* occurred, so we try the next closest color, and so on, until no more
* colors are within closeness of the target. If we knew that the
* colormap had changed, we could skip this sequence.
- *
+ *
* If _none_ of the colors within closeness of the target can be allocated,
* then we can finally be pretty sure that the colormap has actually
* changed. In this case we try to allocate the original color (again),
* then try the closecolor stuff (again)...
- *
+ *
* In theory it would be possible for an infinite loop to occur if another
* process kept changing the colormap every time we sorted it, so we set
* a maximum on the number of iterations. After this many tries, we use
* XGrabServer() to ensure that the colormap remains unchanged.
- *
+ *
* This approach gives particularly bad worst case performance - as many as
* <MaximumIterations> colormap reads and sorts may be needed, and as
* many as <MaximumIterations> * <ColormapSize> attempted allocations
/*
* set the ximage data
- *
+ *
* In case depth is 1 or bits_per_pixel is 4, 6, 8, 24 or 32 use
* optimized functions, otherwise use slower but sure general one.
- *
+ *
*/
if (ximage->depth == 1)
}
#else /* FOR_MSW part follows */
+#if !defined(__VISAGECPP__)
static void
MSWSetImagePixels(Display *dc, XImage *image, unsigned int width, unsigned int height,
unsigned int *pixelindex, Pixel *pixels)
}
}
}
+#else
+void MSWSetImagePixels(Display *dc, XImage *image, unsigned int width, unsigned int height,
+ unsigned int *pixelindex, Pixel *pixels)
+{
+ unsigned int *data = pixelindex;
+ unsigned int x, y;
+// TODO:
+/*
+ SelectObject(*dc, image->bitmap);
+ if (image->depth == 1)
+ {
+ for (y = 0; y < height; y++) {
+ for (x = 0; x < width; x++) {
+ SetPixel(*dc, x, y, (pixels[*(data++)] ? RGB(255,255,255) : 0));
+ }
+ }
+ }
+ else
+ {
+ for (y = 0; y < height; y++) {
+ for (x = 0; x < width; x++) {
+ SetPixel(*dc, x, y, pixels[*(data++)]);
+ }
+ }
+ }
+*/
+ return;
+}
+#endif // __VISAGECPP__
+
#endif /* FOR_MSW */