/* -*- mode: c; c-basic-offset: 4; tab-width: 4; indent-tabs-mode: t -*- * * Conky, a system monitor, based on torsmo * * Any original torsmo code is licensed under the BSD license * * All code written since the fork of torsmo is licensed under the GPL * * Please see COPYING for details * * Copyright (c) 2004, Hannu Saransaari and Lauri Hakkarainen * Copyright (c) 2005-2009 Brenden Matthews, Philip Kovacs, et. al. * (see AUTHORS) * All rights reserved. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * vim: ts=4 sw=4 noet ai cindent syntax=c * */ #include "conky.h" #include "core.h" #include "logging.h" #ifdef X11 #include "x11.h" #endif /* precalculated: 31/255, and 63/255 */ #define CONST_8_TO_5_BITS 0.12156862745098 #define CONST_8_TO_6_BITS 0.247058823529412 static void set_up_gradient(conky_context *ctx) { int i; #ifdef X11 if (ctx->output_methods & TO_X) { ctx->colour_depth = DisplayPlanes(display, screen); } else #endif /* X11 */ { ctx->colour_depth = 16; } if (ctx->colour_depth != 24 && ctx->colour_depth != 16) { NORM_ERR("using non-standard colour depth, gradients may look like a " "lolly-pop"); } ctx->redmask = 0; ctx->greenmask = 0; ctx->bluemask = 0; for (i = (ctx->colour_depth / 3) - 1; i >= 0; i--) { ctx->redmask |= 1 << i; ctx->greenmask |= 1 << i; ctx->bluemask |= 1 << i; } if (ctx->colour_depth % 3 == 1) { ctx->greenmask |= 1 << (ctx->colour_depth / 3); } ctx->redmask = ctx->redmask << (2 * ctx->colour_depth / 3 + ctx->colour_depth % 3); ctx->greenmask = ctx->greenmask << (ctx->colour_depth / 3); } /* adjust colour values depending on colour depth */ unsigned int adjust_colours(conky_context *ctx, unsigned int colour) { double r, g, b; if (ctx->colour_depth == 0) { set_up_gradient(ctx); } if (ctx->colour_depth == 16) { r = (colour & 0xff0000) >> 16; g = (colour & 0xff00) >> 8; b = colour & 0xff; colour = (int) (r * CONST_8_TO_5_BITS) << 11; colour |= (int) (g * CONST_8_TO_6_BITS) << 5; colour |= (int) (b * CONST_8_TO_5_BITS); } return colour; } /* this function returns the next colour between two colours for a gradient */ unsigned long *do_gradient(conky_context *ctx, int width, unsigned long first_colour, unsigned long last_colour) { int red1, green1, blue1; // first colour int red2, green2, blue2; // last colour int reddiff, greendiff, bluediff; // difference short redshift = (2 * ctx->colour_depth / 3 + ctx->colour_depth % 3); short greenshift = (ctx->colour_depth / 3); unsigned long *colours = malloc(width * sizeof(unsigned long)); int i; if (ctx->colour_depth == 0) { set_up_gradient(ctx); } red1 = (first_colour & ctx->redmask) >> redshift; green1 = (first_colour & ctx->greenmask) >> greenshift; blue1 = first_colour & ctx->bluemask; red2 = (last_colour & ctx->redmask) >> redshift; green2 = (last_colour & ctx->greenmask) >> greenshift; blue2 = last_colour & ctx->bluemask; reddiff = abs(red1 - red2); greendiff = abs(green1 - green2); bluediff = abs(blue1 - blue2); #ifdef HAVE_OPENMP #pragma omp parallel for schedule(dynamic,10) shared(colours) #endif /* HAVE_OPENMP */ for (i = 0; i < width; i++) { int red3 = 0, green3 = 0, blue3 = 0; // colour components float factor = ((float)(i + 1) / width); /* the '+ 0.5' bit rounds our floats to ints properly */ if (red1 >= red2) { red3 = -(factor * reddiff) - 0.5; } else if (red1 < red2) { red3 = factor * reddiff + 0.5; } if (green1 >= green2) { green3 = -(factor * greendiff) - 0.5; } else if (green1 < green2) { green3 = factor * greendiff + 0.5; } if (blue1 >= blue2) { blue3 = -(factor * bluediff) - 0.5; } else if (blue1 < blue2) { blue3 = factor * bluediff + 0.5; } red3 += red1; green3 += green1; blue3 += blue1; if (red3 < 0) { red3 = 0; } if (green3 < 0) { green3 = 0; } if (blue3 < 0) { blue3 = 0; } if (red3 > ctx->bluemask) { red3 = ctx->bluemask; } if (green3 > ctx->bluemask) { green3 = ctx->bluemask; } if (blue3 > ctx->bluemask) { blue3 = ctx->bluemask; } colours[i] = (red3 << redshift) | (green3 << greenshift) | blue3; } return colours; }