Fixed X11 icon color allocation (thanks Mattias!)
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40237
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2 changed files with 157 additions and 118 deletions
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@ -501,7 +501,6 @@ static void X11_DestroyWindow(_THIS, SDL_Surface *screen)
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if ( SDL_XPixels ) {
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int numcolors;
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unsigned long pixel;
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numcolors = SDL_Visual->map_entries;
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for ( pixel=0; pixel<numcolors; ++pixel ) {
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while ( SDL_XPixels[pixel] > 0 ) {
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@ -1050,10 +1049,10 @@ static void allocate_nearest(_THIS, SDL_Color *colors,
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c = all + best;
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if(XAllocColor(GFX_Display, SDL_XColorMap, c)) {
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/* got it */
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colors[best].r = c->red >> 8;
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colors[best].g = c->green >> 8;
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colors[best].b = c->blue >> 8;
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++SDL_XPixels[best];
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colors[c->pixel].r = c->red >> 8;
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colors[c->pixel].g = c->green >> 8;
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colors[c->pixel].b = c->blue >> 8;
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++SDL_XPixels[c->pixel];
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} else {
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/*
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* The colour couldn't be allocated, probably being
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@ -1205,12 +1204,12 @@ void X11_VideoQuit(_THIS)
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}
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if ( SDL_iconcolors ) {
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unsigned long pixel;
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int numcolors =
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((this->screen->format)->palette)->ncolors;
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for ( pixel=0; pixel<numcolors; ++pixel ) {
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while ( SDL_iconcolors[pixel] > 0 ) {
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XFreeColors(SDL_Display,
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SDL_DisplayColormap,&pixel,1,0);
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Colormap dcmap = DefaultColormap(SDL_Display,
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SDL_Screen);
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for(pixel = 0; pixel < 256; ++pixel) {
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while(SDL_iconcolors[pixel] > 0) {
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XFreeColors(GFX_Display,
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dcmap, &pixel, 1, 0);
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--SDL_iconcolors[pixel];
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}
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}
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@ -40,8 +40,13 @@ static char rcsid =
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#include "SDL_x11modes_c.h"
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#include "SDL_x11wm_c.h"
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/* This is necessary for working properly with Enlightenment, etc. */
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#define USE_ICON_WINDOW
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static Uint8 reverse_byte(Uint8 x)
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{
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x = (x & 0xaa) >> 1 | (x & 0x55) << 1;
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x = (x & 0xcc) >> 2 | (x & 0x33) << 2;
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x = (x & 0xf0) >> 4 | (x & 0x0f) << 4;
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return x;
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}
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void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask)
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{
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@ -50,46 +55,123 @@ void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask)
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XImage *icon_image;
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Pixmap icon_pixmap;
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Pixmap mask_pixmap;
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#ifdef USE_ICON_WINDOW
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Window icon_window;
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#endif
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GC GC;
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Window icon_window = None;
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GC gc;
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XGCValues GCvalues;
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int i, b, dbpp;
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int i, dbpp;
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SDL_Rect bounds;
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Uint8 *LSBmask, *color_tried;
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Uint8 *LSBmask;
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Visual *dvis;
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char *p;
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int masksize;
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/* Lock the event thread, in multi-threading environments */
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SDL_Lock_EventThread();
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/* The icon must use the default visual, depth and colormap of the
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screen, so it might need a conversion */
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dbpp = DefaultDepth(SDL_Display, SDL_Screen);
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switch(dbpp) {
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case 15:
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dbpp = 16; break;
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case 24:
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dbpp = 32; break;
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}
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dvis = DefaultVisual(SDL_Display, SDL_Screen);
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dbpp = DefaultDepth(SDL_Display, SDL_Screen);
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for(i = 0; i < this->hidden->nvisuals; i++) {
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if(this->hidden->visuals[i].visual == dvis) {
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dbpp = this->hidden->visuals[i].bpp;
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break;
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}
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}
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/* The Visual struct is supposed to be opaque but we cheat a little */
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sicon = SDL_CreateRGBSurface(SDL_SWSURFACE, icon->w, icon->h,
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dbpp,
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dvis->red_mask, dvis->green_mask,
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dvis->blue_mask, 0);
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if ( sicon == NULL ) {
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if ( sicon == NULL )
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goto done;
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if(dbpp == 8) {
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/* Default visual is 8bit; we need to allocate colours from
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the default colormap */
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SDL_Color want[256], got[256];
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int nwant;
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Colormap dcmap;
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int missing;
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dcmap = DefaultColormap(SDL_Display, SDL_Screen);
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if(icon->format->palette) {
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/* The icon has a palette as well - we just have to
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find those colours */
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nwant = icon->format->palette->ncolors;
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memcpy(want, icon->format->palette->colors,
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nwant * sizeof want[0]);
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} else {
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/* try the standard 6x6x6 cube for lack of better
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ideas */
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int r, g, b, i;
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for(r = i = 0; r < 256; r += 0x33)
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for(g = 0; g < 256; g += 0x33)
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for(b = 0; b < 256; b += 0x33, i++) {
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want[i].r = r;
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want[i].g = g;
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want[i].b = b;
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}
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/* If we already have allocated colours from the default colormap,
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copy them */
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if(SDL_Visual == dvis && SDL_XColorMap == SDL_DisplayColormap
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&& this->screen->format->palette && sicon->format->palette) {
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memcpy(sicon->format->palette->colors,
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this->screen->format->palette->colors,
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this->screen->format->palette->ncolors * sizeof(SDL_Color));
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nwant = 216;
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}
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if(SDL_iconcolors) {
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/* free already allocated colours first */
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unsigned long freelist[512];
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int nfree = 0;
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for(i = 0; i < 256; i++) {
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while(SDL_iconcolors[i]) {
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freelist[nfree++] = i;
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SDL_iconcolors[i]--;
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}
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}
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XFreeColors(GFX_Display, dcmap, freelist, nfree, 0);
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}
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if(!SDL_iconcolors)
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SDL_iconcolors = malloc(256 * sizeof *SDL_iconcolors);
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memset(SDL_iconcolors, 0, 256 * sizeof *SDL_iconcolors);
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/* try to allocate the colours */
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memset(got, 0, sizeof got);
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missing = 0;
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for(i = 0; i < nwant; i++) {
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XColor c;
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c.red = want[i].r << 8;
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c.green = want[i].g << 8;
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c.blue = want[i].b << 8;
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c.flags = DoRed | DoGreen | DoBlue;
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if(XAllocColor(GFX_Display, dcmap, &c)) {
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/* got the colour */
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SDL_iconcolors[c.pixel]++;
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got[c.pixel] = want[i];
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} else {
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missing = 1;
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}
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}
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if(missing) {
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/* Some colours were apparently missing, so we just
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allocate all the rest as well */
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XColor cols[256];
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for(i = 0; i < 256; i++)
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cols[i].pixel = i;
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XQueryColors(GFX_Display, dcmap, cols, 256);
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for(i = 0; i < 256; i++) {
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got[i].r = cols[i].red >> 8;
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got[i].g = cols[i].green >> 8;
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got[i].b = cols[i].blue >> 8;
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if(!SDL_iconcolors[i]) {
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if(XAllocColor(GFX_Display, dcmap,
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cols + i)) {
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SDL_iconcolors[i] = 1;
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} else {
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/* index not available */
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got[i].r = 0;
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got[i].g = 0;
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got[i].b = 0;
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}
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}
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}
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}
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SDL_SetColors(sicon, got, 0, 256);
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}
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bounds.x = 0;
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@ -99,110 +181,68 @@ void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask)
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if ( SDL_LowerBlit(icon, &bounds, sicon, &bounds) < 0 )
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goto done;
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/* Lock down the colors used in the colormap */
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color_tried = NULL;
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if ( sicon->format->BitsPerPixel == 8 ) {
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SDL_Palette *palette;
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Uint8 *p;
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XColor wanted;
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palette = sicon->format->palette;
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color_tried = malloc(palette->ncolors);
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if ( color_tried == NULL ) {
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goto done;
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}
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if ( SDL_iconcolors != NULL ) {
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free(SDL_iconcolors);
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}
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SDL_iconcolors = malloc(palette->ncolors
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* sizeof(*SDL_iconcolors));
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if ( SDL_iconcolors == NULL ) {
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free(color_tried);
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goto done;
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}
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memset(color_tried, 0, palette->ncolors);
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memset(SDL_iconcolors, 0,
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palette->ncolors * sizeof(*SDL_iconcolors));
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p = (Uint8 *)sicon->pixels;
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for ( i = sicon->w*sicon->h; i > 0; --i, ++p ) {
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if ( ! color_tried[*p] ) {
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wanted.pixel = *p;
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wanted.red = (palette->colors[*p].r<<8);
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wanted.green = (palette->colors[*p].g<<8);
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wanted.blue = (palette->colors[*p].b<<8);
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wanted.flags = (DoRed|DoGreen|DoBlue);
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if (XAllocColor(SDL_Display,
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SDL_DisplayColormap, &wanted)) {
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++SDL_iconcolors[wanted.pixel];
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}
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color_tried[*p] = 1;
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}
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}
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}
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if ( color_tried != NULL ) {
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free(color_tried);
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}
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/* Translate mask data to LSB order and set the icon mask */
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i = (sicon->w/8)*sicon->h;
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LSBmask = (Uint8 *)malloc(i);
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/* We need the mask as given, except in LSBfirst format instead of
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MSBfirst. Reverse the bits in each byte. */
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masksize = ((sicon->w + 7) >> 3) * sicon->h;
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LSBmask = malloc(masksize);
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if ( LSBmask == NULL ) {
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goto done;
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}
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memset(LSBmask, 0, i);
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while ( --i >= 0 ) {
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for ( b=0; b<8; ++b )
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LSBmask[i] |= (((mask[i]>>b)&0x01)<<(7-b));
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}
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memset(LSBmask, 0, masksize);
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for(i = 0; i < masksize; i++)
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LSBmask[i] = reverse_byte(mask[i]);
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mask_pixmap = XCreatePixmapFromBitmapData(SDL_Display, WMwindow,
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(char *)LSBmask, sicon->w, sicon->h, 1L, 0L, 1);
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(char *)LSBmask,
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sicon->w, sicon->h,
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1L, 0L, 1);
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/* Transfer the image to an X11 pixmap */
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icon_image = XCreateImage(SDL_Display,
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DefaultVisual(SDL_Display, SDL_Screen),
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DefaultDepth(SDL_Display, SDL_Screen),
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ZPixmap, 0, (char *)sicon->pixels, sicon->w, sicon->h,
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((sicon->format)->BytesPerPixel == 3) ? 32 :
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(sicon->format)->BytesPerPixel*8, 0);
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ZPixmap, 0, sicon->pixels,
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sicon->w, sicon->h,
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32, 0);
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icon_pixmap = XCreatePixmap(SDL_Display, SDL_Root, sicon->w, sicon->h,
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DefaultDepth(SDL_Display, SDL_Screen));
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GC = XCreateGC(SDL_Display, icon_pixmap, 0, &GCvalues);
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XPutImage(SDL_Display, icon_pixmap, GC, icon_image,
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gc = XCreateGC(SDL_Display, icon_pixmap, 0, &GCvalues);
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XPutImage(SDL_Display, icon_pixmap, gc, icon_image,
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0, 0, 0, 0, sicon->w, sicon->h);
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XFreeGC(SDL_Display, GC);
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XFreeGC(SDL_Display, gc);
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XDestroyImage(icon_image);
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free(LSBmask);
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sicon->pixels = NULL;
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#ifdef USE_ICON_WINDOW
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/* Create an icon window and set the pixmap as its background */
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/* Some buggy window managers (some versions of Enlightenment, it
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seems) need an icon window *and* icon pixmap to work properly, while
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it screws up others. The default is only to use a pixmap. */
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p = getenv("SDL_VIDEO_X11_ICONWIN");
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if(p && *p) {
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icon_window = XCreateSimpleWindow(SDL_Display, SDL_Root,
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0, 0, sicon->w, sicon->h, 0,
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CopyFromParent, CopyFromParent);
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XSetWindowBackgroundPixmap(SDL_Display, icon_window, icon_pixmap);
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CopyFromParent,
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CopyFromParent);
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XSetWindowBackgroundPixmap(SDL_Display, icon_window,
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icon_pixmap);
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XClearWindow(SDL_Display, icon_window);
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#endif
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}
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/* Set the window icon to the icon pixmap (and icon window) */
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wmhints = XAllocWMHints();
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wmhints->flags = (IconPixmapHint | IconMaskHint);
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wmhints->icon_pixmap = icon_pixmap;
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wmhints->icon_mask = mask_pixmap;
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#ifdef USE_ICON_WINDOW
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if(icon_window != None) {
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wmhints->flags |= IconWindowHint;
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wmhints->icon_window = icon_window;
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#endif
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}
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XSetWMHints(SDL_Display, WMwindow, wmhints);
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XFree(wmhints);
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XSync(SDL_Display, False);
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done:
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SDL_Unlock_EventThread();
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if ( sicon != NULL ) {
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SDL_FreeSurface(sicon);
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}
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return;
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}
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void X11_SetCaption(_THIS, const char *title, const char *icon)
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@ -241,7 +281,7 @@ int X11_IconifyWindow(_THIS)
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SDL_GrabMode X11_GrabInputNoLock(_THIS, SDL_GrabMode mode)
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{
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int numtries, result;
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int result;
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if ( this->screen == NULL ) {
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return(SDL_GRAB_OFF);
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