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Fixed X11 icon color allocation (thanks Mattias!)
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slouken committed Nov 7, 2001
1 parent d261c73 commit d659544
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Showing 2 changed files with 156 additions and 117 deletions.
21 changes: 10 additions & 11 deletions src/video/x11/SDL_x11video.c
Expand Up @@ -501,7 +501,6 @@ static void X11_DestroyWindow(_THIS, SDL_Surface *screen)
if ( SDL_XPixels ) {
int numcolors;
unsigned long pixel;

numcolors = SDL_Visual->map_entries;
for ( pixel=0; pixel<numcolors; ++pixel ) {
while ( SDL_XPixels[pixel] > 0 ) {
Expand Down Expand Up @@ -1050,10 +1049,10 @@ static void allocate_nearest(_THIS, SDL_Color *colors,
c = all + best;
if(XAllocColor(GFX_Display, SDL_XColorMap, c)) {
/* got it */
colors[best].r = c->red >> 8;
colors[best].g = c->green >> 8;
colors[best].b = c->blue >> 8;
++SDL_XPixels[best];
colors[c->pixel].r = c->red >> 8;
colors[c->pixel].g = c->green >> 8;
colors[c->pixel].b = c->blue >> 8;
++SDL_XPixels[c->pixel];
} else {
/*
* The colour couldn't be allocated, probably being
Expand Down Expand Up @@ -1205,12 +1204,12 @@ void X11_VideoQuit(_THIS)
}
if ( SDL_iconcolors ) {
unsigned long pixel;
int numcolors =
((this->screen->format)->palette)->ncolors;
for ( pixel=0; pixel<numcolors; ++pixel ) {
while ( SDL_iconcolors[pixel] > 0 ) {
XFreeColors(SDL_Display,
SDL_DisplayColormap,&pixel,1,0);
Colormap dcmap = DefaultColormap(SDL_Display,
SDL_Screen);
for(pixel = 0; pixel < 256; ++pixel) {
while(SDL_iconcolors[pixel] > 0) {
XFreeColors(GFX_Display,
dcmap, &pixel, 1, 0);
--SDL_iconcolors[pixel];
}
}
Expand Down
252 changes: 146 additions & 106 deletions src/video/x11/SDL_x11wm.c
Expand Up @@ -40,8 +40,13 @@ static char rcsid =
#include "SDL_x11modes_c.h"
#include "SDL_x11wm_c.h"

/* This is necessary for working properly with Enlightenment, etc. */
#define USE_ICON_WINDOW
static Uint8 reverse_byte(Uint8 x)
{
x = (x & 0xaa) >> 1 | (x & 0x55) << 1;
x = (x & 0xcc) >> 2 | (x & 0x33) << 2;
x = (x & 0xf0) >> 4 | (x & 0x0f) << 4;
return x;
}

void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask)
{
Expand All @@ -50,159 +55,194 @@ void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask)
XImage *icon_image;
Pixmap icon_pixmap;
Pixmap mask_pixmap;
#ifdef USE_ICON_WINDOW
Window icon_window;
#endif
GC GC;
Window icon_window = None;
GC gc;
XGCValues GCvalues;
int i, b, dbpp;
int i, dbpp;
SDL_Rect bounds;
Uint8 *LSBmask, *color_tried;
Uint8 *LSBmask;
Visual *dvis;
char *p;
int masksize;

/* Lock the event thread, in multi-threading environments */
SDL_Lock_EventThread();

/* The icon must use the default visual, depth and colormap of the
screen, so it might need a conversion */
dvis = DefaultVisual(SDL_Display, SDL_Screen);
dbpp = DefaultDepth(SDL_Display, SDL_Screen);
switch(dbpp) {
case 15:
dbpp = 16; break;
case 24:
dbpp = 32; break;
for(i = 0; i < this->hidden->nvisuals; i++) {
if(this->hidden->visuals[i].visual == dvis) {
dbpp = this->hidden->visuals[i].bpp;
break;
}
}
dvis = DefaultVisual(SDL_Display, SDL_Screen);

/* The Visual struct is supposed to be opaque but we cheat a little */
sicon = SDL_CreateRGBSurface(SDL_SWSURFACE, icon->w, icon->h,
dbpp,
dvis->red_mask, dvis->green_mask,
dvis->blue_mask, 0);

if ( sicon == NULL ) {
goto done;
}
/* If we already have allocated colours from the default colormap,
copy them */
if(SDL_Visual == dvis && SDL_XColorMap == SDL_DisplayColormap
&& this->screen->format->palette && sicon->format->palette) {
memcpy(sicon->format->palette->colors,
this->screen->format->palette->colors,
this->screen->format->palette->ncolors * sizeof(SDL_Color));
}

bounds.x = 0;
bounds.y = 0;
bounds.w = icon->w;
bounds.h = icon->h;
if ( SDL_LowerBlit(icon, &bounds, sicon, &bounds) < 0 )
if ( sicon == NULL )
goto done;

/* Lock down the colors used in the colormap */
color_tried = NULL;
if ( sicon->format->BitsPerPixel == 8 ) {
SDL_Palette *palette;
Uint8 *p;
XColor wanted;

palette = sicon->format->palette;
color_tried = malloc(palette->ncolors);
if ( color_tried == NULL ) {
goto done;
if(dbpp == 8) {
/* Default visual is 8bit; we need to allocate colours from
the default colormap */
SDL_Color want[256], got[256];
int nwant;
Colormap dcmap;
int missing;
dcmap = DefaultColormap(SDL_Display, SDL_Screen);
if(icon->format->palette) {
/* The icon has a palette as well - we just have to
find those colours */
nwant = icon->format->palette->ncolors;
memcpy(want, icon->format->palette->colors,
nwant * sizeof want[0]);
} else {
/* try the standard 6x6x6 cube for lack of better
ideas */
int r, g, b, i;
for(r = i = 0; r < 256; r += 0x33)
for(g = 0; g < 256; g += 0x33)
for(b = 0; b < 256; b += 0x33, i++) {
want[i].r = r;
want[i].g = g;
want[i].b = b;
}
nwant = 216;
}
if ( SDL_iconcolors != NULL ) {
free(SDL_iconcolors);
if(SDL_iconcolors) {
/* free already allocated colours first */
unsigned long freelist[512];
int nfree = 0;
for(i = 0; i < 256; i++) {
while(SDL_iconcolors[i]) {
freelist[nfree++] = i;
SDL_iconcolors[i]--;
}
}
XFreeColors(GFX_Display, dcmap, freelist, nfree, 0);
}
SDL_iconcolors = malloc(palette->ncolors
* sizeof(*SDL_iconcolors));
if ( SDL_iconcolors == NULL ) {
free(color_tried);
goto done;
if(!SDL_iconcolors)
SDL_iconcolors = malloc(256 * sizeof *SDL_iconcolors);
memset(SDL_iconcolors, 0, 256 * sizeof *SDL_iconcolors);

/* try to allocate the colours */
memset(got, 0, sizeof got);
missing = 0;
for(i = 0; i < nwant; i++) {
XColor c;
c.red = want[i].r << 8;
c.green = want[i].g << 8;
c.blue = want[i].b << 8;
c.flags = DoRed | DoGreen | DoBlue;
if(XAllocColor(GFX_Display, dcmap, &c)) {
/* got the colour */
SDL_iconcolors[c.pixel]++;
got[c.pixel] = want[i];
} else {
missing = 1;
}
}
memset(color_tried, 0, palette->ncolors);
memset(SDL_iconcolors, 0,
palette->ncolors * sizeof(*SDL_iconcolors));

p = (Uint8 *)sicon->pixels;
for ( i = sicon->w*sicon->h; i > 0; --i, ++p ) {
if ( ! color_tried[*p] ) {
wanted.pixel = *p;
wanted.red = (palette->colors[*p].r<<8);
wanted.green = (palette->colors[*p].g<<8);
wanted.blue = (palette->colors[*p].b<<8);
wanted.flags = (DoRed|DoGreen|DoBlue);
if (XAllocColor(SDL_Display,
SDL_DisplayColormap, &wanted)) {
++SDL_iconcolors[wanted.pixel];
if(missing) {
/* Some colours were apparently missing, so we just
allocate all the rest as well */
XColor cols[256];
for(i = 0; i < 256; i++)
cols[i].pixel = i;
XQueryColors(GFX_Display, dcmap, cols, 256);
for(i = 0; i < 256; i++) {
got[i].r = cols[i].red >> 8;
got[i].g = cols[i].green >> 8;
got[i].b = cols[i].blue >> 8;
if(!SDL_iconcolors[i]) {
if(XAllocColor(GFX_Display, dcmap,
cols + i)) {
SDL_iconcolors[i] = 1;
} else {
/* index not available */
got[i].r = 0;
got[i].g = 0;
got[i].b = 0;
}
}
color_tried[*p] = 1;
}
}

SDL_SetColors(sicon, got, 0, 256);
}
if ( color_tried != NULL ) {
free(color_tried);
}

/* Translate mask data to LSB order and set the icon mask */
i = (sicon->w/8)*sicon->h;
LSBmask = (Uint8 *)malloc(i);
bounds.x = 0;
bounds.y = 0;
bounds.w = icon->w;
bounds.h = icon->h;
if ( SDL_LowerBlit(icon, &bounds, sicon, &bounds) < 0 )
goto done;

/* We need the mask as given, except in LSBfirst format instead of
MSBfirst. Reverse the bits in each byte. */
masksize = ((sicon->w + 7) >> 3) * sicon->h;
LSBmask = malloc(masksize);
if ( LSBmask == NULL ) {
goto done;
}
memset(LSBmask, 0, i);
while ( --i >= 0 ) {
for ( b=0; b<8; ++b )
LSBmask[i] |= (((mask[i]>>b)&0x01)<<(7-b));
}
memset(LSBmask, 0, masksize);
for(i = 0; i < masksize; i++)
LSBmask[i] = reverse_byte(mask[i]);
mask_pixmap = XCreatePixmapFromBitmapData(SDL_Display, WMwindow,
(char *)LSBmask, sicon->w, sicon->h, 1L, 0L, 1);
(char *)LSBmask,
sicon->w, sicon->h,
1L, 0L, 1);

/* Transfer the image to an X11 pixmap */
icon_image = XCreateImage(SDL_Display,
DefaultVisual(SDL_Display, SDL_Screen),
DefaultDepth(SDL_Display, SDL_Screen),
ZPixmap, 0, (char *)sicon->pixels, sicon->w, sicon->h,
((sicon->format)->BytesPerPixel == 3) ? 32 :
(sicon->format)->BytesPerPixel*8, 0);
DefaultVisual(SDL_Display, SDL_Screen),
DefaultDepth(SDL_Display, SDL_Screen),
ZPixmap, 0, sicon->pixels,
sicon->w, sicon->h,
32, 0);
icon_pixmap = XCreatePixmap(SDL_Display, SDL_Root, sicon->w, sicon->h,
DefaultDepth(SDL_Display, SDL_Screen));
GC = XCreateGC(SDL_Display, icon_pixmap, 0, &GCvalues);
XPutImage(SDL_Display, icon_pixmap, GC, icon_image,
0, 0, 0, 0, sicon->w, sicon->h);
XFreeGC(SDL_Display, GC);
DefaultDepth(SDL_Display, SDL_Screen));
gc = XCreateGC(SDL_Display, icon_pixmap, 0, &GCvalues);
XPutImage(SDL_Display, icon_pixmap, gc, icon_image,
0, 0, 0, 0, sicon->w, sicon->h);
XFreeGC(SDL_Display, gc);
XDestroyImage(icon_image);
free(LSBmask);
sicon->pixels = NULL;

#ifdef USE_ICON_WINDOW
/* Create an icon window and set the pixmap as its background */
icon_window = XCreateSimpleWindow(SDL_Display, SDL_Root,
0, 0, sicon->w, sicon->h, 0,
CopyFromParent, CopyFromParent);
XSetWindowBackgroundPixmap(SDL_Display, icon_window, icon_pixmap);
XClearWindow(SDL_Display, icon_window);
#endif
/* Some buggy window managers (some versions of Enlightenment, it
seems) need an icon window *and* icon pixmap to work properly, while
it screws up others. The default is only to use a pixmap. */
p = getenv("SDL_VIDEO_X11_ICONWIN");
if(p && *p) {
icon_window = XCreateSimpleWindow(SDL_Display, SDL_Root,
0, 0, sicon->w, sicon->h, 0,
CopyFromParent,
CopyFromParent);
XSetWindowBackgroundPixmap(SDL_Display, icon_window,
icon_pixmap);
XClearWindow(SDL_Display, icon_window);
}

/* Set the window icon to the icon pixmap (and icon window) */
wmhints = XAllocWMHints();
wmhints->flags = (IconPixmapHint | IconMaskHint);
wmhints->icon_pixmap = icon_pixmap;
wmhints->icon_mask = mask_pixmap;
#ifdef USE_ICON_WINDOW
wmhints->flags |= IconWindowHint;
wmhints->icon_window = icon_window;
#endif
if(icon_window != None) {
wmhints->flags |= IconWindowHint;
wmhints->icon_window = icon_window;
}
XSetWMHints(SDL_Display, WMwindow, wmhints);
XFree(wmhints);
XSync(SDL_Display, False);

done:
SDL_Unlock_EventThread();
if ( sicon != NULL ) {
SDL_FreeSurface(sicon);
}
return;
SDL_FreeSurface(sicon);
}

void X11_SetCaption(_THIS, const char *title, const char *icon)
Expand Down Expand Up @@ -241,7 +281,7 @@ int X11_IconifyWindow(_THIS)

SDL_GrabMode X11_GrabInputNoLock(_THIS, SDL_GrabMode mode)
{
int numtries, result;
int result;

if ( this->screen == NULL ) {
return(SDL_GRAB_OFF);
Expand Down

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