+ wxCHECK_MSG( image.Ok(), false, wxT("invalid image") );
+
+ UnRef();
+
+ // first convert the image to DIB
+ const int h = image.GetHeight();
+ const int w = image.GetWidth();
+
+ wxDIB dib(image);
+ if ( !dib.IsOk() )
+ return false;
+ if (depth == -1)
+ depth = dib.GetDepth(); // Get depth from image if none specified
+
+ // store the bitmap parameters
+ wxBitmapRefData *refData = new wxBitmapRefData;
+ refData->m_width = w;
+ refData->m_height = h;
+ refData->m_hasAlpha = image.HasAlpha();
+
+ m_refData = refData;
+
+
+ // next either store DIB as is or create a DDB from it
+ HBITMAP hbitmap wxDUMMY_INITIALIZE(0);
+
+ // are we going to use DIB?
+ //
+ // NB: DDBs don't support alpha so if we have alpha channel we must use DIB
+ if ( image.HasAlpha() || wxShouldCreateDIB(w, h, depth, hdc) )
+ {
+ // don't delete the DIB section in dib object dtor
+ hbitmap = dib.Detach();
+
+ refData->m_isDIB = true;
+ refData->m_depth = depth;
+ }
+#ifndef ALWAYS_USE_DIB
+ else // we need to convert DIB to DDB
+ {
+ hbitmap = dib.CreateDDB((HDC)hdc);
+
+ refData->m_depth = depth;
+ }
+#endif // !ALWAYS_USE_DIB
+
+ // validate this object
+ SetHBITMAP((WXHBITMAP)hbitmap);
+
+ // finally also set the mask if we have one
+ if ( image.HasMask() )
+ {
+ const size_t len = 2*((w+15)/16);
+ BYTE *src = image.GetData();
+ BYTE *data = new BYTE[h*len];
+ memset(data, 0, h*len);
+ BYTE r = image.GetMaskRed(),
+ g = image.GetMaskGreen(),
+ b = image.GetMaskBlue();
+ BYTE *dst = data;
+ for ( int y = 0; y < h; y++, dst += len )
+ {
+ BYTE *dstLine = dst;
+ BYTE mask = 0x80;
+ for ( int x = 0; x < w; x++, src += 3 )
+ {
+ if (src[0] != r || src[1] != g || src[2] != b)
+ *dstLine |= mask;
+
+ if ( (mask >>= 1) == 0 )
+ {
+ dstLine++;
+ mask = 0x80;
+ }
+ }
+ }
+
+ hbitmap = ::CreateBitmap(w, h, 1, 1, data);
+ if ( !hbitmap )
+ {
+ wxLogLastError(_T("CreateBitmap(mask)"));
+ }
+ else
+ {
+ SetMask(new wxMask((WXHBITMAP)hbitmap));
+ }
+
+ delete[] data;
+ }
+
+ return true;
+}
+
+wxImage wxBitmap::ConvertToImage() const
+{
+ // convert DDB to DIB
+ wxDIB dib(*this);
+
+ if ( !dib.IsOk() )
+ {
+ return wxNullImage;
+ }
+
+ // and then DIB to our wxImage
+ wxImage image = dib.ConvertToImage();
+ if ( !image.Ok() )
+ {
+ return wxNullImage;
+ }
+
+ // now do the same for the mask, if we have any
+ HBITMAP hbmpMask = GetMask() ? (HBITMAP) GetMask()->GetMaskBitmap() : NULL;
+ if ( hbmpMask )
+ {
+ wxDIB dibMask(hbmpMask);
+ if ( dibMask.IsOk() )
+ {
+ // TODO: use wxRawBitmap to iterate over DIB
+
+ // we hard code the mask colour for now but we could also make an
+ // effort (and waste time) to choose a colour not present in the
+ // image already to avoid having to fudge the pixels below --
+ // whether it's worth to do it is unclear however
+ static const int MASK_RED = 1;
+ static const int MASK_GREEN = 2;
+ static const int MASK_BLUE = 3;
+ static const int MASK_BLUE_REPLACEMENT = 2;
+
+ const int h = dibMask.GetHeight();
+ const int w = dibMask.GetWidth();
+ const int bpp = dibMask.GetDepth();
+ const int maskBytesPerPixel = bpp >> 3;
+ const int maskBytesPerLine = wxDIB::GetLineSize(w, bpp);
+ unsigned char *data = image.GetData();
+
+ // remember that DIBs are stored in bottom to top order
+ unsigned char *
+ maskLineStart = dibMask.GetData() + ((h - 1) * maskBytesPerLine);
+
+ for ( int y = 0; y < h; y++, maskLineStart -= maskBytesPerLine )
+ {
+ // traverse one mask DIB line
+ unsigned char *mask = maskLineStart;
+ for ( int x = 0; x < w; x++, mask += maskBytesPerPixel )
+ {
+ // should this pixel be transparent?
+ if ( *mask )
+ {
+ // no, check that it isn't transparent by accident
+ if ( (data[0] == MASK_RED) &&
+ (data[1] == MASK_GREEN) &&
+ (data[2] == MASK_BLUE) )
+ {
+ // we have to fudge the colour a bit to prevent
+ // this pixel from appearing transparent
+ data[2] = MASK_BLUE_REPLACEMENT;
+ }
+
+ data += 3;
+ }
+ else // yes, transparent pixel
+ {
+ *data++ = MASK_RED;
+ *data++ = MASK_GREEN;
+ *data++ = MASK_BLUE;
+ }
+ }
+ }
+
+ image.SetMaskColour(MASK_RED, MASK_GREEN, MASK_BLUE);
+ }
+ }