//---------------------------------------------------------------------------
#if wxUSE_IMAGE
-bool wxRegion::Union(const wxBitmap& bmp,
- const wxColour& transColour,
- int tolerance)
-#else
-bool wxRegion::Union(const wxBitmap& WXUNUSED(bmp),
- const wxColour& WXUNUSED(transColour),
- int WXUNUSED(tolerance))
-#endif
+static bool DoRegionUnion(wxRegion& region,
+ const wxImage& image,
+ unsigned char loR,
+ unsigned char loG,
+ unsigned char loB,
+ int tolerance)
{
-#if wxUSE_IMAGE
- unsigned char loR, loG, loB;
unsigned char hiR, hiG, hiB;
- wxCHECK_MSG((bmp.GetMask() != NULL) || transColour.Ok(),
- FALSE,
- wxT("Either the bitmap should have a mask or a colour should be given."));
-
- wxImage image = bmp.ConvertToImage();
-
- if (image.HasMask())
- {
- loR = image.GetMaskRed();
- loG = image.GetMaskGreen();
- loB = image.GetMaskBlue();
- }
- else
- {
- loR = transColour.Red();
- loG = transColour.Green();
- loB = transColour.Blue();
- }
-
- hiR = wxMin(0xFF, loR + tolerance);
- hiG = wxMin(0xFF, loG + tolerance);
- hiB = wxMin(0xFF, loB + tolerance);
+ hiR = (unsigned char)wxMin(0xFF, loR + tolerance);
+ hiG = (unsigned char)wxMin(0xFF, loG + tolerance);
+ hiB = (unsigned char)wxMin(0xFF, loB + tolerance);
// Loop through the image row by row, pixel by pixel, building up
// rectangles to add to the region.
if (x > x0) {
rect.x = x0;
rect.width = x - x0;
- Union(rect);
+ region.Union(rect);
}
}
}
return true;
+}
+
+
+bool wxRegion::Union(const wxBitmap& bmp)
+{
+ if (bmp.GetMask())
+ {
+ wxImage image = bmp.ConvertToImage();
+ wxASSERT_MSG( image.HasMask(), _T("wxBitmap::ConvertToImage doesn't preserve mask?") );
+ return DoRegionUnion(*this, image,
+ image.GetMaskRed(),
+ image.GetMaskGreen(),
+ image.GetMaskBlue(),
+ 0);
+ }
+ else
+ {
+ return Union(0, 0, bmp.GetWidth(), bmp.GetHeight());
+ }
+}
+
+bool wxRegion::Union(const wxBitmap& bmp,
+ const wxColour& transColour,
+ int tolerance)
+{
+ wxImage image = bmp.ConvertToImage();
+ return DoRegionUnion(*this, image,
+ transColour.Red(),
+ transColour.Green(),
+ transColour.Blue(),
+ tolerance);
+}
+
#else
+
+bool wxRegion::Union(const wxBitmap& WXUNUSED(bmp))
+{
+ // No wxImage support
+ return false;
+}
+
+bool wxRegion::Union(const wxBitmap& WXUNUSED(bmp),
+ const wxColour& WXUNUSED(transColour),
+ int WXUNUSED(tolerance))
+{
// No wxImage support
return false;
-#endif
}
+#endif
+
//---------------------------------------------------------------------------