wxColour& wxColour::operator =(const wxColour& col)
{
- m_red = col.m_red;
- m_green = col.m_green;
- m_blue = col.m_blue;
- m_isInit = col.m_isInit;
- m_pixel = col.m_pixel;
- return *this;
+ m_red = col.m_red;
+ m_green = col.m_green;
+ m_blue = col.m_blue;
+ m_isInit = col.m_isInit;
+ m_pixel = col.m_pixel;
+ return *this;
}
-wxColour::wxColour (const wxString& col)
+void wxColour::InitFromName(const wxString& col)
{
wxColour *the_colour = wxTheColourDatabase->FindColour (col);
if (the_colour)
m_red = the_colour->Red ();
m_green = the_colour->Green ();
m_blue = the_colour->Blue ();
+ m_pixel = the_colour->m_pixel;
m_isInit = TRUE;
}
else
m_blue = 0;
m_isInit = FALSE;
}
-/* TODO
- m_pixel = PALETTERGB (m_red, m_green, m_blue);
-*/
}
wxColour::~wxColour ()
{
}
-wxColour& wxColour::operator = (const wxString& col)
-{
- wxColour *the_colour = wxTheColourDatabase->FindColour (col);
- if (the_colour)
- {
- m_red = the_colour->Red ();
- m_green = the_colour->Green ();
- m_blue = the_colour->Blue ();
- m_isInit = TRUE;
- }
- else
- {
- m_red = 0;
- m_green = 0;
- m_blue = 0;
- m_isInit = FALSE;
- }
-/* TODO
- m_pixel = PALETTERGB (m_red, m_green, m_blue);
-*/
- return (*this);
-}
-
void wxColour::Set (unsigned char r, unsigned char g, unsigned char b)
{
m_red = r;
m_green = g;
m_blue = b;
m_isInit = TRUE;
-/* TODO
- m_pixel = PALETTERGB (m_red, m_green, m_blue);
-*/
+ m_pixel = -1;
}
// Allocate a colour, or nearest colour, using the given display.
// If realloc is TRUE, ignore the existing pixel, otherwise just return
// the existing one.
-// Returns FALSE if an exact match was not found, TRUE otherwise.
+// Returns the old or allocated pixel.
// TODO: can this handle mono displays? If not, we should have an extra
// flag to specify whether this should be black or white by default.
-bool wxColour::AllocColour(WXDisplay* display, bool realloc)
+int wxColour::AllocColour(WXDisplay* display, bool realloc)
{
if ((m_pixel != -1) && !realloc)
- return TRUE;
-
+ 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);
- return FALSE;
+ m_pixel = wxGetBestMatchingPixel((Display*) display, &color,(Colormap) cmap);
+ return m_pixel;
}
else
{
- m_pixel = (int) color.pixel;
- return TRUE;
+ m_pixel = (int) color.pixel;
+ return m_pixel;
}
}
Chris Breeze <chris@hel.co.uk>
Improvements:
1) More efficient calculation of RGB distance of colour cell from
- the desired colour. There is no need to take the sqrt of 'dist', and
- since we are only interested in the top 8-bits of R, G and B we
- can perform integer arithmetic.
+the desired colour. There is no need to take the sqrt of 'dist', and
+since we are only interested in the top 8-bits of R, G and B we
+can perform integer arithmetic.
2) Attempt to allocate a read-only colour when a close match is found.
- A read-only colour will not change.
+A read-only colour will not change.
3) Fall back to the closest match if no read-only colours are available.
-Possible further improvements:
-1) Scan the lookup table and sort the colour cells in order of
-increasing
- distance from the desired colour. Then attempt to allocate a
-read-only
- colour starting from the nearest match.
-2) Linear RGB distance is not a particularly good method of colour
-matching
- (though it is quick). Converting the colour to HLS and then comparing
- may give better matching.
+ Possible further improvements:
+ 1) Scan the lookup table and sort the colour cells in order of
+ increasing
+ distance from the desired colour. Then attempt to allocate a
+ read-only
+ colour starting from the nearest match.
+ 2) Linear RGB distance is not a particularly good method of colour
+ matching
+ (though it is quick). Converting the colour to HLS and then comparing
+ may give better matching.
-------------------------------------------*/
int wxGetBestMatchingPixel(Display *display, XColor *desiredColor, Colormap cmap)
{
if (cmap == (Colormap) NULL)
- cmap = (Colormap) wxTheApp->GetMainColormap(display);
-
+ 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;
-
+ delta_green * delta_green +
+ delta_blue * delta_blue;
+
if (dist <= threshold)
{
// try to allocate a read-only colour...