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-rw-r--r--tk8.6/win/tkWin3d.c573
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diff --git a/tk8.6/win/tkWin3d.c b/tk8.6/win/tkWin3d.c
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+++ b/tk8.6/win/tkWin3d.c
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+/*
+ * tkWin3d.c --
+ *
+ * This file contains the platform specific routines for drawing 3D
+ * borders in the Windows 95 style.
+ *
+ * Copyright (c) 1996 by Sun Microsystems, Inc.
+ *
+ * See the file "license.terms" for information on usage and redistribution of
+ * this file, and for a DISCLAIMER OF ALL WARRANTIES.
+ */
+
+#include "tkWinInt.h"
+#include "tk3d.h"
+
+/*
+ * This structure is used to keep track of the extra colors used by Windows 3D
+ * borders.
+ */
+
+typedef struct {
+ TkBorder info;
+ XColor *light2ColorPtr; /* System3dLight */
+ XColor *dark2ColorPtr; /* System3dDarkShadow */
+} WinBorder;
+
+/*
+ *----------------------------------------------------------------------
+ *
+ * TkpGetBorder --
+ *
+ * This function allocates a new TkBorder structure.
+ *
+ * Results:
+ * Returns a newly allocated TkBorder.
+ *
+ * Side effects:
+ * None.
+ *
+ *----------------------------------------------------------------------
+ */
+
+TkBorder *
+TkpGetBorder(void)
+{
+ WinBorder *borderPtr = ckalloc(sizeof(WinBorder));
+
+ borderPtr->light2ColorPtr = NULL;
+ borderPtr->dark2ColorPtr = NULL;
+ return (TkBorder *) borderPtr;
+}
+
+/*
+ *----------------------------------------------------------------------
+ *
+ * TkpFreeBorder --
+ *
+ * This function frees any colors allocated by the platform specific part
+ * of this module.
+ *
+ * Results:
+ * None.
+ *
+ * Side effects:
+ * May deallocate some colors.
+ *
+ *----------------------------------------------------------------------
+ */
+
+void
+TkpFreeBorder(
+ TkBorder *borderPtr)
+{
+ WinBorder *winBorderPtr = (WinBorder *) borderPtr;
+ if (winBorderPtr->light2ColorPtr) {
+ Tk_FreeColor(winBorderPtr->light2ColorPtr);
+ }
+ if (winBorderPtr->dark2ColorPtr) {
+ Tk_FreeColor(winBorderPtr->dark2ColorPtr);
+ }
+}
+
+/*
+ *--------------------------------------------------------------
+ *
+ * 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(
+ 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, int y, int width, int 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. */
+{
+ TkBorder *borderPtr = (TkBorder *) border;
+ int left, right;
+ Display *display = Tk_Display(tkwin);
+ TkWinDCState state;
+ HDC dc = TkWinGetDrawableDC(display, drawable, &state);
+ int half;
+
+ if ((borderPtr->lightGC == NULL) && (relief != TK_RELIEF_FLAT)) {
+ TkpGetShadows(borderPtr, tkwin);
+ }
+
+ switch (relief) {
+ case TK_RELIEF_RAISED:
+ left = (leftBevel)
+ ? borderPtr->lightGC->foreground
+ : borderPtr->darkGC->foreground;
+ right = (leftBevel)
+ ? ((WinBorder *)borderPtr)->light2ColorPtr->pixel
+ : ((WinBorder *)borderPtr)->dark2ColorPtr->pixel;
+ break;
+ case TK_RELIEF_SUNKEN:
+ left = (leftBevel)
+ ? borderPtr->darkGC->foreground
+ : ((WinBorder *)borderPtr)->light2ColorPtr->pixel;
+ right = (leftBevel)
+ ? ((WinBorder *)borderPtr)->dark2ColorPtr->pixel
+ : borderPtr->lightGC->foreground;
+ break;
+ case TK_RELIEF_RIDGE:
+ left = borderPtr->lightGC->foreground;
+ right = borderPtr->darkGC->foreground;
+ break;
+ case TK_RELIEF_GROOVE:
+ left = borderPtr->darkGC->foreground;
+ right = borderPtr->lightGC->foreground;
+ break;
+ case TK_RELIEF_FLAT:
+ left = right = borderPtr->bgGC->foreground;
+ break;
+ case TK_RELIEF_SOLID:
+ default:
+ left = right = RGB(0,0,0);
+ break;
+ }
+ half = width/2;
+ if (leftBevel && (width & 1)) {
+ half++;
+ }
+ TkWinFillRect(dc, x, y, half, height, left);
+ TkWinFillRect(dc, x+half, y, width-half, height, right);
+ TkWinReleaseDrawableDC(drawable, dc, &state);
+}
+
+/*
+ *--------------------------------------------------------------
+ *
+ * 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(
+ 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, int y, int width, int height,
+ /* Bounding box of area of bevel. Height gives
+ * width of border. */
+ int leftIn, int 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. */
+{
+ TkBorder *borderPtr = (TkBorder *) border;
+ Display *display = Tk_Display(tkwin);
+ int bottom, halfway, x1, x2, x1Delta, x2Delta;
+ TkWinDCState state;
+ HDC dc = TkWinGetDrawableDC(display, drawable, &state);
+ int topColor, bottomColor;
+
+ if ((borderPtr->lightGC == NULL) && (relief != TK_RELIEF_FLAT)) {
+ TkpGetShadows(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:
+ topColor = (topBevel)
+ ? borderPtr->lightGC->foreground
+ : borderPtr->darkGC->foreground;
+ bottomColor = (topBevel)
+ ? ((WinBorder *)borderPtr)->light2ColorPtr->pixel
+ : ((WinBorder *)borderPtr)->dark2ColorPtr->pixel;
+ break;
+ case TK_RELIEF_SUNKEN:
+ topColor = (topBevel)
+ ? borderPtr->darkGC->foreground
+ : ((WinBorder *)borderPtr)->light2ColorPtr->pixel;
+ bottomColor = (topBevel)
+ ? ((WinBorder *)borderPtr)->dark2ColorPtr->pixel
+ : borderPtr->lightGC->foreground;
+ break;
+ case TK_RELIEF_RIDGE:
+ topColor = borderPtr->lightGC->foreground;
+ bottomColor = borderPtr->darkGC->foreground;
+ break;
+ case TK_RELIEF_GROOVE:
+ topColor = borderPtr->darkGC->foreground;
+ bottomColor = borderPtr->lightGC->foreground;
+ break;
+ case TK_RELIEF_FLAT:
+ topColor = bottomColor = borderPtr->bgGC->foreground;
+ break;
+ case TK_RELIEF_SOLID:
+ default:
+ topColor = bottomColor = RGB(0,0,0);
+ }
+
+ /*
+ * Compute various other geometry-related stuff.
+ */
+
+ if (leftIn) {
+ x1 = x+1;
+ } else {
+ x1 = x+height-1;
+ }
+ x2 = x+width;
+ if (rightIn) {
+ x2--;
+ } else {
+ 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) {
+ TkWinFillRect(dc, x1, y, x2-x1, 1,
+ (y < halfway) ? topColor : bottomColor);
+ }
+ x1 += x1Delta;
+ x2 += x2Delta;
+ }
+ TkWinReleaseDrawableDC(drawable, dc, &state);
+}
+
+/*
+ *----------------------------------------------------------------------
+ *
+ * TkpGetShadows --
+ *
+ * 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.
+ *
+ *----------------------------------------------------------------------
+ */
+
+void
+TkpGetShadows(
+ TkBorder *borderPtr, /* Information about border. */
+ Tk_Window tkwin) /* Window where border will be used for
+ * drawing. */
+{
+ XColor lightColor, darkColor;
+ int tmp1, tmp2;
+ int r, g, b;
+ XGCValues gcValues;
+
+ if (borderPtr->lightGC != NULL) {
+ return;
+ }
+
+ /*
+ * Handle the special case of the default system colors.
+ */
+
+ if ((TkWinIndexOfColor(borderPtr->bgColorPtr) == COLOR_3DFACE)
+ || (TkWinIndexOfColor(borderPtr->bgColorPtr) == COLOR_WINDOW)) {
+ borderPtr->darkColorPtr = Tk_GetColor(NULL, tkwin,
+ Tk_GetUid("SystemButtonShadow"));
+ gcValues.foreground = borderPtr->darkColorPtr->pixel;
+ borderPtr->darkGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
+ borderPtr->lightColorPtr = Tk_GetColor(NULL, tkwin,
+ Tk_GetUid("SystemButtonHighlight"));
+ gcValues.foreground = borderPtr->lightColorPtr->pixel;
+ borderPtr->lightGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
+ ((WinBorder*)borderPtr)->dark2ColorPtr = Tk_GetColor(NULL, tkwin,
+ Tk_GetUid("System3dDarkShadow"));
+ ((WinBorder*)borderPtr)->light2ColorPtr = Tk_GetColor(NULL, tkwin,
+ Tk_GetUid("System3dLight"));
+ return;
+ }
+ darkColor.red = 0;
+ darkColor.green = 0;
+ darkColor.blue = 0;
+ ((WinBorder*)borderPtr)->dark2ColorPtr = Tk_GetColorByValue(tkwin,
+ &darkColor);
+ lightColor = *(borderPtr->bgColorPtr);
+ ((WinBorder*)borderPtr)->light2ColorPtr = Tk_GetColorByValue(tkwin,
+ &lightColor);
+
+ /*
+ * 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 (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. But if the
+ * background is already very dark, make the dark color a little
+ * lighter than the background by increasing each color component
+ * 1/4th of the way to MAX_INTENSITY.
+ *
+ * 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). But if the
+ * background is already very bright, instead choose a slightly darker
+ * color for the light shadow by reducing each color component by 10%.
+ *
+ * Compute the colors using integers, not using lightColor.red etc.:
+ * these are shorts and may have problems with integer overflow.
+ */
+
+ /*
+ * Compute the dark shadow color
+ */
+
+ r = (int) borderPtr->bgColorPtr->red;
+ g = (int) borderPtr->bgColorPtr->green;
+ b = (int) borderPtr->bgColorPtr->blue;
+
+ if (r*0.5*r + g*1.0*g + b*0.28*b < MAX_INTENSITY*0.05*MAX_INTENSITY) {
+ darkColor.red = (MAX_INTENSITY + 3*r)/4;
+ darkColor.green = (MAX_INTENSITY + 3*g)/4;
+ darkColor.blue = (MAX_INTENSITY + 3*b)/4;
+ } else {
+ darkColor.red = (60 * r)/100;
+ darkColor.green = (60 * g)/100;
+ darkColor.blue = (60 * b)/100;
+ }
+
+ /*
+ * Allocate the dark shadow color and its GC
+ */
+
+ borderPtr->darkColorPtr = Tk_GetColorByValue(tkwin, &darkColor);
+ gcValues.foreground = borderPtr->darkColorPtr->pixel;
+ borderPtr->darkGC = Tk_GetGC(tkwin, GCForeground, &gcValues);
+
+ /*
+ * Compute the light shadow color
+ */
+
+ if (g > MAX_INTENSITY*0.95) {
+ lightColor.red = (90 * r)/100;
+ lightColor.green = (90 * g)/100;
+ lightColor.blue = (90 * b)/100;
+ } else {
+ tmp1 = (14 * r)/10;
+ if (tmp1 > MAX_INTENSITY) {
+ tmp1 = MAX_INTENSITY;
+ }
+ tmp2 = (MAX_INTENSITY + r)/2;
+ lightColor.red = (tmp1 > tmp2) ? tmp1 : tmp2;
+ tmp1 = (14 * g)/10;
+ if (tmp1 > MAX_INTENSITY) {
+ tmp1 = MAX_INTENSITY;
+ }
+ tmp2 = (MAX_INTENSITY + g)/2;
+ lightColor.green = (tmp1 > tmp2) ? tmp1 : tmp2;
+ tmp1 = (14 * b)/10;
+ if (tmp1 > MAX_INTENSITY) {
+ tmp1 = MAX_INTENSITY;
+ }
+ tmp2 = (MAX_INTENSITY + b)/2;
+ lightColor.blue = (tmp1 > tmp2) ? tmp1 : tmp2;
+ }
+
+ /*
+ * Allocate the light shadow color and its GC
+ */
+
+ 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) {
+ Tcl_Panic("TkpGetShadows 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.foreground = WhitePixelOfScreen(borderPtr->screen);
+ gcValues.background = borderPtr->bgColorPtr->pixel;
+ 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);
+ }
+}
+
+/*
+ *----------------------------------------------------------------------
+ *
+ * TkWinGetBorderPixels --
+ *
+ * This routine returns the 5 COLORREFs used to draw a given 3d border.
+ *
+ * Results:
+ * Returns the colors in the specified array.
+ *
+ * Side effects:
+ * May cause the remaining colors to be allocated.
+ *
+ *----------------------------------------------------------------------
+ */
+
+COLORREF
+TkWinGetBorderPixels(
+ Tk_Window tkwin,
+ Tk_3DBorder border,
+ int which) /* One of TK_3D_FLAT_GC, TK_3D_LIGHT_GC,
+ * TK_3D_DARK_GC, TK_3D_LIGHT2, TK_3D_DARK2 */
+{
+ WinBorder *borderPtr = (WinBorder *) border;
+
+ if (borderPtr->info.lightGC == NULL) {
+ TkpGetShadows(&borderPtr->info, tkwin);
+ }
+ switch (which) {
+ case TK_3D_FLAT_GC:
+ return borderPtr->info.bgColorPtr->pixel;
+ case TK_3D_LIGHT_GC:
+ if (borderPtr->info.lightColorPtr == NULL) {
+ return WhitePixelOfScreen(borderPtr->info.screen);
+ }
+ return borderPtr->info.lightColorPtr->pixel;
+ case TK_3D_DARK_GC:
+ if (borderPtr->info.darkColorPtr == NULL) {
+ return BlackPixelOfScreen(borderPtr->info.screen);
+ }
+ return borderPtr->info.darkColorPtr->pixel;
+ case TK_3D_LIGHT2:
+ return borderPtr->light2ColorPtr->pixel;
+ case TK_3D_DARK2:
+ return borderPtr->dark2ColorPtr->pixel;
+ }
+ return 0;
+}
+
+/*
+ * Local Variables:
+ * mode: c
+ * c-basic-offset: 4
+ * fill-column: 78
+ * End:
+ */