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/*
* $Id: Colormap.c 3177 2008-04-01 14:47:24Z karstenm $
*
* This file contains functions for initializing a standard colormap for
* use by an X Windows application.
*
* This code requires X11R5 with public patch 21 installed. Previous
* versions of Xmu produced bad standard colormaps.
*
* ==> To do:
* Enforce an upper limit of 256 for nreds, ngreens, nblues by
* dividing them down while multiplying up their red_mult, etc.
*/
/*
* Copyright 1993, 1994 University of British Columbia
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appears in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation. UBC makes no representations about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*
* Authors: Dan Razzell, Art Pope
* UBC Laboratory for Computational Intelligence
*/
/* From the Vista library: */
#include "viaio/Vlib.h"
#include "colormap.h"
#include "viaio/mu.h"
#include "viaio/os.h"
/* From X Windows libraries: */
#include <X11/Intrinsic.h>
#include <X11/Xatom.h>
#include <X11/Xmu/StdCmap.h>
/* File identification string: */
VRcsId ("$Id: Colormap.c 3177 2008-04-01 14:47:24Z karstenm $");
/* Constants: */
#define maxXColorValue 65535 /* see XColor(3X11) man page */
#define minGrayShades 17 /* see AllocGrays() routine */
#define maxGrayShades 256 /* see AllocGrays() routine */
#define maxPrimaryShades 10 /* see CreateCustomCmap() */
/* Later in this file: */
static VColormap CreateMonoVCmap (Screen *);
static VColormap CreateStdVCmap (Screen *, Atom, int, XVisualInfo []);
static VBoolean GetStdCmap (Screen *, Atom, int, XVisualInfo [], VColormap *);
static VColormap CreateCustomCmap (Screen *, Atom, XVisualInfo *);
static void AllocGrays (VColormap);
static VColormap AllocVColormap (Screen *, Atom, XVisualInfo *,
XStandardColormap *);
static void SetRGBMultipliers (VColormap);
static VBoolean ExistsVisualForProperty (Atom, int, XVisualInfo *);
static XVisualInfo *GetBestVisual (Screen *, Atom, int, XVisualInfo *);
static XVisualInfo *GetDeepestVisual (int, XVisualInfo *, int);
/*----------------------------------------------------------------------*/
/* Public functions */
/*----------------------------------------------------------------------*/
VColormap VCreateColormap (Screen *screen, Atom property,
long vinfo_mask, XVisualInfo *vinfo_template)
{
XVisualInfo template, *vinfos;
int nvinfos;
VColormap vc;
/* 1-bit deep screens are a special case because standard colormaps
aren't used with them. */
if (PlanesOfScreen (screen) == 1)
return CreateMonoVCmap (screen);
/* Get a list of all visuals consistent with the constraints specified
in the vinfo template: */
if (vinfo_template)
template = *vinfo_template;
else if (vinfo_mask) {
VWarning ("VCreateColormap: No vinfo template supplied");
vinfo_mask = 0;
}
vinfo_mask |= VisualScreenMask;
template.screen = XScreenNumberOfScreen (screen);
vinfos = XGetVisualInfo (DisplayOfScreen (screen), vinfo_mask,
& template, & nvinfos);
if (! vinfos) {
VWarning ("VCreateColormap: No visuals match arguments");
return NULL;
}
if (property != None) {
/* If a property was specified or obtained by default, get a standard
colormap for it: */
vc = CreateStdVCmap (screen, property, nvinfos, vinfos);
if (! vc) {
VWarning ("VCreateColormap: "
"No visual suitable for requested property");
return NULL;
}
} else {
/* Otherwise, try for standard colormaps in the order DEFAULT then
BEST then GRAY: */
vc = CreateStdVCmap (screen, XA_RGB_DEFAULT_MAP, nvinfos, vinfos);
if (! vc)
vc = CreateStdVCmap (screen, XA_RGB_BEST_MAP, nvinfos, vinfos);
if (! vc)
vc = CreateStdVCmap (screen, XA_RGB_GRAY_MAP, nvinfos, vinfos);
}
/* If the colormap doesn't already contain a good selection of
grays, allocate some: */
if (vc)
AllocGrays (vc);
VFree (vinfos);
return vc;
}
/*
* VDestroyColormap
*
* Frees a VColormap and everything hanging off of it.
* Does not attempt to remove any installed standard colormaps.
*/
void VDestroyColormap (VColormap vc)
{
unsigned long i, ncolors;
if (! vc)
return;
/* If we allocated our own colormap, free it: */
if (vc->stdcmap.killid == ReleaseByFreeingColormap)
XFreeColormap (DisplayOfScreen (vc->screen), vc->stdcmap.colormap);
else {
/* Otherwise we have to free any individual colors we allocated. */
if (vc->indcmap) {
ncolors = (vc->stdcmap.red_max + 1) * (vc->stdcmap.green_max + 1) *
(vc->stdcmap.blue_max + 1);
for (i = 0; i < ncolors; i++)
if (vc->indcmap_alloced[i])
XFreeColors (DisplayOfScreen (vc->screen),
vc->stdcmap.colormap, & vc->indcmap[i], 1, 0);
}
if (vc->invgmap) {
for (i = 0; i < vc->ngrays; i++)
if (vc->invgmap_alloced[i])
XFreeColors (DisplayOfScreen (vc->screen),
vc->stdcmap.colormap, & vc->invgmap[i], 1, 0);
}
}
VFree (vc->indcmap);
VFree (vc->indcmap_alloced);
VFree (vc->invgmap);
VFree (vc->invgmap_alloced);
VFree (vc);
}
/*
* VColormapRGBPixel, VColormapGrayPixel
*
* These return the pixel value for displaying a specified RGB color
* or shade of gray.
*/
void VColormapRGBPixel (VColormap vc, XColor *color)
{
int r, g, b, t;
if (vc->vinfo.class == StaticGray || vc->vinfo.class == GrayScale) {
/* The visual allows only gray shades. Convert the RGB color to
a gray shade and compute the pixel value for that shade: */
color->red = 0.299 * color->red + 0.587 * color->green +
0.114 * color->blue;
if (color->red > maxXColorValue)
color->red = maxXColorValue;
VColormapGrayPixel (vc, color);
} else {
r = ((long) color->red * vc->stdcmap.red_max +
(maxXColorValue / 2)) / maxXColorValue;
g = ((long) color->green * vc->stdcmap.green_max +
(maxXColorValue / 2)) / maxXColorValue;
b = ((long) color->blue * vc->stdcmap.blue_max +
(maxXColorValue / 2)) / maxXColorValue;
t = r * vc->stdcmap.red_mult + g * vc->stdcmap.green_mult +
b * vc->stdcmap.blue_mult;
color->pixel = vc->indcmap ?
vc->indcmap[t] : (t + vc->stdcmap.base_pixel) & 0xFFFFFFFF;
color->red = r * maxXColorValue / vc->stdcmap.red_max;
color->green = g * maxXColorValue / vc->stdcmap.green_max;
color->blue = b * maxXColorValue / vc->stdcmap.blue_max;
}
}
void VColormapGrayPixel (VColormap vc, XColor *color)
{
int r = ((long) color->red * (vc->ngrays - 1) +
(maxXColorValue / 2)) / maxXColorValue;
color->pixel = vc->invgmap[r];
color->red = color->green = color->blue =
r * maxXColorValue / (vc->ngrays - 1);
}
/*----------------------------------------------------------------------*/
/* Private functions for color map allocation. */
/*----------------------------------------------------------------------*/
/*
* CreateMonoVCmap
*
* Set up a VColormap for a 1-bit deep screen.
*/
static VColormap CreateMonoVCmap (Screen *screen)
{
VColormap vc = AllocVColormap (screen, None, NULL, NULL);
vc->vinfo.visual = DefaultVisualOfScreen (screen);
vc->vinfo.visualid = XVisualIDFromVisual (vc->vinfo.visual);
vc->vinfo.screen = XScreenNumberOfScreen (screen);
vc->vinfo.depth = 1;
vc->vinfo.class = StaticGray;
vc->vinfo.red_mask = vc->vinfo.green_mask = vc->vinfo.blue_mask = 0;
vc->vinfo.colormap_size = 2;
vc->vinfo.bits_per_rgb = 1;
vc->stdcmap.colormap = DefaultColormapOfScreen (screen);
vc->stdcmap.red_max = vc->stdcmap.red_mult = 1;
vc->stdcmap.green_max = vc->stdcmap.green_mult = 0;
vc->stdcmap.blue_max = vc->stdcmap.blue_mult = 0;
vc->stdcmap.killid = vc->stdcmap.visualid = vc->vinfo.visualid;
vc->ngrays = 2;
vc->invgmap = VMalloc (2 * sizeof (unsigned long));
vc->invgmap[0] = BlackPixelOfScreen (screen);
vc->invgmap[1] = WhitePixelOfScreen (screen);
vc->invgmap_alloced = VMalloc (2 * sizeof (VBoolean));
vc->invgmap_alloced[0] = vc->invgmap_alloced[1] = FALSE;
return vc;
}
/*
* CreateStdVCmap
*
* Tries to locate or create a standard colormap as described by the
* specified property. The standard colormap must be for one of the
* visuals listed in vinfos. The strategy is:
* (a) use an existing standard colormap if a suitable one has been
* registered as a root window property
* (b) create and register a standard colormap if one of that type
* hasn't already been registered for another visual (or if we're
* looking for a RGB_DEFAULT_MAP one, for which there can be
* multiple registered)
* (c) if we can't create and register one because another of that
* type is already registered, create a private one and don't
* register it
* (d) allocate colors ourselves, getting a random set of pixel
* values, and set up an indirect colormap to map them
*/
static VColormap CreateStdVCmap (Screen *screen, Atom property,
int nvinfos, XVisualInfo vinfos[])
{
VBoolean prop_defined;
XVisualInfo *best_vinfo;
VColormap vc;
unsigned long red_max, green_max, blue_max;
XStandardColormap *stdcmap;
#if 0
static char *visual_class_name[6] = {
"StaticGray", "GrayScale", "StaticColor", "PseudoColor",
"TrueColor", "DirectColor"
};
#endif
/* Ensure that the property is consistent with at least one of the
visuals we've been given: */
if (! ExistsVisualForProperty (property, nvinfos, vinfos))
return NULL;
/* Try to use a standard colormap that has already been defined for
the property: */
prop_defined = GetStdCmap (screen, property, nvinfos, vinfos, & vc);
if (prop_defined && vc)
return vc;
/* If none is already defined, try to create one. Choose our best
visual for it: */
best_vinfo = GetBestVisual (screen, property, nvinfos, vinfos);
if ( ! prop_defined || property == XA_RGB_DEFAULT_MAP) {
/* There is not already a standard colormap with the property
we're interested in, or if there is its an RGB_DEFAULT_MAP
(of which there are allowed to be multiple registered).
Try creating and registering one: */
if (XmuLookupStandardColormap (DisplayOfScreen (screen),
XScreenNumberOfScreen (screen),
best_vinfo->visualid,
best_vinfo->depth,
property, FALSE, TRUE)) {
if (GetStdCmap (screen, property, 1, best_vinfo, & vc) && vc) {
#if 0
VWarning ("VCreateColormap: "
"Created %d-bit %s %s", best_vinfo->depth,
visual_class_name[best_vinfo->class],
XGetAtomName (DisplayOfScreen (screen), property));
#endif
return vc;
}
VWarning ("VCreateColormap: Internal error in CreateStdVCmap");
}
} else {
/* There's already a standard colormap registered but its visual
isn't one we can use. Try creating one but not registering it: */
if (! XmuGetColormapAllocation (best_vinfo, property,
& red_max, & green_max, & blue_max))
return NULL;
stdcmap = XmuStandardColormap (DisplayOfScreen (screen),
XScreenNumberOfScreen (screen),
best_vinfo->visualid,
best_vinfo->depth,
property, None,
red_max, green_max, blue_max);
if (stdcmap) {
vc = AllocVColormap (screen, property, best_vinfo, stdcmap);
XFree ((char *) stdcmap);
return vc;
}
}
/* If that failed, its usually that we're trying to create an
RGB_DEFAULT_MAP for the screen's default visual, in which case
XmuLookupStandardColormap would have tried to use the default
colormap rather than allocate a new one. It would be nice to use
the default colormap to avoid flashing, so we try allocating colors
individually, and not necessarily contiguously. */
return CreateCustomCmap (screen, property, best_vinfo);
}
/*
* GetStdCmap
*
* Look among properties on the root window for a standard colormap
* defined for one of the visuals of interest.
*/
static VBoolean GetStdCmap (Screen *screen, Atom property, int nvinfos,
XVisualInfo vinfos[], VColormap *vc)
{
XStandardColormap *stdcmaps;
int nstdcmaps, i, j, k;
XVisualInfo *vinfo_subset = VMalloc (nvinfos * sizeof (XVisualInfo));
XVisualInfo *best_vinfo;
/* Find out what standard colormaps have been defined for the
specified property: */
if (! XGetRGBColormaps (DisplayOfScreen (screen),
RootWindowOfScreen (screen),
& stdcmaps, & nstdcmaps, property))
return FALSE; /* none defined */
/* Sanity check: complain if there's more than one unless they're
DEFAULT maps: */
if (nstdcmaps > 1 && property != XA_RGB_DEFAULT_MAP)
VWarning ("VCreateColormap: Multiple %s standard colormaps",
XGetAtomName (DisplayOfScreen (screen), property));
/* Select the subset of visuals mentioned in the standard colormaps: */
for (i = j = 0; i < nvinfos; i++)
for (k = 0; k < nstdcmaps; k++)
if (stdcmaps[k].visualid == vinfos[i].visualid)
vinfo_subset[j++] = vinfos[i];
/* Select the best of the subset according to the property: */
best_vinfo = GetBestVisual (screen, property, j, vinfo_subset);
if (best_vinfo) {
/* Note the standard colormap that goes with that visual: */
for (i = 0; i < nstdcmaps; i++)
if (stdcmaps[i].visualid == best_vinfo->visualid)
break;
if (i == nstdcmaps)
VError ("VCreateColormap: Internal error in GetStdCmap");
/* Create a VColormap using that standard colormap: */
*vc = AllocVColormap (screen, property, best_vinfo, & stdcmaps[i]);
} else *vc = NULL;
VFree (stdcmaps);
VFree (vinfo_subset);
return TRUE;
}
/*
* CreateCustomCmap
*
* Allocate a palette of colors, not necessarily contiguously, and return
* a VColormap describing them.
*/
static VColormap CreateCustomCmap (Screen *screen, Atom property,
XVisualInfo *vinfo)
{
unsigned long red_max, green_max, blue_max;
unsigned long nreds, ngreens, nblues, ncolors;
unsigned long r, g, b, *pp;
unsigned short rvalue, gvalue;
XColor color;
VBoolean *ap, alloc_success = TRUE;
VColormap vc;
/* Use Xmu's rule of thumb for deciding how many colors to use
with this property and visual: */
if (! XmuGetColormapAllocation (vinfo, property,
& red_max, & green_max, & blue_max))
return NULL;
/* Limit the numbers because we're probably allocating them in the
default colormap, and also because we don't want to allocate storage
for too large an indirect colormap: */
red_max = VMin (red_max, maxPrimaryShades - 1);
green_max = VMin (green_max, maxPrimaryShades - 1);
blue_max = VMin (blue_max, maxPrimaryShades - 1);
nreds = red_max + 1;
ngreens = green_max + 1;
nblues = blue_max + 1;
ncolors = nreds * ngreens * nblues;
/* Allocate and initialize a VColormap incorporating an indirect index: */
vc = AllocVColormap (screen, property, vinfo, NULL);
pp = vc->indcmap = VMalloc (ncolors * sizeof (unsigned long));
ap = vc->indcmap_alloced = VMalloc (ncolors * sizeof (VBoolean));
/* Simulate a standard colormap: */
vc->stdcmap.red_max = red_max;
vc->stdcmap.green_max = green_max;
vc->stdcmap.blue_max = blue_max;
SetRGBMultipliers (vc);
vc->stdcmap.base_pixel = 0;
vc->stdcmap.visualid = vinfo->visualid;
if (property == XA_RGB_DEFAULT_MAP &&
vinfo->visual == DefaultVisualOfScreen (screen)) {
vc->stdcmap.killid = RootWindowOfScreen (screen);
vc->stdcmap.colormap = DefaultColormapOfScreen (screen);
} else {
vc->stdcmap.killid = ReleaseByFreeingColormap;
vc->stdcmap.colormap = XCreateColormap (DisplayOfScreen (screen),
RootWindowOfScreen (screen),
vinfo->visual, AllocNone);
}
/* Allocate colors. Allocation of a color could fail if the colormap
is already completely allocated with read/write cells, which may
happen with the default colormap. A failed color's pixel value is set
to black (which we take to be black as defined in the default
colormap). */
for (r = 0; r < nreds; r++) {
rvalue = (r * maxXColorValue) / red_max;
for (g = 0; g < ngreens; g++) {
gvalue = (g * maxXColorValue) / green_max;
for (b = 0; b < nblues; b++) {
color.red = rvalue;
color.green = gvalue;
color.blue = (b * maxXColorValue) / blue_max;
if (XAllocColor (DisplayOfScreen (screen),
vc->stdcmap.colormap, & color)) {
*pp++ = color.pixel;
*ap++ = TRUE;
} else {
*pp++ = BlackPixelOfScreen (screen);
alloc_success = *ap++ = FALSE;
}
}
}
}
if (! alloc_success)
VWarning ("VInitColormap: Unable to allocate colors");
return vc;
}
/*
* AllocGrays
*
* Try to get ensure that there are at least a few gray shades allocated
* so that rendering of grayscale images is okay.
*/
static void AllocGrays (VColormap vc)
{
unsigned long true_ngrays, near_ngrays, reqd_ngrays;
unsigned long nreds, ngreens, nblues, i, t, *pp;
XColor color;
VBoolean *ap, alloc_success = TRUE;
/* Determine how many neutral gray shades can be represented by
what's already been allocated:
true_ngrays - the number of true, neutral gray shades
near_ngrays - the number of approximately neutral gray shades */
if (vc->property == XA_RGB_GRAY_MAP &&
(vc->vinfo.class != TrueColor && vc->vinfo.class != DirectColor))
true_ngrays = near_ngrays = vc->stdcmap.red_max +
vc->stdcmap.green_max + vc->stdcmap.blue_max + 1;
else {
true_ngrays = (vc->stdcmap.red_max == vc->stdcmap.green_max &&
vc->stdcmap.green_max == vc->stdcmap.blue_max) ?
vc->stdcmap.red_max + 1 : 0;
near_ngrays = VMax (vc->stdcmap.red_max, vc->stdcmap.green_max);
near_ngrays = VMax (vc->stdcmap.blue_max, near_ngrays) + 1;
}
/* Determine how many we ought to have. There's no point in trying
for more than the visual will support. */
reqd_ngrays = VMin (vc->vinfo.colormap_size, 1 << vc->vinfo.bits_per_rgb);
reqd_ngrays = VMin (minGrayShades, reqd_ngrays);
if (true_ngrays < reqd_ngrays &&
vc->property != XA_RGB_BEST_MAP && vc->property != XA_RGB_GRAY_MAP) {
/* If there aren't enough neutral gray shades among the colors we've
already got, and this isn't a BEST or GRAY map (where we wouldn't
have a hope of allocating more colors), try allocating some
additional neutral gray shades. */
vc->ngrays = reqd_ngrays;
pp = vc->invgmap = VMalloc (reqd_ngrays * sizeof (unsigned long));
ap = vc->invgmap_alloced = VMalloc (reqd_ngrays * sizeof (VBoolean));
t = reqd_ngrays - 1;
for (i = 0; i < reqd_ngrays; i++) {
color.red = color.green = color.blue = (i * maxXColorValue) / t;
if (XAllocColor (DisplayOfScreen (vc->screen),
vc->stdcmap.colormap, & color)) {
*pp++ = color.pixel;
*ap++ = TRUE;
} else {
*pp++ = BlackPixelOfScreen (vc->screen);
alloc_success = *ap++ = FALSE;
}
}
if (! alloc_success)
VWarning ("VInitColormap: Unable to allocate gray shades");
} else {
/* Otherwise assemble a ramp of approximate greys using whatever colors
we've already got. Use no more grays than the rendering code can
support (256). */
vc->ngrays = VMin (maxGrayShades, near_ngrays);
vc->invgmap = VMalloc (vc->ngrays * sizeof (unsigned long));
vc->invgmap_alloced = VMalloc (vc->ngrays * sizeof (VBoolean));
memset (vc->invgmap_alloced, 0, vc->ngrays * sizeof (VBoolean));
nreds = vc->stdcmap.red_max + 1;
ngreens = vc->stdcmap.green_max + 1;
nblues = vc->stdcmap.blue_max + 1;
for (i = 0; i < vc->ngrays; i++) {
t = i * nreds / vc->ngrays * vc->stdcmap.red_mult +
i * ngreens / vc->ngrays * vc->stdcmap.green_mult +
i * nblues / vc->ngrays * vc->stdcmap.blue_mult;
vc->invgmap[i] = vc->indcmap ?
vc->indcmap[t] : (t + vc->stdcmap.base_pixel) & 0xFFFFFFFF;
}
}
}
/*
* AllocVColormap
*
* Allocate and initialize a VColormap.
*/
static VColormap AllocVColormap (Screen *screen, Atom property,
XVisualInfo *vinfo,
XStandardColormap *stdcmap)
{
VColormap vc = VNew (struct V_ColormapRec);
vc->screen = screen;
vc->property = property;
if (vinfo)
vc->vinfo = *vinfo;
if (stdcmap) {
vc->stdcmap = *stdcmap;
/* ==> XmuStandardColormap creates XA_RGB_GRAY_MAP standard colormaps
with the red, green, and blue multipliers all set to 1, regardless
of the visual. Consequently, pixel values are calculated incorrectly
for some XA_RGB_GRAY_MAP visuals. Here we correct the
multipliers. */
if (property == XA_RGB_GRAY_MAP)
SetRGBMultipliers (vc);
}
vc->indcmap = vc->invgmap = NULL;
vc->indcmap_alloced = vc->invgmap_alloced = NULL;
vc->ngrays = 0;
return vc;
}
/*
* SetRGBMultipliers
*
* Among the problems with Xmu's treatment of RBG_GRAY_MAP standard
* colormaps is an assumption in XmuStandardColormap that an RGB_GRAY_MAP
* will not be on a DirectColor visual -- it doesn't set red_mult,
* green_mult, blue_mult correctly for such stdcmaps. This routine
* sets them to what they should be.
*/
static void SetRGBMultipliers (VColormap vc)
{
#define lowbit(x) ((x) & (~(x) + 1))
if (vc->vinfo.class == TrueColor || vc->vinfo.class == DirectColor) {
vc->stdcmap.red_mult = lowbit (vc->vinfo.red_mask);
vc->stdcmap.green_mult = lowbit (vc->vinfo.green_mask);
vc->stdcmap.blue_mult = lowbit (vc->vinfo.blue_mask);
if (vc->property == XA_RGB_GRAY_MAP) {
vc->stdcmap.red_max =
vc->vinfo.red_mask / vc->stdcmap.red_mult;
vc->stdcmap.green_max =
vc->vinfo.green_mask / vc->stdcmap.green_mult;
vc->stdcmap.blue_max =
vc->vinfo.blue_mask / vc->stdcmap.blue_mult;
}
} else if (vc->property == XA_RGB_GRAY_MAP) {
vc->stdcmap.red_mult = vc->stdcmap.green_mult =
vc->stdcmap.blue_mult = 1;
} else {
vc->stdcmap.red_mult = (vc->stdcmap.red_max > 0) ?
(vc->stdcmap.green_max + 1) * (vc->stdcmap.blue_max + 1) : 0;
vc->stdcmap.green_mult = (vc->stdcmap.green_max > 0) ?
(vc->stdcmap.blue_max + 1) : 0;
vc->stdcmap.blue_mult = (vc->stdcmap.blue_max > 0) ? 1 : 0;
}
#undef lowbit
}
/*----------------------------------------------------------------------*/
/* Private functions embodying policy for selecting visuals. */
/*----------------------------------------------------------------------*/
/*
* ExistsVisualForProperty
*
* Returns TRUE iff a set of visuals includes some compatible with
* a specified property.
*/
static VBoolean ExistsVisualForProperty (Atom property, int nvinfos,
XVisualInfo *vinfos)
{
int i;
if (property == None)
return TRUE;
for (i = 0; i < nvinfos; i++) {
switch (vinfos[i].class) {
case StaticGray:
case GrayScale:
if (property == XA_RGB_GRAY_MAP)
return TRUE;
break;
default:
return TRUE;
}
}
return FALSE;
}
/*
* GetBestVisual
*
* Determines the best among a set of visuals according to a given property.
* Return any visual if all else fails.
* There should always be at least one visual.
* We do not allocate a copy of the object we return, so the caller is
* responsible for doing so if necessary.
*/
static XVisualInfo *GetBestVisual (Screen *screen, Atom property,
int nvinfos, XVisualInfo *vinfos)
{
XVisualInfo *v1, *v2;
int i;
/* For an RGB_DEFAULT_MAP standard colormap, we prefer the screen's
default visual: */
if (property == XA_RGB_DEFAULT_MAP) {
for (i = 0; i < nvinfos; i++)
if (vinfos[i].visual == DefaultVisualOfScreen (screen))
return & vinfos[i];
}
/* For an RGB_BEST_MAP standard colormap, we prefer the deepest
TrueColor visual, else the deepest StaticColor visual: */
if (property == XA_RGB_BEST_MAP)
if ((v1 = GetDeepestVisual (nvinfos, vinfos, TrueColor)) ||
(v1 = GetDeepestVisual (nvinfos, vinfos, StaticColor)))
return v1;
/* For an RGB_GRAY_MAP standard colormap, we prefer the deepest
GrayScale visual, else the deepest StaticGray visual: */
if (property == XA_RGB_GRAY_MAP)
if ((v1 = GetDeepestVisual (nvinfos, vinfos, GrayScale)) ||
(v1 = GetDeepestVisual (nvinfos, vinfos, StaticGray)))
return v1;
/* For any type of standard colormap, our next choice is the deepest
DirectColor or PseudoColor, preferring a DirectColor. They both
have read/write colormaps. */
v1 = GetDeepestVisual (nvinfos, vinfos, DirectColor);
v2 = GetDeepestVisual (nvinfos, vinfos, PseudoColor);
if (v1) {
if (! v2 || ((v1->red_mask | v1->green_mask | v1->blue_mask) + 1 >=
v2->colormap_size))
return v1;
}
if (v2)
return v2;
/* Our last choice is the deepest TrueColor or StaticColor, not really
caring which. They both have read-only collormaps. */
v1 = GetDeepestVisual (nvinfos, vinfos, TrueColor);
v2 = GetDeepestVisual (nvinfos, vinfos, StaticColor);
if (v1) {
if (! v2 || ((v1->red_mask | v1->green_mask | v1->blue_mask) + 1 >=
v2->colormap_size))
return v1;
}
if (v2)
return v2;
/* If we get this far, there must be no visual compatible with the
specified property. */
return NULL;
}
/*
* GetDeepestVisual
*
* Determines the visual of greatest depth in a given visual class.
* If no such visual exists, returns NULL.
*/
static XVisualInfo *GetDeepestVisual (int nvinfos, XVisualInfo *vinfos,
int class)
{
int i;
unsigned int maxdepth = 0;
XVisualInfo *v = NULL;
for (i = 0; i < nvinfos; i++, vinfos++)
if (vinfos->class == class && vinfos->depth > maxdepth) {
maxdepth = vinfos->depth;
v = vinfos;
}
return v;
}
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