pjs/lib/mac/UserInterface/UGraphicGizmos.cp

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*-
*
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Netscape Communications Corporation.
* Portions created by the Initial Developer are Copyright (C) 1998
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifdef PowerPlant_PCH
#include PowerPlant_PCH
#endif
#include <UMemoryMgr.h>
#include <UDrawingState.h>
#include <UDrawingUtils.h>
#include <UGAColorRamp.h>
#include "UGraphicGizmos.h"
#include "CGWorld.h"
#include "mfinder.h" // needed for workaround function to bug in Appe's
// ::TruncText and ::TruncString - andrewb 6/20/97
#include "UPropFontSwitcher.h"
#include "CDefaultFontFontSwitcher.h"
#include "UUTF8TextHandler.h"
#ifndef __PALETTES__
#include <Palettes.h>
#endif
#include <string.h>
RGBColor UGraphicGizmos::sLighter = { 0xFFFF, 0xFFFF, 0xFFFF };
RGBColor UGraphicGizmos::sDarker = { 0x0000, 0x0000, 0x0000 };
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> LoadBevelTraits
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::LoadBevelTraits(
ResIDT inBevelTraitsID,
SBevelColorDesc& outBevelDesc)
{
Assert_(inBevelTraitsID != resID_Undefined);
StResource theBevelResource('BvTr', inBevelTraitsID);
::BlockMoveData(*(theBevelResource.mResourceH), &outBevelDesc, sizeof(SBevelColorDesc));
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelRect(
const Rect& inRect,
Int16 inBevel,
Int16 inTopColor,
Int16 inBottomColor)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
Rect theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
StDeviceLoop theLoop(inRect);
Int16 theDepth;
while (theLoop.NextDepth(theDepth))
{
if (theDepth < 4)
{
// Draw a monochrome bevel
QDGlobals* theQDPtr = UQDGlobals::GetQDGlobals();
PatPtr theTopPat, theBottomPat;
if (inBevel < 0)
{
inBevel = -inBevel;
theTopPat = &theQDPtr->black;
theBottomPat = &theQDPtr->white;
}
else
{
theTopPat = &theQDPtr->white;
theBottomPat = &theQDPtr->black;
}
for (Int16 index = 1; index <= inBevel; index++)
{
::PenPat(theTopPat);
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw topleft corner twice
::Move(0, 1);
::LineTo(theBevelRect.left, theBevelRect.bottom);
::PenPat(theBottomPat);
::LineTo(theBevelRect.right, theBevelRect.bottom);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
::Move(0, -1);
::LineTo(theBevelRect.right, theBevelRect.top);
::InsetRect(&theBevelRect, 1, 1);
}
}
else
{
// Draw a color bevel
Int16 theTopColor, theBottomColor;
if (inBevel < 0)
{
inBevel = -inBevel;
theTopColor = inBottomColor;
theBottomColor = inTopColor;
}
else
{
theTopColor = inTopColor;
theBottomColor = inBottomColor;
}
for (Int16 index = 1; index <= inBevel; index++)
{
::PmForeColor(theTopColor);
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw topleft corner twice
::Move(0, 1);
::LineTo(theBevelRect.left, theBevelRect.bottom);
::PmForeColor(theBottomColor);
::LineTo(theBevelRect.right, theBevelRect.bottom);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
::Move(0, -1);
::LineTo(theBevelRect.right, theBevelRect.top);
::InsetRect(&theBevelRect, 1, 1);
}
}
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelPartialRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelPartialRect(
const Rect& inRect,
Int16 inBevel,
Int16 inTopColor,
Int16 inBottomColor,
const SBooleanRect& inSides)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
Rect theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
for (Int16 index = 1; index <= inBevel; index++)
{
::PmForeColor(inTopColor);
if (inSides.left)
{
// 1997-03-24 pkc
// Don't draw topleft corner twice
if (inSides.top)
::MoveTo(theBevelRect.left, theBevelRect.top + 1);
else
::MoveTo(theBevelRect.left, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.bottom);
}
if (inSides.top)
{
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
}
::PmForeColor(inBottomColor);
if (inSides.right)
{
::MoveTo(theBevelRect.right, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
if (inSides.bottom)
::LineTo(theBevelRect.right, theBevelRect.bottom - 1);
else
::LineTo(theBevelRect.right, theBevelRect.bottom);
}
if (inSides.bottom)
{
::MoveTo(theBevelRect.left, theBevelRect.bottom);
::LineTo(theBevelRect.right, theBevelRect.bottom);
}
::InsetRect(&theBevelRect, 1, 1);
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelRect(
const Rect& inRect,
Int16 inBevel,
const RGBColor& inTopColor,
const RGBColor& inBottomColor)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
Rect theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
StDeviceLoop theLoop(inRect);
Int16 theDepth;
while (theLoop.NextDepth(theDepth))
{
if (theDepth < 4)
{
// Draw a monochrome bevel
QDGlobals* theQDPtr = UQDGlobals::GetQDGlobals();
PatPtr theTopPat, theBottomPat;
if (inBevel < 0)
{
inBevel = -inBevel;
theTopPat = &theQDPtr->black;
theBottomPat = &theQDPtr->white;
}
else
{
theTopPat = &theQDPtr->white;
theBottomPat = &theQDPtr->black;
}
for (Int16 index = 1; index <= inBevel; index++)
{
::PenPat(theTopPat);
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw topleft corner twice
::Move(0, 1);
::LineTo(theBevelRect.left, theBevelRect.bottom);
::PenPat(theBottomPat);
::LineTo(theBevelRect.right, theBevelRect.bottom);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
::Move(0, -1);
::LineTo(theBevelRect.right, theBevelRect.top);
::InsetRect(&theBevelRect, 1, 1);
}
}
else
{
// Draw a color bevel
RGBColor theTopColor, theBottomColor;
if (inBevel < 0)
{
inBevel = -inBevel;
theTopColor = inBottomColor;
theBottomColor = inTopColor;
}
else
{
theTopColor = inTopColor;
theBottomColor = inBottomColor;
}
for (Int16 index = 1; index <= inBevel; index++)
{
::RGBForeColor(&theTopColor);
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw topleft corner twice
::Move(0, 1);
::LineTo(theBevelRect.left, theBevelRect.bottom);
::RGBForeColor(&theBottomColor);
::LineTo(theBevelRect.right, theBevelRect.bottom);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
::Move(0, -1);
::LineTo(theBevelRect.right, theBevelRect.top);
::InsetRect(&theBevelRect, 1, 1);
}
}
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelRectAGA
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelRectAGA(
const Rect& inRect,
Int16 inBevel,
const RGBColor& inTopColor,
const RGBColor& inBottomColor)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
Rect theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
StDeviceLoop theLoop(inRect);
Int16 theDepth;
while (theLoop.NextDepth(theDepth))
{
if (theDepth < 4)
{
// Draw a monochrome bevel
QDGlobals* theQDPtr = UQDGlobals::GetQDGlobals();
PatPtr theTopPat, theBottomPat;
if (inBevel < 0)
{
inBevel = -inBevel;
theTopPat = &theQDPtr->black;
theBottomPat = &theQDPtr->white;
}
else
{
theTopPat = &theQDPtr->white;
theBottomPat = &theQDPtr->black;
}
for (Int16 index = 1; index <= inBevel; index++)
{
::PenPat(theTopPat);
::MoveTo(theBevelRect.right - 1, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw topleft corner twice
::Move(0, 1);
::LineTo(theBevelRect.left, theBevelRect.bottom - 1);
::PenPat(theBottomPat);
::MoveTo(theBevelRect.left + 1, theBevelRect.bottom);
::LineTo(theBevelRect.right, theBevelRect.bottom);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
::Move(0, -1);
::LineTo(theBevelRect.right, theBevelRect.top + 1);
::InsetRect(&theBevelRect, 1, 1);
}
}
else
{
// Draw a color bevel
RGBColor theTopColor, theBottomColor;
if (inBevel < 0)
{
inBevel = -inBevel;
theTopColor = inBottomColor;
theBottomColor = inTopColor;
}
else
{
theTopColor = inTopColor;
theBottomColor = inBottomColor;
}
for (Int16 index = 1; index <= inBevel; index++)
{
::RGBForeColor(&theTopColor);
::MoveTo(theBevelRect.right - 1, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw topleft corner twice
::Move(0, 1);
::LineTo(theBevelRect.left, theBevelRect.bottom - 1);
::RGBForeColor(&theBottomColor);
::MoveTo(theBevelRect.left + 1, theBevelRect.bottom);
::LineTo(theBevelRect.right, theBevelRect.bottom);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
::Move(0, -1);
::LineTo(theBevelRect.right, theBevelRect.top + 1);
::InsetRect(&theBevelRect, 1, 1);
}
}
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelPartialRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelPartialRect(
const Rect& inRect,
Int16 inBevel,
const RGBColor& inTopColor,
const RGBColor& inBottomColor,
const SBooleanRect& inSides)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
Rect theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
for (Int16 index = 1; index <= inBevel; index++)
{
::RGBForeColor(&inTopColor);
if (inSides.left)
{
// 1997-03-24 pkc
// Don't draw topleft corner twice
if (inSides.top)
::MoveTo(theBevelRect.left, theBevelRect.top + 1);
else
::MoveTo(theBevelRect.left, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.bottom);
}
if (inSides.top)
{
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
}
::RGBForeColor(&inBottomColor);
if (inSides.right)
{
::MoveTo(theBevelRect.right, theBevelRect.top);
// 1997-03-24 pkc
// Don't draw bottomright corner twice
if (inSides.bottom)
::LineTo(theBevelRect.right, theBevelRect.bottom - 1);
else
::LineTo(theBevelRect.right, theBevelRect.bottom);
}
if (inSides.bottom)
{
::MoveTo(theBevelRect.left, theBevelRect.bottom);
::LineTo(theBevelRect.right, theBevelRect.bottom);
}
::InsetRect(&theBevelRect, 1, 1);
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelTintPartialRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelTintPartialRect(
const Rect & inRect,
Int16 inBevel,
Uint16 inTopTint,
Uint16 inBottomTint,
const SBooleanRect& inSides)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
RGBColor theAddColor = { inTopTint, inTopTint, inTopTint };
RGBColor theSubColor = { inBottomTint, inBottomTint, inBottomTint };
Rect theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
if (inBevel >= 0)
{
::RGBForeColor(&theAddColor);
::OpColor(&sLighter);
::PenMode(addPin);
}
else
{
::RGBForeColor(&theSubColor);
::OpColor(&sDarker);
::PenMode(subPin);
}
Int16 theBevel = (inBevel >= 0) ? inBevel : -inBevel;
for (Int16 index = 1; index <= theBevel; index++)
{
if (inSides.top)
{
::MoveTo(theBevelRect.right, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.top);
}
if (inSides.left)
{
// 1997-03-24 pkc
// Don't draw topleft corner twice
if (inSides.top)
::MoveTo(theBevelRect.left, theBevelRect.top + 1);
else
::MoveTo(theBevelRect.left, theBevelRect.top);
::LineTo(theBevelRect.left, theBevelRect.bottom);
}
if (inSides.top)
theBevelRect.top++;
if (inSides.left)
theBevelRect.left++;
if (inSides.bottom)
theBevelRect.bottom--;
if (inSides.right)
theBevelRect.right--;
}
theBevelRect = inRect;
theBevelRect.bottom--;
theBevelRect.right--;
if (inBevel >= 0)
{
::RGBForeColor(&theSubColor);
::OpColor(&sDarker);
::PenMode(subPin);
}
else
{
::RGBForeColor(&theAddColor);
::OpColor(&sLighter);
::PenMode(addPin);
}
theBevel = (inBevel >= 0) ? inBevel : -inBevel;
for (Int16 index = 1; index <= theBevel; index++)
{
if (inSides.bottom)
{
::MoveTo(theBevelRect.left, theBevelRect.bottom);
::LineTo(theBevelRect.right, theBevelRect.bottom);
}
if (inSides.right)
{
// 1997-03-24 pkc
// Don't draw bottomright corner twice
if (inSides.bottom)
::MoveTo(theBevelRect.right, theBevelRect.bottom - 1);
else
::MoveTo(theBevelRect.right, theBevelRect.bottom);
::LineTo(theBevelRect.right, theBevelRect.top);
}
if (inSides.top)
theBevelRect.top++;
if (inSides.left)
theBevelRect.left++;
if (inSides.bottom)
theBevelRect.bottom--;
if (inSides.right)
theBevelRect.right--;
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelTintRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelTintRect(
const Rect & inRect,
Int16 inBevel,
Uint16 inTopTint,
Uint16 inBottomTint)
{
SBooleanRect sides = { true, true, true, true };
BevelTintPartialRect(inRect, inBevel, inTopTint, inBottomTint, sides);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelTintRoundRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelTintRoundRect(
const Rect& inRect,
Int16 inOvalWidth,
Int16 inOvalHeight,
Uint16 inTint,
Boolean inLighten)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
Rect rect = inRect;
RGBColor theTintColor = { inTint, inTint, inTint };
::RGBForeColor(&theTintColor);
if (inLighten)
{
::OpColor(&sLighter);
::PenMode(addPin);
}
else
{
::OpColor(&sDarker);
::PenMode(subPin);
}
::FrameRoundRect(&rect, inOvalWidth, inOvalHeight);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelTintLine
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelTintLine(
Int16 inStartX,
Int16 inStartY,
Int16 inEndX,
Int16 inEndY,
Uint16 inTint,
Boolean inLighten)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
RGBColor theTintColor = { inTint, inTint, inTint };
::RGBForeColor(&theTintColor);
if (inLighten)
{
::OpColor(&sLighter);
::PenMode(addPin);
}
else
{
::OpColor(&sDarker);
::PenMode(subPin);
}
::MoveTo(inStartX, inStartY);
::LineTo(inEndX, inEndY);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> BevelTintPixel
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::BevelTintPixel(
Int16 inX,
Int16 inY,
Uint16 inTint,
Boolean inLighten)
{
BevelTintLine(inX, inY, inX, inY, inTint, inLighten);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> RaiseColorVolume
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::RaiseColorVolume(
const Rect& inRect,
Uint16 inTint)
{
StColorPenState theSavedState;
theSavedState.Normalize();
RGBColor theAddColor = { inTint, inTint, inTint };
::RGBForeColor(&theAddColor);
::OpColor(&sLighter);
::PenMode(addPin);
::PaintRect(&inRect);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> LowerColorVolume
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::LowerColorVolume(
const Rect& inRect,
Uint16 inTint)
{
StColorPenState theSavedState;
theSavedState.Normalize();
RGBColor theSubColor = { inTint, inTint, inTint };
::RGBForeColor(&theSubColor);
::OpColor(&sDarker);
::PenMode(subPin);
::PaintRect(&inRect);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> LowerRoundRectColorVolume
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::LowerRoundRectColorVolume(
const Rect& inRect,
Int16 inOvalWidth,
Int16 inOvalHeight,
Uint16 inTint)
{
StColorPenState theSavedState;
theSavedState.Normalize();
RGBColor theSubColor = { inTint, inTint, inTint };
::RGBForeColor(&theSubColor);
::OpColor(&sDarker);
::PenMode(subPin);
::PaintRoundRect(&inRect, inOvalWidth, inOvalHeight);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> PaintDisabledRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::PaintDisabledRect(
const Rect& inRect,
Uint16 inTint,
Boolean inMakeLighter)
{
StColorPenState theSavedState;
theSavedState.Normalize();
RGBColor theOpColor;
theOpColor.red = theOpColor.blue = theOpColor.green = inTint;
RGBColor theNewColor;
if (inMakeLighter)
theNewColor.red = theNewColor.blue = theNewColor.green = 0xFFFF;
else
theNewColor.red = theNewColor.blue = theNewColor.green = 0x0000;
::OpColor(&theOpColor);
::RGBForeColor(&theNewColor);
::PenMode(blend);
::PenPat(&qd.black);
::PaintRect(&inRect);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> CenterRectOnRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::CenterRectOnRect(
Rect &inRect,
const Rect &inOnRect)
{
Int16 theRectHeight = RectHeight(inRect);
Int16 theRectWidth = RectWidth(inRect);
inRect.top = inOnRect.top + ((RectHeight(inOnRect) - theRectHeight) / 2);
inRect.bottom = inRect.top + theRectHeight;
inRect.left = inOnRect.left + ((RectWidth(inOnRect) - theRectWidth) / 2);
inRect.right = inRect.left + theRectWidth;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> AlignRectOnRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::AlignRectOnRect(
Rect& inRect,
const Rect& inOnRect,
Uint16 inAlignment)
{
Int16 theRectHeight = RectHeight(inRect);
Int16 theRectWidth = RectWidth(inRect);
switch (inAlignment)
{
case kAlignVerticalCenter:
inRect.top = inOnRect.top + ((RectHeight(inOnRect) - theRectHeight) / 2);
inRect.bottom = inRect.top + theRectHeight;
break;
case kAlignTop:
inRect.top = inOnRect.top;
inRect.bottom = inRect.top + theRectHeight;
break;
case kAlignBottom:
inRect.bottom = inOnRect.bottom;
inRect.top = inRect.bottom - theRectHeight;
break;
case kAlignHorizontalCenter:
inRect.left = inOnRect.left + ((RectWidth(inOnRect) - theRectWidth) / 2);
inRect.right = inRect.left + theRectWidth;
break;
case kAlignAbsoluteCenter:
UGraphicGizmos::CenterRectOnRect(inRect, inOnRect);
break;
case kAlignCenterTop:
inRect.left = inOnRect.left + ((RectWidth(inOnRect) - theRectWidth) / 2);
inRect.right = inRect.left + theRectWidth;
inRect.top = inOnRect.top;
inRect.bottom = inRect.top + theRectHeight;
break;
case kAlignCenterBottom:
inRect.left = inOnRect.left + ((RectWidth(inOnRect) - theRectWidth) / 2);
inRect.right = inRect.left + theRectWidth;
inRect.bottom = inOnRect.bottom;
inRect.top = inRect.bottom - theRectHeight;
break;
case kAlignLeft:
inRect.left = inOnRect.left;
inRect.right = inRect.left + theRectWidth;
break;
case kAlignCenterLeft:
inRect.top = inOnRect.top + ((RectHeight(inOnRect) - theRectHeight) / 2);
inRect.bottom = inRect.top + theRectHeight;
inRect.left = inOnRect.left;
inRect.right = inRect.left + theRectWidth;
break;
case kAlignTopLeft:
inRect.top = inOnRect.top;
inRect.bottom = inRect.top + theRectHeight;
inRect.left = inOnRect.left;
inRect.right = inRect.left + theRectWidth;
break;
case kAlignBottomLeft:
inRect.bottom = inOnRect.bottom;
inRect.top = inRect.bottom - theRectHeight;
inRect.left = inOnRect.left;
inRect.right = inRect.left + theRectWidth;
break;
case kAlignRight:
inRect.right = inOnRect.right;
inRect.left = inRect.right - theRectWidth;
break;
case kAlignCenterRight:
inRect.top = inOnRect.top + ((RectHeight(inOnRect) - theRectHeight) / 2);
inRect.bottom = inRect.top + theRectHeight;
inRect.right = inOnRect.right;
inRect.left = inRect.right - theRectWidth;
break;
case kAlignTopRight:
inRect.top = inOnRect.top;
inRect.bottom = inRect.top + theRectHeight;
inRect.right = inOnRect.right;
inRect.left = inRect.right - theRectWidth;
break;
case kAlignBottomRight:
inRect.bottom = inOnRect.bottom;
inRect.top = inRect.bottom - theRectHeight;
inRect.right = inOnRect.right;
inRect.left = inRect.right - theRectWidth;
break;
default:
Assert_(false); // invalid selector
break;
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> PadAlignedRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::PadAlignedRect(
Rect& ioRect,
Uint16 inPad,
Uint16 inAlignment)
{
Int16 theHOffset = 0, theVOffset = 0;
switch (inAlignment)
{
case kAlignTop:
case kAlignCenterTop:
theVOffset = inPad;
break;
case kAlignBottom:
case kAlignCenterBottom:
theVOffset = -inPad;
break;
case kAlignLeft:
case kAlignCenterLeft:
theHOffset = inPad;
break;
case kAlignTopLeft:
theVOffset = inPad;
theHOffset = inPad;
break;
case kAlignBottomLeft:
theVOffset = -inPad;
theHOffset = inPad;
break;
case kAlignRight:
case kAlignCenterRight:
theHOffset = -inPad;
break;
case kAlignTopRight:
theVOffset = inPad;
theHOffset = -inPad;
break;
case kAlignBottomRight:
theVOffset = -inPad;
theHOffset = -inPad;
break;
case kAlignAbsoluteCenter:
// this is to prevent the Assert_
break;
default:
Assert_(false); // invalid selector
break;
}
if (theHOffset != 0)
{
Int16 theRectWidth = RectWidth(ioRect);
ioRect.left += theHOffset;
ioRect.right = ioRect.left + theRectWidth;
}
if (theVOffset != 0)
{
Int16 theRectHeight = RectHeight(ioRect);
ioRect.top += theVOffset;
ioRect.bottom = ioRect.top + theRectHeight;
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> CenterStringInRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::CenterStringInRect(
const StringPtr inString,
const Rect &inRect)
{
FontInfo theFontInfo;
::GetFontInfo(&theFontInfo);
Point thePoint;
thePoint.h = inRect.left + ((RectWidth(inRect) - StringWidth(inString)) / 2);
Int16 theFontHeight = theFontInfo.ascent + theFontInfo.descent + 1;
thePoint.v = inRect.top + ((RectHeight(inRect) - theFontHeight) / 2) + theFontInfo.ascent;
MoveTo(thePoint.h, thePoint.v);
::DrawString(inString);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> PlaceStringInRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::PlaceStringInRect(
const StringPtr inString,
const Rect &inRect,
Int16 inHorizJustType,
Int16 inVertJustType,
const FontInfo* inFontInfo)
{
Point thePoint;
thePoint = CalcStringPosition(inRect, ::StringWidth(inString), inHorizJustType, inVertJustType, inFontInfo);
::MoveTo(thePoint.h, thePoint.v);
::DrawString(inString);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> PlaceTextInRect
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::PlaceTextInRect(
const char* inText,
Uint32 inTextLength,
const Rect &inRect,
Int16 inHorizJustType,
Int16 inVertJustType,
const FontInfo* inFontInfo,
Boolean inDoTruncate,
TruncCode inTruncWhere)
{
if (inRect.right <= inRect.left)
return;
const char* text = inText;
short length = inTextLength;
char buf[256];
if (inDoTruncate)
{
// TSM - Text is not necessarily null terminated!
::strncpy(buf, inText, sizeof(buf) < inTextLength ? sizeof(buf) : inTextLength);
// BUG IN APPLE's ::TruncText workaround is to call our own version
// that has the added bonus of not crashing when you try and trunc
// in the middle. Crash in Apple's code happens when you have a small space
// and you degenerate into choosing between truncating in the beginning or end.
short available = inRect.right - inRect.left;
if (inTruncWhere == truncMiddle)
MiddleTruncationThatWorks(buf, length, available);
else
::TruncText(available, buf, &length, inTruncWhere);
text = buf;
}
Point thePoint = CalcStringPosition(
inRect,
::TextWidth(text, 0, length),
inHorizJustType,
inVertJustType,
inFontInfo);
::MoveTo(thePoint.h, thePoint.v);
::DrawText(text, 0, length);
}
//----------------------------------------------------------------------------------------
void UGraphicGizmos::DrawUTF8TextString(
const char* inText,
const FontInfo* inFontInfo,
SInt16 inMargin,
const Rect& inBounds,
SInt16 inJustification,
Boolean inDoTruncate,
TruncCode inTruncWhere)
//----------------------------------------------------------------------------------------
{
Rect r = inBounds;
r.left += inMargin;
r.right -= inMargin;
PlaceUTF8TextInRect(inText,
strlen(inText),
r,
inJustification,
teCenter,
inFontInfo,
inDoTruncate,
inTruncWhere );
}
//----------------------------------------------------------------------------------------
void UGraphicGizmos::PlaceUTF8TextInRect(
const char* inText,
Uint32 inTextLength,
const Rect &inRect,
Int16 inHorizJustType,
Int16 inVertJustType,
const FontInfo* /*inFontInfo*/,
Boolean inDoTruncate,
TruncCode inTruncWhere)
//----------------------------------------------------------------------------------------
{
FontInfo utf8FontInfo;
CDefaultFontFontSwitcher *fs;
UMultiFontTextHandler *th;
th = UUTF8TextHandler::Instance();
fs = new CDefaultFontFontSwitcher(UPropFontSwitcher::Instance() );
th->GetFontInfo(fs, &utf8FontInfo);
const char* text = inText;
char truncatedtext[512];
char* cur;
short length = inTextLength;
if (inDoTruncate)
{
short available = inRect.right - inRect.left;
short totalwidth = th->TextWidth( fs, (char*)inText, inTextLength);
if( totalwidth > available)
{
static char utf8ellips[] = "\xe2\x80\xa6";
short utf8ellipswidth= th->TextWidth( fs, utf8ellips,3);
short needWidth = available - utf8ellipswidth;
// never truncMiddle if less than 20
Boolean bMidTruncate = (inTruncWhere == truncMiddle) && (needWidth > 20) ;
short beginWidth = bMidTruncate ? needWidth / 2 : needWidth;
short trunclength = 0;
short nextChar = 0;
for(trunclength = 0;trunclength < inTextLength; trunclength = nextChar)
{
nextChar = INTL_NextCharIdxInText(CS_UTF8, (unsigned char*)text, trunclength);
if(th->TextWidth( fs, (char*)inText,nextChar) > beginWidth)
break;
}
text = cur = truncatedtext;
memcpy(cur, inText, trunclength);
cur += trunclength;
memcpy(cur, utf8ellips, 3);
cur += 3;
length = trunclength + 3;
if (bMidTruncate)
{
short endWidth = available - th->TextWidth( fs, (char*)text, length);
short endTrunc = trunclength;
while( endTrunc < inTextLength )
{
if(th->TextWidth( fs, (char*)inText+endTrunc,inTextLength-endTrunc) <= endWidth)
{
break;
}
endTrunc = INTL_NextCharIdxInText(CS_UTF8, (unsigned char*)inText , endTrunc);
}
memcpy(cur, inText+ endTrunc, (inTextLength-endTrunc));
cur += (inTextLength-endTrunc);
length += (inTextLength-endTrunc);
}
}
}
Point thePoint = UGraphicGizmos::CalcStringPosition(
inRect,
th->TextWidth(fs, (char*)text, length),
inHorizJustType,
inVertJustType,
&utf8FontInfo);
::MoveTo(thePoint.h, thePoint.v);
th->DrawText(fs, (char*)text ,length);
fs->RestoreDefaultFont();
delete fs;
} // UGraphicGizmos::PlaceUTF8TextInRect
//----------------------------------------------------------------------------------------
int UGraphicGizmos::GetUTF8TextWidth(
const char* inText,
int inTextLength)
//----------------------------------------------------------------------------------------
{
CDefaultFontFontSwitcher *fs;
fs = new CDefaultFontFontSwitcher( UPropFontSwitcher::Instance() );
int width= UUTF8TextHandler::Instance()->TextWidth( fs, (char*)inText,inTextLength);
fs->RestoreDefaultFont();
delete fs;
return width;
} // UGraphicGizmos::GetUTF8TextWidth
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> CalcStringPosition
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Point UGraphicGizmos::CalcStringPosition(
const Rect &inRect,
Int16 inStringWidth,
Int16 inHorizJustType,
Int16 inVertJustType,
const FontInfo *inFontInfo)
{
Point thePoint;
FontInfo theFontInfo;
const FontInfo* theFontInfoPtr;
theFontInfoPtr = inFontInfo;
if (inFontInfo == NULL)
{
::GetFontInfo(&theFontInfo);
theFontInfoPtr = &theFontInfo;
}
Int16 theFontHeight = theFontInfoPtr->ascent + theFontInfoPtr->descent; // + theFontInfoPtr->leading;
Int16 theRectHeight = RectHeight(inRect);
if (inHorizJustType == teFlushDefault)
{
inHorizJustType = ::GetSysDirection();
if (inHorizJustType == teFlushDefault) // that's the way it behaves:
inHorizJustType = teFlushLeft;
}
switch (inHorizJustType)
{
case teFlushRight:
thePoint.h = inRect.right - inStringWidth;
break;
case teFlushLeft:
thePoint.h = inRect.left;
break;
case teCenter:
default:
thePoint.h = inRect.left + ((RectWidth(inRect) - inStringWidth) / 2);
break;
}
switch (inVertJustType)
{
case teFlushTop:
thePoint.v = inRect.top + theFontInfoPtr->ascent;
break;
case teFlushBottom:
thePoint.v = inRect.bottom - theFontInfoPtr->descent;
break;
case teCenter:
default:
if (theFontHeight >= theRectHeight)
{
// This is a fudge to fix a special case which is, however, common. The height
// we calculated above allows extra space at the top for diacriticals. So if there's
// a danger that we'll overlap at the bottom, make it overlap at the top, instead.
thePoint.v = inRect.bottom - theFontInfoPtr->descent;
}
else
thePoint.v
= inRect.top + ((theRectHeight - theFontHeight) / 2)
+ theFontInfoPtr->ascent;
break;
}
return thePoint;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> CalcWindowTingeColors
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::CalcWindowTingeColors(WindowPtr inWindowPtr, RGBColor &outLightTinge, RGBColor &outDarkTinge)
{
AuxWinHandle theAuxHandle; // the default AuxWindow data
Boolean gotColors;
::GetAuxWin(inWindowPtr, &theAuxHandle);
// look for tinge colors in the color table belonging to the given window
if (!theAuxHandle || !(**theAuxHandle).awCTable ||
!GetTingeColorsFromColorTable ((**theAuxHandle).awCTable, outLightTinge, outDarkTinge))
{
// didn't find them? try the system color table
// (note: explicit documentation on the wisdom of passing a 0 to GetAuxWin is
// hard to find; I finally found it in Toolbox Technote 33 (March 1997))
// (also note: the asserts in here are just what they mean; none of this should
// ever, ever fail under system 7.)
::GetAuxWin (0, &theAuxHandle);
Assert_ (theAuxHandle && (**theAuxHandle).awCTable);
gotColors = GetTingeColorsFromColorTable ((**theAuxHandle).awCTable, outLightTinge, outDarkTinge);
Assert_ (gotColors);
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> GetTingeColorsFromColorTable
// returns true if it finds both tinges in the table
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Boolean UGraphicGizmos::GetTingeColorsFromColorTable (
CTabHandle inColorTable,
RGBColor &outLightTinge,
RGBColor &outDarkTinge)
{
Boolean foundThem;
foundThem = false;
// do we have a system 7 sized window color table?
if ((**inColorTable).ctSize > wTitleBarColor)
{
// yes, now search for the tinge color, start at the end
// because our tinge colors are usually last in the list.
Boolean bLightFound = false;
Boolean bDarkFound = false;
for (Int16 theIndex = (**inColorTable).ctSize; theIndex > 0; theIndex--)
{
if ((**inColorTable).ctTable[theIndex].value == wTingeLight)
{
outLightTinge = (**inColorTable).ctTable[theIndex].rgb;
bLightFound = true;
}
else if ((**inColorTable).ctTable[theIndex].value == wTingeDark)
{
outDarkTinge = (**inColorTable).ctTable[theIndex].rgb;
bDarkFound = true;
}
foundThem = bLightFound && bDarkFound;
if (foundThem)
break;
}
}
return foundThem;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> FindInColorTable
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::FindInColorTable(CTabHandle inColorTable, Int16 inColorID, RGBColor &outColor)
{
RGBColor theFoundColor = { 0, 0, 0 };
for (Int16 theIndex = (**inColorTable).ctSize; theIndex > 0; theIndex--)
{
if ((**inColorTable).ctTable[theIndex].value == inColorID)
{
theFoundColor = (**inColorTable).ctTable[theIndex].rgb;
break;
}
}
outColor = theFoundColor;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> MixColor
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::MixColor(
const RGBColor& inLightColor,
const RGBColor& inDarkColor,
Int16 inShade,
RGBColor& outColor)
{
RGBColor theMixedColor;
inShade = 0x0F - inShade;
// This is necessary because we give shades between light and
// dark (0% is light), but for colors, $0000 is black and $FFFF
// is dark.
theMixedColor.red = (Int32) (inLightColor.red - inDarkColor.red) * inShade / 15 + inDarkColor.red;
theMixedColor.green = (Int32) (inLightColor.green - inDarkColor.green) * inShade / 15 + inDarkColor.green;
theMixedColor.blue = (Int32) (inLightColor.blue - inDarkColor.blue) * inShade / 15 + inDarkColor.blue;
outColor = theMixedColor;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> DrawArithPattern
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UGraphicGizmos::DrawArithPattern(
const Rect& inFrame,
const Pattern& inPattern,
Uint16 inTint,
Boolean inLighten)
{
StColorPenState thePenSaver;
thePenSaver.Normalize();
RGBColor thePinColor = { inTint, inTint, inTint };
::RGBBackColor(&sDarker);
::RGBForeColor(&thePinColor);
if (inLighten)
{
::OpColor(&sLighter);
::PenMode(addPin);
}
else
{
::OpColor(&sDarker);
::PenMode(subPin);
}
::PenPat(&inPattern);
::PaintRect(&inFrame);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> DrawPopupArrow
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// This function is based in part on LGAPopup::DrawPopupArrow().
void
UGraphicGizmos::DrawPopupArrow(
const Rect& inLocalFrame,
Boolean inIsEnabled,
Boolean inIsActive,
Boolean inIsHilited)
{
Rect theFrame = inLocalFrame;
Int16 thePopupArrowHeight = (theFrame.bottom - theFrame.top + 1);
// <20> Setup a device loop so that we can handle drawing at the correct bit depth
// this is a hack to avoid a clipping problem--LineTo draws down and to the right of the coordinates
// we'll add a pixel to the right and then decrement it after StDeviceLoop call which clips
++theFrame.right;
++theFrame.bottom;
StDeviceLoop theLoop ( theFrame );
--theFrame.right;
--theFrame.bottom;
Int16 depth;
while ( theLoop.NextDepth ( depth ))
{
if ( depth < 4 )
{
// <20> If we are hilited and enabled and active we draw the arrow
// in white otherwise it is drawn in black
::RGBForeColor ( &(inIsHilited && inIsEnabled && inIsActive ?
UGAColorRamp::GetWhiteColor () :
UGAColorRamp::GetBlackColor()));
// <20> If we are disabled we draw in gray
if ( !inIsEnabled)
::PenPat ( &UQDGlobals::GetQDGlobals()->gray );
}
else
{
StColorPenState::Normalize ();
// <20> Handle the actual drawing of the arrow,it is drawn in black in its normal
// state, when it is hilited it is drawn in white, and it is drawn in gray when
// dimmed
if ( inIsHilited && inIsActive )
::RGBForeColor ( &(inIsEnabled ? UGAColorRamp::GetWhiteColor() :
UGAColorRamp::GetColor(7)) );
else if ( !inIsEnabled || !inIsActive)
::RGBForeColor ( &UGAColorRamp::GetColor(7));
else
::RGBForeColor ( &UGAColorRamp::GetBlackColor());
}
// <20> Arrow drawing loop draws thePopupArrowHeight rows to make the arrow
Int16 counter;
for ( counter = 0; counter <= thePopupArrowHeight - 1; counter++ )
{
::MoveTo ( theFrame.left + counter, theFrame.top + counter );
::LineTo ( theFrame.right - counter, theFrame.top + counter );
}
}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> Class CSicn
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CSicn::CSicn()
{
::SetRect(&mSicnRect, 0, 0, 16, 16);
}
CSicn::CSicn(ResIDT inSicnID, Int16 inIndex)
{
::SetRect(&mSicnRect, 0, 0, 16, 16);
LoadSicnData(inSicnID, inIndex);
}
void CSicn::LoadSicnData(ResIDT inSicnID, Int16 inIndex)
{
StResource theSicnList('SICN', inSicnID);
ThrowIf_((::GetHandleSize(theSicnList.mResourceH) / sizeof(SicnT)) <= inIndex);
StHandleLocker theLocker(theSicnList);
::BlockMoveData((Ptr)(*((SicnT *)(*theSicnList.mResourceH) + inIndex)), mSicnData, sizeof(SicnT));
}
void CSicn::Plot(Int16 inMode)
{
CopyImage(mSicnRect, inMode);
}
void CSicn::Plot(const Rect &inRect, Int16 inMode)
{
CopyImage(inRect, inMode);
}
void CSicn::CopyImage(const Rect &inRect, Int16 inMode)
{
// Set up a BitMap for the sicn
BitMap theSourceBits;
theSourceBits.baseAddr = (Ptr)(mSicnData);
theSourceBits.rowBytes = 2;
::SetRect(&theSourceBits.bounds, 0, 0, 16, 16);
// draw the small icon in the current grafport
::CopyBits(&theSourceBits, &(UQDGlobals::GetCurrentPort()->portBits),
&theSourceBits.bounds, &inRect, inMode, nil);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <09> Class CIconFamily
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CIconFamily::CIconFamily(ResIDT inFamilyID)
{
mFamilyID = inFamilyID;
mIconRect.top = 0;
mIconRect.left = 0;
mIconRect.bottom = 0;
mIconRect.right = 0;
}
CIconFamily::~CIconFamily()
{
}
void CIconFamily::Plot(
IconAlignmentType inAlign,
IconTransformType inTransform)
{
::PlotIconID(&mIconRect, inAlign, inTransform, mFamilyID);
}
void CIconFamily::Plot(
const Rect& inRect,
IconAlignmentType inAlign,
IconTransformType inTransform)
{
::PlotIconID(&inRect, inAlign, inTransform, mFamilyID);
}
CIconFamily::CIconFamily()
{
Assert_(false);
}
void CIconFamily::CalcBestSize(const Rect& inContainer)
{
mIconRect.top = mIconRect.left = 0;
if ((RectWidth(inContainer) >= 32) && (RectHeight(inContainer) >= 32))
mIconRect.right = mIconRect.bottom = 32;
else if ((RectWidth(inContainer) >= 16) && (RectHeight(inContainer) >= 16))
mIconRect.right = mIconRect.bottom = 16;
else if ((RectWidth(inContainer) >= 16) && (RectHeight(inContainer) >= 12))
{
mIconRect.right = 16;
mIconRect.bottom = 12;
}
else
Assert_(false); // you really won't be able to draw in bounds
}