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author | ericm <ericm@noemail.net> | 2000-04-13 18:25:43 (GMT) |
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committer | ericm <ericm@noemail.net> | 2000-04-13 18:25:43 (GMT) |
commit | f8bc962b7f899a6910994cd8c5b71c5fe7e9cc97 (patch) | |
tree | dd6b63c51174a060ef790649f9e0dfc2a9e74a7a /unix/tkUnix3d.c | |
parent | 4f477054e5ca778e28ca02c6a1db6588c290f77a (diff) | |
download | tk-f8bc962b7f899a6910994cd8c5b71c5fe7e9cc97.zip tk-f8bc962b7f899a6910994cd8c5b71c5fe7e9cc97.tar.gz tk-f8bc962b7f899a6910994cd8c5b71c5fe7e9cc97.tar.bz2 |
* win/tkWin3d.c:
* unix/tkUnix3d.c: Applied patch from [RFE: 2501]: adds more
sophisticated smarts to TkpGetShadows, so that the highlight of a
very bright color is actually distinguishable from the color, and
the shadow of a very dark color is similarly distinguishable from
the color.
FossilOrigin-Name: 3a1cdadbad8781df849e5c1a5673656e8b67226c
Diffstat (limited to 'unix/tkUnix3d.c')
-rw-r--r-- | unix/tkUnix3d.c | 88 |
1 files changed, 64 insertions, 24 deletions
diff --git a/unix/tkUnix3d.c b/unix/tkUnix3d.c index 82cccdb..9a72da9 100644 --- a/unix/tkUnix3d.c +++ b/unix/tkUnix3d.c @@ -9,7 +9,7 @@ * See the file "license.terms" for information on usage and redistribution * of this file, and for a DISCLAIMER OF ALL WARRANTIES. * - * RCS: @(#) $Id: tkUnix3d.c,v 1.3 1999/03/10 07:04:45 stanton Exp $ + * RCS: @(#) $Id: tkUnix3d.c,v 1.4 2000/04/13 18:25:44 ericm Exp $ */ #include <tk3d.h> @@ -339,6 +339,7 @@ TkpGetShadows(borderPtr, tkwin) { XColor lightColor, darkColor; int stressed, tmp1, tmp2; + int r, g, b; XGCValues gcValues; if (borderPtr->lightGC != None) { @@ -360,42 +361,81 @@ TkpGetShadows(borderPtr, tkwin) /* * 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 */ - 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. + * Compute the light shadow color */ - 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; + if (g > MAX_INTENSITY*85/100) { + 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; } - tmp2 = (MAX_INTENSITY + (int) borderPtr->bgColorPtr->blue)/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); |