Fix handling of mask in wxBitmap::ConvertToImage()
Handling mask when converting wxBitmap to wxImage was accidentally
broken by 7e9afad53a (Add real support for monochrome bitmaps to wxMSW,
2020-10-19). Fix this now and reuse the new wxMonoPixelData to make the
code simpler and more readable.
This commit is best viewed ignoring whitespace-only changes, as it
unindents a large block of code.
Closes https://github.com/wxWidgets/wxWidgets/pull/2125
Closes #18974, #18975.
This commit is contained in:
@@ -968,67 +968,58 @@ wxImage wxBitmap::ConvertToImage() const
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return wxNullImage;
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}
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// now do the same for the mask, if we have any
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HBITMAP hbmpMask = GetMask() ? (HBITMAP) GetMask()->GetMaskBitmap() : NULL;
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if ( hbmpMask )
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// now handle the mask, if we have any
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if ( GetMask() )
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{
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wxDIB dibMask(hbmpMask);
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if ( dibMask.IsOk() )
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// we hard code the mask colour for now but we could also make an
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// effort (and waste time) to choose a colour not present in the
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// image already to avoid having to fudge the pixels below --
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// whether it's worth to do it is unclear however
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static const int MASK_RED = 1;
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static const int MASK_GREEN = 2;
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static const int MASK_BLUE = 3;
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static const int MASK_BLUE_REPLACEMENT = 2;
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wxBitmap bmpMask(GetMask()->GetBitmap());
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wxMonoPixelData dataMask(bmpMask);
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const int h = dataMask.GetHeight();
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const int w = dataMask.GetWidth();
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unsigned char* data = image.GetData();
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wxMonoPixelData::Iterator rowStart(dataMask);
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for ( int y = 0; y < h; ++y )
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{
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// TODO: use wxRawBitmap to iterate over DIB
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// we hard code the mask colour for now but we could also make an
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// effort (and waste time) to choose a colour not present in the
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// image already to avoid having to fudge the pixels below --
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// whether it's worth to do it is unclear however
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static const int MASK_RED = 1;
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static const int MASK_GREEN = 2;
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static const int MASK_BLUE = 3;
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static const int MASK_BLUE_REPLACEMENT = 2;
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const int h = dibMask.GetHeight();
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const int w = dibMask.GetWidth();
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const int bpp = dibMask.GetDepth();
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const int maskBytesPerPixel = bpp >> 3;
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const int maskBytesPerLine = wxDIB::GetLineSize(w, bpp);
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unsigned char *data = image.GetData();
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// remember that DIBs are stored in bottom to top order
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unsigned char *
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maskLineStart = dibMask.GetData() + ((h - 1) * maskBytesPerLine);
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for ( int y = 0; y < h; y++, maskLineStart -= maskBytesPerLine )
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// traverse one mask line
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wxMonoPixelData::Iterator p = rowStart;
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for ( int x = 0; x < w; ++x )
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{
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// traverse one mask DIB line
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unsigned char *mask = maskLineStart;
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for ( int x = 0; x < w; x++, mask += maskBytesPerPixel )
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// should this pixel be transparent?
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if ( p.Pixel() )
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{
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// should this pixel be transparent?
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if ( *mask )
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// no, check that it isn't transparent by accident
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if ( (data[0] == MASK_RED) &&
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(data[1] == MASK_GREEN) &&
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(data[2] == MASK_BLUE) )
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{
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// no, check that it isn't transparent by accident
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if ( (data[0] == MASK_RED) &&
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(data[1] == MASK_GREEN) &&
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(data[2] == MASK_BLUE) )
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{
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// we have to fudge the colour a bit to prevent
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// this pixel from appearing transparent
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data[2] = MASK_BLUE_REPLACEMENT;
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}
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// we have to fudge the colour a bit to prevent
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// this pixel from appearing transparent
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data[2] = MASK_BLUE_REPLACEMENT;
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}
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data += 3;
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}
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else // yes, transparent pixel
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{
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*data++ = MASK_RED;
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*data++ = MASK_GREEN;
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*data++ = MASK_BLUE;
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}
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data += 3;
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}
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else // yes, transparent pixel
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{
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*data++ = MASK_RED;
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*data++ = MASK_GREEN;
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*data++ = MASK_BLUE;
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}
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++p;
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}
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image.SetMaskColour(MASK_RED, MASK_GREEN, MASK_BLUE);
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rowStart.OffsetY(dataMask, 1);
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}
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image.SetMaskColour(MASK_RED, MASK_GREEN, MASK_BLUE);
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}
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return image;
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