262 lines
7.1 KiB
C
262 lines
7.1 KiB
C
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/*
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* The following GPL code from scwm implements a good, fast 3D-shadowing
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* algorithm. It converts the color from RGB to HLS space, then
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* multiplies both the luminosity and the saturation by a specified
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* factor (clipping at the extremes). Then it converts back to RGB and
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* creates a color. The guts of it, i.e. the `color_mult' routine, looks
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* a bit longish, but this is only because there are 6-way conditionals
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* at the begining and end; it actually runs quite fast. The algorithm is
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* the same as Gtk's, but the implemenation is independent and more
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* streamlined.
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*
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* Calling `adjust_pixel_brightness' with a `factor' of 1.3 for hilights
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* and 0.7 for shadows exactly emulates Gtk's shadowing, which is, IMO
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* the most visually pleasing shadowing of any widget set; using 1.2 and
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* 0.5 respectively gives something closer to the "classic" fvwm effect
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* with deeper shadows and more subtle hilights, but still (IMO) smoother
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* and more attractive than fvwm.
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*
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* The only color these routines do not usefully handle is black; black
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* will be returned even for a factor greater than 1.0, when optimally
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* one would like to see a very dark gray. This could possibly be
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* addressed by adding a small additive factor when brightening
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* colors. If anyone adds that feature, please feed it upstream to me.
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*
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* Feel free to use this code in fvwm2, of course.
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*
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* - Maciej Stachowiak
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*
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* And, of course, history shows, we took him up on the offer.
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* Integrated into fvwm2 by Dan Espen, 11/13/98.
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*/
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/*
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* Copyright (C) 1997, 1998, Maciej Stachowiak and Greg J. Badros
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this software; see the file COPYING.GPL. If not, write to
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* the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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* Boston, MA 02111-1307 USA
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*
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*/
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#include "config.h" /* must be first */
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#include <stdio.h>
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#include <X11/Xproto.h> /* for X functions in general */
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#include "fvwmlib.h" /* prototype GetShadow GetHilit */
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#define SCALE 65535.0
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#define HALF_SCALE (SCALE / 2)
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typedef enum {
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R_MAX_G_MIN, R_MAX_B_MIN,
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G_MAX_B_MIN, G_MAX_R_MIN,
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B_MAX_R_MIN, B_MAX_G_MIN
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} MinMaxState;
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/* Multiply the HLS-space lightness and saturation of the color by the
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given multiple, k - based on the way gtk does shading, but independently
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coded. Should give better relief colors for many cases than the old
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fvwm algorithm. */
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/* FIXMS: This can probably be optimized more, examine later. */
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static void
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color_mult (unsigned short *red,
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unsigned short *green,
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unsigned short *blue, double k)
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{
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if (*red == *green && *red == *blue) {
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double temp;
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/* A shade of gray */
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temp = k * (double) (*red);
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if (temp > SCALE) {
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temp = SCALE;
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}
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*red = (unsigned short)(temp);
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*green = *red;
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*blue = *red;
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} else {
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/* Non-zero saturation */
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double r, g, b;
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double min, max;
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double a, l, s;
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double delta;
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double middle;
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MinMaxState min_max_state;
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r = (double) *red;
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g = (double) *green;
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b = (double) *blue;
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if (r > g) {
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if (r > b) {
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max = r;
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if (g < b) {
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min = g;
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min_max_state = R_MAX_G_MIN;
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a = b - g;
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} else {
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min = b;
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min_max_state = R_MAX_B_MIN;
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a = g - b;
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}
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} else {
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max = b;
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min = g;
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min_max_state = B_MAX_G_MIN;
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a = r - g;
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}
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} else {
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if (g > b) {
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max = g;
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if (b < r) {
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min = b;
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min_max_state = G_MAX_B_MIN;
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a = r - b;
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} else {
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min = r;
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min_max_state = G_MAX_R_MIN;
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a = b - r;
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}
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} else {
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max = b;
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min = r;
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min_max_state = B_MAX_R_MIN;
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a = g - r;
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}
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}
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delta = max - min;
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a = a / delta;
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l = (max + min) / 2;
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if (l <= HALF_SCALE) {
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s = max + min;
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} else {
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s = 2.0 * SCALE - (max + min);
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}
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s = delta/s;
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l *= k;
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if (l > SCALE) {
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l = SCALE;
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}
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s *= k;
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if (s > 1.0) {
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s = 1.0;
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}
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if (l <= HALF_SCALE) {
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max = l * (1 + s);
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} else {
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max = s * SCALE + l - s * l;
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}
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min = 2 * l - max;
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delta = max - min;
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middle = min + delta * a;
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switch (min_max_state) {
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case R_MAX_G_MIN:
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r = max;
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g = min;
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b = middle;
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break;
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case R_MAX_B_MIN:
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r = max;
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g = middle;
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b = min;
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break;
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case G_MAX_B_MIN:
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r = middle;
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g = max;
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b = min;
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break;
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case G_MAX_R_MIN:
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r = min;
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g = max;
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b = middle;
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break;
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case B_MAX_G_MIN:
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r = middle;
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g = min;
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b = max;
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break;
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case B_MAX_R_MIN:
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r = min;
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g = middle;
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b = max;
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break;
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}
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*red = (unsigned short) r;
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*green = (unsigned short) g;
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*blue = (unsigned short) b;
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}
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}
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/*
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* This routine uses PictureSaveDisplay and PictureCMap which must be
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* created by InitPictureCMAP in Picture.c.
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*
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* If you attempt to use GetShadow and GetHilit, make sure your module
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* calls InitPictureCMAP first.
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*/
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static Pixel
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adjust_pixel_brightness(Pixel pixel, double factor)
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{
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extern Colormap PictureCMap;
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extern Display *PictureSaveDisplay;
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XColor c;
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c.pixel = pixel;
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XQueryColor (PictureSaveDisplay, PictureCMap, &c);
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color_mult(&c.red, &c.green, &c.blue, factor);
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XAllocColor (PictureSaveDisplay, PictureCMap, &c);
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return c.pixel;
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}
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/*
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* These are the original fvwm2 APIs, one for highlights and one for
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* shadows. Together, if used in a frame around a rectangle, they
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* produce a 3d appearance.
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*
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* The input pixel, is normally the background color used in the
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* rectangle. One would hope, when the user selects to color something
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* with a multi-color pixmap, they will have the insight to also assign a
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* background color to the pixmaped area that approximates the average
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* color of the pixmap.
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*
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* Currently callers handle monochrome before calling this routine. The
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* next logical enhancement is for that logic to be moved here. Probably
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* a new API that deals with foreground/background/hilite/shadow
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* allocation all in 1 call is the next logical extenstion.
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*
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* Color allocation is also a good candidate for becoming a library
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* routine. The color allocation logic in FvwmButtons using the XPM
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* library closeness stuff may be the ideal model.
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* (dje 11/15/98)
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*/
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#define DARKNESS_FACTOR 0.5
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Pixel GetShadow(Pixel background) {
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return adjust_pixel_brightness(background, DARKNESS_FACTOR);
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}
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#define BRIGHTNESS_FACTOR 1.4
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Pixel GetHilite(Pixel background) {
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return adjust_pixel_brightness(background, BRIGHTNESS_FACTOR);
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}
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