+ g_object_unref(pixbuf);
+ if (pixmap_invert != NULL)
+ g_object_unref(pixmap_invert);
+ }
+ // convert mask, unless there is already alpha
+ if (GetMask() && !image.HasAlpha())
+ {
+ // 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
+ const int MASK_RED = 1;
+ const int MASK_GREEN = 2;
+ const int MASK_BLUE = 3;
+ const int MASK_BLUE_REPLACEMENT = 2;
+
+ image.SetMaskColour(MASK_RED, MASK_GREEN, MASK_BLUE);
+ GdkImage* image_mask = gdk_drawable_get_image(GetMask()->GetBitmap(), 0, 0, w, h);
+
+ for (int y = 0; y < h; y++)
+ {
+ for (int x = 0; x < w; x++, data += 3)
+ {
+ if (gdk_image_get_pixel(image_mask, x, y) == 0)
+ {
+ data[0] = MASK_RED;
+ data[1] = MASK_GREEN;
+ data[2] = MASK_BLUE;
+ }
+ else 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;
+ }
+ }
+ }
+ g_object_unref(image_mask);
+ }