--------------------------------------------------------------
*
* Tk_NameOf3DBorder --
*
* Given a border, return a textual string identifying the
* border's color.
*
* Results:
* The return value is the string that was used to create
* the border.
*
* Side effects:
* None.
*
*--------------------------------------------------------------
*/
char *
Tk_NameOf3DBorder(border)
Tk_3DBorder border; /* Token for border. */
{
Border *borderPtr = (Border *) border;
return ((BorderKey *) borderPtr->hashPtr->key.words)->colorName;
}
/*
*--------------------------------------------------------------------
*
* Tk_3DBorderColor --
*
* Given a 3D border, return the X color used for the "flat"
* surfaces.
*
* Results:
* Returns the color used drawing flat surfaces with the border.
*
* Side effects:
* None.
*
*--------------------------------------------------------------------
*/
XColor *
Tk_3DBorderColor(border)
Tk_3DBorder border; /* Border whose color is wanted. */
{
return(((Border *) border)->bgColorPtr);
}
/*
*--------------------------------------------------------------------
*
* Tk_3DBorderGC --
*
* Given a 3D border, return the X color used for the "flat"
* surfaces.
*
* Results:
* Returns the color used drawing flat surfaces with the border.
*
* Side effects:
* None.
*
*--------------------------------------------------------------------
*/
GC
Tk_3DBorderGC(tkwin, border, which)
Tk_Window tkwin; /* Window for which border was allocated. */
Tk_3DBorder border; /* Border whose GC is wanted. */
int which; /* Selects one of the border's 3 GC's:
* TK_3D_FLAT_GC, TK_3D_LIGHT_GC, or
* TK_3D_DARK_GC. */
{
Border * borderPtr = (Border *) border;
if ((borderPtr->lightGC == None) && (which != TK_3D_FLAT_GC)) {
GetShadows(borderPtr, tkwin);
}
if (which == TK_3D_FLAT_GC) {
return borderPtr->bgGC;
} else if (which == TK_3D_LIGHT_GC) {
return borderPtr->lightGC;
} else if (which == TK_3D_DARK_GC){
return borderPtr->darkGC;
}
panic("bogus \"which\" value in Tk_3DBorderGC");
/*
* The code below will never be executed, but it's needed to
* keep compilers happy.
*/
return (GC) None;
}
/*
*--------------------------------------------------------------
*
* Tk_Free3DBorder --
*
* This procedure is called when a 3D border is no longer
* needed. It frees the resources associated with the
* border. After this call, the caller should never again
* use the "border" token.
*
* Results:
* None.
*
* Side effects:
* Resources are freed.
*
*--------------------------------------------------------------
*/
void
Tk_Free3DBorder(border)
Tk_3DBorder border; /* Token for border to be released. */
{
register Border *borderPtr = (Border *) border;
Display *display = DisplayOfScreen(borderPtr->screen);
borderPtr->refCount--;
if (borderPtr->refCount == 0) {
if (borderPtr->bgColorPtr != NULL) {
Tk_FreeColor(borderPtr->bgColorPtr);
}
if (borderPtr->darkColorPtr != NULL) {
Tk_FreeColor(borderPtr->darkColorPtr);
}
if (borderPtr->lightColorPtr != NULL) {
Tk_FreeColor(borderPtr->lightColorPtr);
}
if (borderPtr->shadow != None) {
Tk_FreeBitmap(display, borderPtr->shadow);
}
if (borderPtr->bgGC != None) {
Tk_FreeGC(display, borderPtr->bgGC);
}
if (borderPtr->darkGC != None) {
Tk_FreeGC(display, borderPtr->darkGC);
}
if (borderPtr->lightGC != None) {
Tk_FreeGC(display, borderPtr->lightGC);
}
Tcl_DeleteHashEntry(borderPtr->hashPtr);
ckfree((char *) borderPtr);
}
}
/*
*----------------------------------------------------------------------
*
* Tk_SetBackgroundFromBorder --
*
* Change the background of a window to one appropriate for a given
* 3-D border.
*
* Results:
* None.
*
* Side effects:
* Tkwin's background gets modified.
*
*----------------------------------------------------------------------
*/
void
Tk_SetBackgroundFromBorder(tkwin, border)
Tk_Window tkwin; /* Window whose background is to be set. */
Tk_3DBorder border; /* Token for border. */
{
register Border *borderPtr = (Border *) border;
Tk_SetWindowBackground(tkwin, borderPtr->bgColorPtr->pixel);
}
/*
*----------------------------------------------------------------------
*
* Tk_GetRelief --
*
* Parse a relief description and return the corresponding
* relief value, or an error.
*
* Results:
* A standard Tcl return value. If all goes well then
* *reliefPtr is filled in with one of the values
* TK_RELIEF_RAISED, TK_RELIEF_FLAT, or TK_RELIEF_SUNKEN.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
int
Tk_GetRelief(interp, name, reliefPtr)
Tcl_Interp *interp; /* For error messages. */
char *name; /* Name of a relief type. */
int *reliefPtr; /* Where to store converted relief. */
{
char c;
size_t length;
c = name[0];
length = strlen(name);
if ((c == 'f') && (strncmp(name, "flat", length) == 0)) {
*reliefPtr = TK_RELIEF_FLAT;
} else if ((c == 'g') && (strncmp(name, "groove", length) == 0)
&& (length >= 2)) {
*reliefPtr = TK_RELIEF_GROOVE;
} else if ((c == 'r') && (strncmp(name, "raised", length) == 0)
&& (length >= 2)) {
*reliefPtr = TK_RELIEF_RAISED;
} else if ((c == 'r') && (strncmp(name, "ridge", length) == 0)) {
*reliefPtr = TK_RELIEF_RIDGE;
} else if ((c == 's') && (strncmp(name, "sunken", length) == 0)) {
*reliefPtr = TK_RELIEF_SUNKEN;
} else {
Tcl_SprintfResult(interp, "bad relief type \"%.50s\": must be %s",
name, "flat, groove, raised, ridge, or sunken");
return TCL_ERROR;
}
return TCL_OK;
}
/*
*--------------------------------------------------------------
*
* Tk_NameOfRelief --
*
* Given a relief value, produce a string describing that
* relief value.
*
* Results:
* The return value is a static string that is equivalent
* to relief.
*
* Side effects:
* None.
*
*--------------------------------------------------------------
*/
char *
Tk_NameOfRelief(relief)
int relief; /* One of TK_RELIEF_FLAT, TK_RELIEF_RAISED,
* or TK_RELIEF_SUNKEN. */
{
if (relief == TK_RELIEF_FLAT) {
return "flat";
} else if (relief == TK_RELIEF_SUNKEN) {
return "sunken";
} else if (relief == TK_RELIEF_RAISED) {
return "raised";
} else if (relief == TK_RELIEF_GROOVE) {
return "groove";
} else if (relief == TK_RELIEF_RIDGE) {
return "ridge";
} else {
return "unknown relief";
}
}
/*
*--------------------------------------------------------------
*
* Tk_Draw3DPolygon --
*
* Draw a border with 3-D appearance around the edge of a
* given polygon.
*
* Results:
* None.
*
* Side effects:
* Information is drawn in "drawable" in the form of a
* 3-D border borderWidth units width wide on the left
* of the trajectory given by pointPtr and numPoints (or
* -borderWidth units wide on the right side, if borderWidth
* is negative).
*
*--------------------------------------------------------------
*/
void
Tk_Draw3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
borderWidth, leftRelief)
Tk_Window tkwin; /* Window for which border was allocated. */
Drawable drawable; /* X window or pixmap in which to draw. */
Tk_3DBorder border; /* Token for border to draw. */
XPoint *pointPtr; /* Array of points describing
* polygon. All points must be
* absolute (CoordModeOrigin). */
int numPoints; /* Number of points at *pointPtr. */
int borderWidth; /* Width of border, measured in
* pixels to the left of the polygon's
* trajectory. May be negative. */
int leftRelief; /* TK_RELIEF_RAISED or
* TK_RELIEF_SUNKEN: indicates how
* stuff to left of trajectory looks
* relative to stuff on right. */
{
XPoint poly[4], b1, b2, newB1, newB2;
XPoint perp, c, shift1, shift2; /* Used for handling parallel lines. */
register XPoint *p1Ptr, *p2Ptr;
Border *borderPtr = (Border *) border;
GC gc;
int i, lightOnLeft, dx, dy, parallel, pointsSeen;
Display *display = Tk_Display(tkwin);
if (borderPtr->lightGC == None) {
GetShadows(borderPtr, tkwin);
}
/*
* Handle grooves and ridges with recursive calls.
*/
if ((leftRelief == TK_RELIEF_GROOVE) || (leftRelief == TK_RELIEF_RIDGE)) {
int halfWidth;
halfWidth = borderWidth/2;
Tk_Draw3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
halfWidth, (leftRelief == TK_RELIEF_GROOVE) ? TK_RELIEF_RAISED
: TK_RELIEF_SUNKEN);
Tk_Draw3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
-halfWidth, (leftRelief == TK_RELIEF_GROOVE) ? TK_RELIEF_SUNKEN
: TK_RELIEF_RAISED);
return;
}
/*
* If the polygon is already closed, drop the last point from it
* (we'll close it automatically).
*/
p1Ptr = &pointPtr[numPoints-1];
p2Ptr = &pointPtr[0];
if ((p1Ptr->x == p2Ptr->x) && (p1Ptr->y == p2Ptr->y)) {
numPoints--;
}
/*
* The loop below is executed once for each vertex in the polgon.
* At the beginning of each iteration things look like this:
*
* poly[1] /
* * /
* | /
* b1 * poly[0] (pointPtr[i-1])
* | |
* | |
* | |
* | |
* | |
* | | *p1Ptr *p2Ptr
* b2 *--------------------*
* |
* |
* x-------------------------
*
* The job of this iteration is to do the following:
* (a) Compute x (the border corner corresponding to
* pointPtr[i]) and put it in poly[2]. As part of
* this, compute a new b1 and b2 value for the next
* side of the polygon.
* (b) Put pointPtr[i] into poly[3].
* (c) Draw the polygon given by poly[0..3].
* (d) Advance poly[0], poly[1], b1, and b2 for the
* next side of the polygon.
*/
/*
* The above situation doesn't first come into existence until
* two points have been processed; the first two points are
* used to "prime the pump", so some parts of the processing
* are ommitted for these points. The variable "pointsSeen"
* keeps track of the priming process; it has to be separate
* from i in order to be able to ignore duplicate points in the
* polygon.
*/
pointsSeen = 0;
for (i = -2, p1Ptr = &pointPtr[numPoints-2], p2Ptr = p1Ptr+1;
i < numPoints; i++, p1Ptr = p2Ptr, p2Ptr++) {
if ((i == -1) || (i == numPoints-1)) {
p2Ptr = pointPtr;
}
if ((p2Ptr->x == p1Ptr->x) && (p2Ptr->y == p1Ptr->y)) {
/*
* Ignore duplicate points (they'd cause core dumps in
* ShiftLine calls below).
*/
continue;
}
ShiftLine(p1Ptr, p2Ptr, borderWidth, &newB1);
newB2.x = newB1.x + (p2Ptr->x - p1Ptr->x);
newB2.y = newB1.y + (p2Ptr->y - p1Ptr->y);
poly[3] = *p1Ptr;
parallel = 0;
if (pointsSeen >= 1) {
parallel = Intersect(&newB1, &newB2, &b1, &b2, &poly[2]);
/*
* If two consecutive segments of the polygon are parallel,
* then things get more complex. Consider the following
* diagram:
*
* poly[1]
* *----b1-----------b2------a
* \
* \
* *---------*----------* b
* poly[0] *p2Ptr *p1Ptr /
* /
* --*--------*----c
* newB1 newB2
*
* Instead of using x and *p1Ptr for poly[2] and poly[3], as
* in the original diagram, use a and b as above. Then instead
* of using x and *p1Ptr for the new poly[0] and poly[1], use
* b and c as above.
*
* Do the computation in three stages:
* 1. Compute a point "perp" such that the line p1Ptr-perp
* is perpendicular to p1Ptr-p2Ptr.
* 2. Compute the points a and c by intersecting the lines
* b1-b2 and newB1-newB2 with p1Ptr-perp.
* 3. Compute b by shifting p1Ptr-perp to the right and
* intersecting it with p1Ptr-p2Ptr.
*/
if (parallel) {
perp.x = p1Ptr->x + (p2Ptr->y - p1Ptr->y);
perp.y = p1Ptr->y - (p2Ptr->x - p1Ptr->x);
(void) Intersect(p1Ptr, &perp, &b1, &b2, &poly[2]);
(void) Intersect(p1Ptr, &perp, &newB1, &newB2, &c);
ShiftLine(p1Ptr, &perp, borderWidth, &shift1);
shift2.x = shift1.x + (perp.x - p1Ptr->x);
shift2.y = shift1.y + (perp.y - p1Ptr->y);
(void) Intersect(p1Ptr, p2Ptr, &shift1, &shift2, &poly[3]);
}
}
if (pointsSeen >= 2) {
dx = poly[3].x - poly[0].x;
dy = poly[3].y - poly[0].y;
if (dx > 0) {
lightOnLeft = (dy <= dx);
} else {
lightOnLeft = (dy < dx);
}
if (lightOnLeft ^ (leftRelief == TK_RELIEF_RAISED)) {
gc = borderPtr->lightGC;
} else {
gc = borderPtr->darkGC;
}
XFillPolygon(display, drawable, gc, poly, 4, Convex,
CoordModeOrigin);
}
b1.x = newB1.x;
b1.y = newB1.y;
b2.x = newB2.x;
b2.y = newB2.y;
poly[0].x = poly[3].x;
poly[0].y = poly[3].y;
if (parallel) {
poly[1].x = c.x;
poly[1].y = c.y;
} else if (pointsSeen >= 1) {
poly[1].x = poly[2].x;
poly[1].y = poly[2].y;
}
pointsSeen++;
}
}
/*
*----------------------------------------------------------------------
*
* Tk_Fill3DRectangle --
*
* Fill a rectangular area, supplying a 3D border if desired.
*
* Results:
* None.
*
* Side effects:
* Information gets drawn on the screen.
*
*----------------------------------------------------------------------
*/
void
Tk_Fill3DRectangle(tkwin, drawable, border, x, y, width,
height, borderWidth, relief)
Tk_Window tkwin; /* Window for which border was allocated. */
Drawable drawable; /* X window or pixmap in which to draw. */
Tk_3DBorder border; /* Token for border to draw. */
int x, y, width, height; /* Outside area of rectangular region. */
int borderWidth; /* Desired width for border, in
* pixels. Border will be *inside* region. */
int relief; /* Indicates 3D effect: TK_RELIEF_FLAT,
* TK_RELIEF_RAISED, or TK_RELIEF_SUNKEN. */
{
register Border *borderPtr = (Border *) border;
XFillRectangle(Tk_Display(tkwin), drawable, borderPtr->bgGC,
x, y, (unsigned int) width, (unsigned int) height);
if (relief != TK_RELIEF_FLAT) {
Tk_Draw3DRectangle(tkwin, drawable, border, x, y, width,
height, borderWidth, relief);
}
}
/*
*----------------------------------------------------------------------
*
* Tk_Fill3DPolygon --
*
* Fill a polygonal area, supplying a 3D border if desired.
*
* Results:
* None.
*
* Side effects:
* Information gets drawn on the screen.
*
*----------------------------------------------------------------------
*/
void
Tk_Fill3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
borderWidth, leftRelief)
Tk_Window tkwin; /* Window for which border was allocated. */
Drawable drawable; /* X window or pixmap in which to draw. */
Tk_3DBorder border; /* Token for border to draw. */
XPoint *pointPtr; /* Array of points describing
* polygon. All points must be
* absolute (CoordModeOrigin). */
int numPoints; /* Number of points at *pointPtr. */
int borderWidth; /* Width of border, measured in
* pixels to the left of the polygon's
* trajectory. May be negative. */
int leftRelief; /* Indicates 3D effect of left side of
* trajectory relative to right:
* TK_RELIEF_FLAT, TK_RELIEF_RAISED,
* or TK_RELIEF_SUNKEN. */
{
register Border *borderPtr = (Border *) border;
XFillPolygon(Tk_Display(tkwin), drawable, borderPtr->bgGC,
pointPtr, numPoints, Complex, CoordModeOrigin);
if (leftRelief != TK_RELIEF_FLAT) {
Tk_Draw3DPolygon(tkwin, drawable, border, pointPtr, numPoints,
borderWidth, leftRelief);
}
}
/*
*--------------------------------------------------------------
*
* BorderInit --
*
* Initialize the structures used for border management.
*
* Results:
* None.
*
* Side effects:
* Read the code.
*
*-------------------------------------------------------------
*/
static void
BorderInit()
{
initialized = 1;
Tcl_InitHashTable(&borderTable, sizeof(BorderKey)/sizeof(int));
}
/*
*--------------------------------------------------------------
*
* ShiftLine --
*
* Given two points on a line, compute a point on a
* new line that is parallel to the given line and
* a given distance away from it.
*
* Results:
* None.
*
* Side effects:
* None.
*
*--------------------------------------------------------------
*/
static void
ShiftLine(p1Ptr, p2Ptr, distance, p3Ptr)
XPoint *p1Ptr; /* First point on line. */
XPoint *p2Ptr; /* Second point on line. */
int distance; /* New line is to be this many
* units to the left of original
* line, when looking from p1 to
* p2. May be negative. */
XPoint *p3Ptr; /* Store coords of point on new
* line here. */
{
int dx, dy, dxNeg, dyNeg;
/*
* The table below is used for a quick approximation in
* computing the new point. An index into the table
* is 128 times the slope of the original line (the slope
* must always be between 0 and 1). The value of the table
* entry is 128 times the amount to displace the new line
* in y for each unit of perpendicular distance. In other
* words, the table maps from the tangent of an angle to
* the inverse of its cosine. If the slope of the original
* line is greater than 1, then the displacement is done in
* x rather than in y.
*/
static int shiftTable[129];
/*
* Initialize the table if this is the first time it is
* used.
*/
if (shiftTable[0] == 0) {
int i;
double tangent, cosine;
for (i = 0; i <= 128; i++) {
tangent = i/128.0;
cosine = 128/cos(atan(tangent)) + .5;
shiftTable[i] = cosine;
}
}
*p3Ptr = *p1Ptr;
dx = p2Ptr->x - p1Ptr->x;
dy = p2Ptr->y - p1Ptr->y;
if (dy < 0) {
dyNeg = 1;
dy = -dy;
} else {
dyNeg = 0;
}
if (dx < 0) {
dxNeg = 1;
dx = -dx;
} else {
dxNeg = 0;
}
if (dy <= dx) {
dy = ((distance * shiftTable[(dy<<7)/dx]) + 64) >> 7;
if (!dxNeg) {
dy = -dy;
}
p3Ptr->y += dy;
} else {
dx = ((distance * shiftTable[(dx<<7)/dy]) + 64) >> 7;
if (dyNeg) {
dx = -dx;
}
p3Ptr->x += dx;
}
}
/*
*--------------------------------------------------------------
*
* Intersect --
*
* Find the intersection point between two lines.
*
* Results:
* Under normal conditions 0 is returned and the point
* at *iPtr is filled in with the intersection between
* the two lines. If the two lines are parallel, then
* -1 is returned and *iPtr isn't modified.
*
* Side effects:
* None.
*
*--------------------------------------------------------------
*/
static int
Intersect(a1Ptr, a2Ptr, b1Ptr, b2Ptr, iPtr)
XPoint *a1Ptr; /* First point of first line. */
XPoint *a2Ptr; /* Second point of first line. */
XPoint *b1Ptr; /* First point of second line. */
XPoint *b2Ptr; /* Second point of second line. */
XPoint *iPtr; /* Filled in with intersection point. */
{
int dxadyb, dxbdya, dxadxb, dyadyb, p, q;
/*
* The code below is just a straightforward manipulation of two
* equations of the form y = (x-x1)*(y2-y1)/(x2-x1) + y1 to solve
* for the x-coordinate of intersection, then the y-coordinate.
*/
dxadyb = (a2Ptr->x - a1Ptr->x)*(b2Ptr->y - b1Ptr->y);
dxbdya = (b2Ptr->x - b1Ptr->x)*(a2Ptr->y - a1Ptr->y);
dxadxb = (a2Ptr->x - a1Ptr->x)*(b2Ptr->x - b1Ptr->x);
dyadyb = (a2Ptr->y - a1Ptr->y)*(b2Ptr->y - b1Ptr->y);
if (dxadyb == dxbdya) {
return -1;
}
p = (a1Ptr->x*dxbdya - b1Ptr->x*dxadyb + (b1Ptr->y - a1Ptr->y)*dxadxb);
q = dxbdya - dxadyb;
if (q < 0) {
p = -p;
q = -q;
}
if (p < 0) {
iPtr->x = - ((-p + q/2)/q);
} else {
iPtr->x = (p + q/2)/q;
}
p = (a1Ptr->y*dxadyb - b1Ptr->y*dxbdya + (b1Ptr->x - a1Ptr->x)*dyadyb);
q = dxadyb - dxbdya;
if (q < 0) {
p = -p;
q = -q;
}
if (p < 0) {
iPtr->y = - ((-p + q/2)/q);
} else {
iPtr->y = (p + q/2)/q;
}
return 0;
}
/*
*----------------------------------------------------------------------
*
* GetShadows --
*
* This procedure computes the shadow colors for a 3-D border
* and fills in the corresponding fields of the Border structure.
* It's called lazily, so that the colors aren't allocated until
* something is actually drawn with them. That way, if a border
* is only used for flat backgrounds the shadow colors will
* never be allocated.
*
* Results:
* None.
*
* Side effects:
* The lightGC and darkGC fields in borderPtr get filled in,
* if they weren't already.
*
*----------------------------------------------------------------------
*/
static void
GetShadows(borderPtr, tkwin)
Border *borderPtr; /* Information about border. */
Tk_Window tkwin; /* Window where border will be used for
* drawing. */
{
XColor lightColor, darkColor;
int stressed, tmp1, tmp2;
XGCValues gcValues;
if (borderPtr->lightGC != None) {
return;
}
stressed = TkCmapStressed(tkwin, borderPtr->colormap);
/*
* First, handle the case of a color display with lots of colors.
* The shadow colors get computed using whichever formula results
* in the greatest change in color:
* 1. Lighter shadow is half-way to white, darker shadow is half
* way to dark.
* 2. Lighter shadow is 40% brighter than background, darker shadow
* is 40% darker than background.
*/
if (!stressed && (Tk_Depth(tkwin) >= 6)) {
/*
* This is a color display with lots of colors. For the dark
* shadow, cut 40% from each of the background color components.
* For the light shadow, boost each component by 40% or half-way
* to white, whichever is greater (the first approach works
* better for unsaturated colors, the second for saturated ones).
*/
darkColor.red = (60 * (int) borderPtr->bgColorPtr->red)/100;
darkColor.green = (60 * (int) borderPtr->bgColorPtr->green)/100;
darkColor.blue = (60 * (int) borderPtr->bgColorPtr->blue)/100;
borderPtr->darkColorPtr = Tk_GetColorByValue(tkwin, &darkColor);
gcValues.foreground = borderPtr->darkColorPtr->pixel;
borderPtr->darkGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
/*
* Compute the colors using integers, not using lightColor.red
* etc.: these are shorts and may have problems with integer
* overflow.
*/
tmp1 = (14 * (int) borderPtr->bgColorPtr->red)/10;
if (tmp1 > MAX_INTENSITY) {
tmp1 = MAX_INTENSITY;
}
tmp2 = (MAX_INTENSITY + (int) borderPtr->bgColorPtr->red)/2;
lightColor.red = (tmp1 > tmp2) ? tmp1 : tmp2;
tmp1 = (14 * (int) borderPtr->bgColorPtr->green)/10;
if (tmp1 > MAX_INTENSITY) {
tmp1 = MAX_INTENSITY;
}
tmp2 = (MAX_INTENSITY + (int) borderPtr->bgColorPtr->green)/2;
lightColor.green = (tmp1 > tmp2) ? tmp1 : tmp2;
tmp1 = (14 * (int) borderPtr->bgColorPtr->blue)/10;
if (tmp1 > MAX_INTENSITY) {
tmp1 = MAX_INTENSITY;
}
tmp2 = (MAX_INTENSITY + (int) borderPtr->bgColorPtr->blue)/2;
lightColor.blue = (tmp1 > tmp2) ? tmp1 : tmp2;
borderPtr->lightColorPtr = Tk_GetColorByValue(tkwin, &lightColor);
gcValues.foreground = borderPtr->lightColorPtr->pixel;
borderPtr->lightGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
return;
}
if (borderPtr->shadow == None) {
borderPtr->shadow = Tk_GetBitmap((Tcl_Interp *) NULL, tkwin,
Tk_GetUid("gray50"));
if (borderPtr->shadow == None) {
panic("GetShadows couldn't allocate bitmap for border");
}
}
if (borderPtr->visual->map_entries > 2) {
/*
* This isn't a monochrome display, but the colormap either
* ran out of entries or didn't have very many to begin with.
* Generate the light shadows with a white stipple and the
* dark shadows with a black stipple.
*/
gcValues.foreground = borderPtr->bgColorPtr->pixel;
gcValues.background = BlackPixelOfScreen(borderPtr->screen);
gcValues.stipple = borderPtr->shadow;
gcValues.fill_style = FillOpaqueStippled;
borderPtr->darkGC = Tk_GetGC(tkwin,
GCForeground|GCBackground|GCStipple|GCFillStyle, &gcValues);
gcValues.background = WhitePixelOfScreen(borderPtr->screen);
borderPtr->lightGC = Tk_GetGC(tkwin,
GCForeground|GCBackground|GCStipple|GCFillStyle, &gcValues);
return;
}
/*
* This is just a measly monochrome display, hardly even worth its
* existence on this earth. Make one shadow a 50% stipple and the
* other the opposite of the background.
*/
gcValues.foreground = WhitePixelOfScreen(borderPtr->screen);
gcValues.background = BlackPixelOfScreen(borderPtr->screen);
gcValues.stipple = borderPtr->shadow;
gcValues.fill_style = FillOpaqueStippled;
borderPtr->lightGC = Tk_GetGC(tkwin,
GCForeground|GCBackground|GCStipple|GCFillStyle, &gcValues);
if (borderPtr->bgColorPtr->pixel
== WhitePixelOfScreen(borderPtr->screen)) {
gcValues.foreground = BlackPixelOfScreen(borderPtr->screen);
borderPtr->darkGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
} else {
borderPtr->darkGC = borderPtr->lightGC;
borderPtr->lightGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
}
}
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