}
}
-///////////// button-label rendering helpers //////////////////
-
-#define MIN_COLOR_DIFF 10
-
-#define IS_IN_ARRAY(x,y) ( (x) < width && (y) < height && (x) >= 0 && (y) >= 0 )
-
-#define IS_GREATER(red1,green1,blue1, red2,green2,blue2) ( ( red1 > red2 + MIN_COLOR_DIFF ) && \
- ( green1 > green2 + MIN_COLOR_DIFF ) && \
- ( blue1 > blue2 + MIN_COLOR_DIFF ) \
- )
-
// Helper function, used by wxCreateGreyedImage
-static void wxGreyOutImage( const wxImage& src, wxImage& dest,
- const wxColour& darkCol, const wxColour& lightCol, const wxColour& bgCol)
+static void wxGreyOutImage( const wxImage& src,
+ wxImage& dest,
+ const wxColour& darkCol,
+ const wxColour& lightCol,
+ const wxColour& bgCol )
{
// Second attempt, just making things monochrome
int width = src.GetWidth();
int height = src.GetHeight();
- unsigned int redCur, greenCur, blueCur;
-
- int x, y;
- for (x = 0; x < width; x++)
+ int redCur, greenCur, blueCur;
+ for ( int x = 0; x < width; x++ )
{
- for (y = 1; y < height; y++)
- {
+ for ( int y = 1; y < height; y++ )
+ {
redCur = src.GetRed(x, y);
greenCur = src.GetGreen(x, y);
- blueCur = src.GetBlue(x, y);
+ blueCur = src.GetBlue(x, y);
- // Change light things to the background colour
+ // Change light things to the background colour
if ( redCur >= (lightCol.Red() - 50) && greenCur >= (lightCol.Green() - 50) && blueCur >= (lightCol.Blue() - 50) )
{
dest.SetRGB(x,y, bgCol.Red(), bgCol.Green(), bgCol.Blue());
}
else if ( redCur == bgCol.Red() && greenCur == bgCol.Green() && blueCur == bgCol.Blue() )
{
- // Leave the background colour as-is
+ // Leave the background colour as-is
// dest.SetRGB(x,y, bgCol.Red(), bgCol.Green(), bgCol.Blue());
}
else // if ( redCur <= darkCol.Red() && greenCur <= darkCol.Green() && blueCur <= darkCol.Blue() )
{
- // Change dark things to really dark
- dest.SetRGB(x,y, darkCol.Red(), darkCol.Green(), darkCol.Blue());
- }
- }
- }
-
-
- // First attempt, causes problems with scissors icon
-#if 0
- int x = 0;
- int y = 1;
-
- int width = src.GetWidth();
- int height = src.GetHeight();
-
- unsigned int redCur, greenCur, blueCur;
-
- do
- {
- redCur = src.GetRed(x, y);
- greenCur = src.GetGreen(x, y);
- blueCur = src.GetBlue(x, y);
-
- if ( IS_IN_ARRAY(x-1,y-1) )
- {
- unsigned int redUpper = src.GetRed(x-1, y-1);
- unsigned int greenUpper = src.GetGreen(x-1, y-1);
- unsigned int blueUpper = src.GetBlue(x-1, y-1);
-
- // if the upper element is lighter than current
- if ( IS_GREATER(redUpper, greenUpper, blueUpper, redCur, greenCur, blueCur) )
- {
+ // Change dark things to really dark
dest.SetRGB(x,y, darkCol.Red(), darkCol.Green(), darkCol.Blue());
}
- // if the current element is ligher than the upper
- else if ( IS_GREATER(redCur, greenCur, blueCur, redUpper, greenUpper, blueUpper) )
- {
- dest.SetRGB(x,y, lightCol.Red(), lightCol.Green(), lightCol.Blue());
- }
- else
- {
- unsigned int red1 = dest.GetRed(x-1, y-1);
- unsigned int green1 = dest.GetGreen(x-1, y-1);
- unsigned int blue1 = dest.GetBlue(x-1, y-1);
-
- if ( red1 == lightCol.Red() && green1 == lightCol.Green() && blue1 == lightCol.Blue() )
- dest.SetRGB(x, y, bgCol.Red(), bgCol.Green(), bgCol.Blue());
- else if ( red1 == darkCol.Red() && green1 == darkCol.Green() && blue1 == darkCol.Blue() )
- dest.SetRGB(x, y, darkCol.Red(), darkCol.Green(), darkCol.Blue());
- else
- dest.SetRGB(x, y, bgCol.Red(), bgCol.Green(), bgCol.Blue());
- }
}
-
- // go zig-zag
-
- if ( IS_IN_ARRAY(x+1,y-1) )
- {
- ++x;
- --y;
- }
- else
- {
- while ( IS_IN_ARRAY(x-1,y+1) )
- {
- --x;
- ++y;
- }
-
- if ( IS_IN_ARRAY(x,y+1) )
- {
- ++y;
- continue;
- }
- else
- {
- if ( IS_IN_ARRAY(x+1,y) )
- {
- ++x;
- continue;
- }
- else break;
- }
- }
-
- } while (1);
-#endif
+ }
}
/*