get icon support working on win2k by supporting 16 bit per pixel RGB data from the OS.
Turn this 5:5:5 data into 24 bit per pixel data.

still doesn't look quite right color wise (the blues are off) but it's closer.
This commit is contained in:
mscott%netscape.com 2001-04-03 07:09:20 +00:00
Родитель 6eb62d68de
Коммит 58f07d7ea8
1 изменённых файлов: 37 добавлений и 7 удалений

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@ -193,20 +193,50 @@ NS_IMETHODIMP nsIconChannel::AsyncOpen(nsIStreamListener *aListener, nsISupports
result = GetDIBits(pDC, pIconInfo.hbmColor, 0, pBitMapInfo.bmiHeader.biHeight, (void *) buffer, &pBitMapInfo, DIB_RGB_COLORS);
if (result > 0)
{
InvertRows(buffer, pBitMapInfo.bmiHeader.biSizeImage, pBitMapInfo.bmiHeader.biWidth * (pBitMapInfo.bmiHeader.biBitCount / 8));
PRUint32 bytesPerPixel = pBitMapInfo.bmiHeader.biBitCount / 8;
InvertRows(buffer, pBitMapInfo.bmiHeader.biSizeImage, pBitMapInfo.bmiHeader.biWidth * bytesPerPixel);
// Convert our little icon buffer which is padded to 4 bytes per pixel into a nice 3 byte per pixel
// description.
nsCString iconBuffer;
iconBuffer.Assign((char) pBitMapInfo.bmiHeader.biWidth);
iconBuffer.Append((char) pBitMapInfo.bmiHeader.biHeight);
PRInt32 index = 0;
while (index <pBitMapInfo.bmiHeader.biSizeImage)
if (pBitMapInfo.bmiHeader.biBitCount == 16)
{
iconBuffer.Append((char) buffer[index]);
iconBuffer.Append((char) buffer[index+1]);
iconBuffer.Append((char) buffer[index+2]);
index += 4;
PRUint8 redValue, greenValue, blueValue, partialGreen;
while (index < pBitMapInfo.bmiHeader.biSizeImage)
{
DWORD dst=(DWORD) buffer[index];
PRUint16 num = 0;
num = (PRUint8) buffer[index];
num <<= 8;
num |= (PRUint8) buffer[index+1];
//blueValue = (PRUint8)((*dst)&(0x1F));
//greenValue = (PRUint8)(((*dst)>>5)&(0x1F));
//redValue = (PRUint8)(((*dst)>>10)&(0x1F));
redValue = ((PRUint32) (((float)(num & 0x7c00) / 0x7c00) * 0xFF0000) & 0xFF0000)>> 16;
greenValue = ((PRUint32)(((float)(num & 0x03E0) / 0x03E0) * 0x00FF00) & 0x00FF00)>> 8;
blueValue = ((PRUint32)(((float)(num & 0x001F) / 0x001F) * 0x0000FF) & 0x0000FF);
// now we have the right RGB values...
iconBuffer.Append((char) redValue);
iconBuffer.Append((char) greenValue);
iconBuffer.Append((char) blueValue);
index += bytesPerPixel;
}
}
else
{
while (index <pBitMapInfo.bmiHeader.biSizeImage)
{
iconBuffer.Append((char) buffer[index]);
iconBuffer.Append((char) buffer[index+1]);
iconBuffer.Append((char) buffer[index+2]);
index += bytesPerPixel;
}
}
// now we need to tack on the alpha data...which is hbmMask