#pragma implementation "colour.h"
#endif
+// For compilers that support precompilation, includes "wx.h".
+#include "wx/wxprec.h"
+
#include "wx/gdicmn.h"
#include "wx/colour.h"
#include "wx/app.h"
// Colour
-wxColour::wxColour ()
+void wxColour::Init()
{
- m_isInit = FALSE;
+ m_isInit = false;
m_red =
m_blue =
m_green = 0;
m_pixel = -1;
}
-wxColour::wxColour (const wxColour& col)
+wxColour::wxColour()
+{
+ Init();
+}
+
+wxColour::wxColour(const wxColour& col)
{
*this = col;
}
void wxColour::InitFromName(const wxString& name)
{
- *this = wxTheColourDatabase->Find(name);
+ if ( wxTheColourDatabase )
+ {
+ wxColour col = wxTheColourDatabase->Find(name);
+ if ( col.Ok() )
+ {
+ *this = col;
+ return;
+ }
+ }
+
+ // leave invalid
+ Init();
}
/* static */
col.m_red = xcol.red & 0xff;
col.m_green = xcol.green & 0xff;
col.m_blue = xcol.blue & 0xff;
- col.m_isInit = TRUE;
+ col.m_isInit = true;
col.m_pixel = -1;
}
return col;
}
-wxColour::~wxColour ()
+wxColour::~wxColour()
{
}
-void wxColour::Set (unsigned char r, unsigned char g, unsigned char b)
+void wxColour::Set(unsigned char r, unsigned char g, unsigned char b)
{
m_red = r;
m_green = g;
m_blue = b;
- m_isInit = TRUE;
+ m_isInit = true;
m_pixel = -1;
}
// Allocate a colour, or nearest colour, using the given display.
-// If realloc is TRUE, ignore the existing pixel, otherwise just return
+// If realloc is true, ignore the existing pixel, otherwise just return
// the existing one.
// Returns the old or allocated pixel.
{
if ((m_pixel != -1) && !realloc)
return m_pixel;
-
+
XColor color;
color.red = (unsigned short) Red ();
color.red |= color.red << 8;
color.green |= color.green << 8;
color.blue = (unsigned short) Blue ();
color.blue |= color.blue << 8;
-
+
color.flags = DoRed | DoGreen | DoBlue;
-
+
WXColormap cmap = wxTheApp->GetMainColormap(display);
-
+
if (!XAllocColor ((Display*) display, (Colormap) cmap, &color))
{
m_pixel = wxGetBestMatchingPixel((Display*) display, &color,(Colormap) cmap);
{
if (cmap == (Colormap) NULL)
cmap = (Colormap) wxTheApp->GetMainColormap(display);
-
+
int numPixVals = XDisplayCells(display, DefaultScreen (display));
int mindist = 256 * 256 * 3;
int bestpixel = (int) BlackPixel (display, DefaultScreen (display));
int green = desiredColor->green >> 8;
int blue = desiredColor->blue >> 8;
const int threshold = 2 * 2 * 3; // allow an error of up to 2 in R,G & B
-
+
for (int pixelcount = 0; pixelcount < numPixVals; pixelcount++)
{
XColor matching_color;
matching_color.pixel = pixelcount;
XQueryColor(display,cmap,&matching_color);
-
+
int delta_red = red - (matching_color.red >> 8);
int delta_green = green - (matching_color.green >> 8);
int delta_blue = blue - (matching_color.blue >> 8);
-
+
int dist = delta_red * delta_red +
delta_green * delta_green +
delta_blue * delta_blue;
-
+
if (dist <= threshold)
{
// try to allocate a read-only colour...