Color 2
Volume Number: | | 10
|
Issue Number: | | 11
|
Column Tag: | | Getting Started
|
Related Info: Color Quickdraw Menu Manager Gestalt Manager
Working With Color, Part 2
By Dave Mark, MacTech Magazine Regular Contributing Author
Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.
Before we get into this months column, Id like to take a second to talk about some changes that are coming down the pike. Every month, Im faced with a perplexing challenge. How can I present a decent sized program in my column, and still have room to walk through the source code? The current solution is to split the column over two issues. The first month I present the programs resources and source code and the second month I actually walk through the source code, essentially giving you the source code twice.
Unfortunately, theres no easy way to simplify this process. If I just present the source code as a single block, theres no room for commentary and if I just present the source code with comments mixed in it makes it extremely difficult to type in the code. Not a good situation!
Fortunately, the powers-that-be came up with a pretty cool idea (which Im sure youll read about elsewhere in the magazine over the next few months). They are putting together a small framework, called Sprocket, designed to showcase new Mac technologies. Sprocket will start off with same pretty basic capabilities, then grow as time goes on. It will be written entirely in C++ and will be made available to every MacTech subscriber.
This makes life infinitely easier for us column writers! Instead of presenting a single, monolithic application every two months, Ill be able to focus on a few new classes, which can be folded into the framework and, more importantly, which can be presented and completely discussed, all in a single column.
The biggest implication this has for you is a change from C to C++. If this is a bad thing, nows the time to get it off your chest. Send all bitter, sarcastic complaints to Scott Boyd, at one of the myriad addresses found on page 2 of this magazine.
Im really looking forward to getting into this new framework and polishing my C++ skills. I think this is a great idea and hope you do too...
Back to ColorTutor
All that said and done, lets get back to last months program, ColorTutor. To recap last months description, ColorTutor is a rewrite of the Mac Primer, Volume II program of the same name. ColorTutor is a hands-on color blending environment. You specify the foreground and background colors and patterns, then select a Color Quickdraw drawing mode. ColorTutor uses CopyBits() to mix the foreground and background colors. Figure 1 shows a sample.
Figure 1. The ColorTutor window.
ColorTutor first copies the Background image to the lower-right rectangle, then copies the Source image on top of the Background using the current Mode and OpColor. As we dig through the code, well look at the parts of Color Quickdraw that make ColorTutor possible.
Exploring the ColorTutor Source Code
ColorTutor starts off with a pair of #includes. <Picker.h> contains the definitions well need to use the Macs built-in color picker, while <GestaltEqu.h> contains what well need to call Gestalt().
/* 1 */
#include <Picker.h>
#include <GestaltEqu.h>
Heres the usual cast of constants...
#define kBaseResID 128
#define kErrorALRTid 128
#define kNullFilterProc NULL
#define kMoveToFront (WindowPtr)-1L
#define kNotNormalMenu -1
#define kSleep 60L
#define mApple kBaseResID
#define iAbout 1
#define mFile kBaseResID+1
#define iQuit 1
#define mColorsPopup kBaseResID+3
#define iBlackPattern1
#define iGrayPattern 2
#define iColorRamp 4
#define iGrayRamp5
#define iSingleColor 6
#define mModePopup kBaseResID+4
Weve sure got a lot of globals. Short of adding pass-through parameters to a bunch of routines, I couldnt think of any way to get rid of them. Any ideas?
gDone is the flag that tells us when to drop out of the main event loop. gSrcRect, gBackRect, gDestRect, and gOpColorRect mark the boundaries of the four color rectangles in the ColorTutor window. gSrcMenuRect, gBackMenuRect, and gModeMenuRect mark the outline of the three popup menus. As you read through the code, remember that Src refers to the source color, Back refers to the background color, and Op refers to the op-color (youll find out what the opcolor is about later in the column).
Dest and Mode both refer to the lower-right corner of the ColorTutor window. Dest refers to the lower-right color rectangle which is used to mix the source and background colors. Mode refers to the popup menu below the Dest rectangle and specifies the color drawing mode used to mix the source and background colors.
/* 2 */
Boolean gDone;
Rect gSrcRect, gBackRect, gDestRect, gSrcMenuRect,
gBackMenuRect, gModeMenuRect, gOpColorRect;
The next set of globals mirror the current settings of the three popup menus. gSrcPattern is set to either iBlackPattern or iGrayPattern, and gSrcType is one of iColorRamp, iGrayRamp, or iSingleColor. These choices correspond directly to the menu in Figure 2. gBackPattern and gBackType follow the exact same rules, since the Background menu was built from the same MENU resource.
Figure 2. The popup menu that goes along with the Source and Background menus.
gCopyMode is one of the Color Quickdraw copy modes and mirrors the Mode menu shown in Figure 3. gCopyMode is set in the routine UpdateModeMenu().
Figure 3. The Mode popup menu.
/* 3 */
short gSrcPattern, gBackPattern, gCopyMode, gSrcType, gBackType;
gSrcColor, gBackColor, and gOpColor are the colors displayed in the source, background, and op-color rectangles in the ColorTutor window. The source and background colors only come into play when the Single Color... item is checked in their respective popup menus. The OpColor is always a single color and comes into play when you use certain Color Quickdraw copying modes.
/* 4 */
RGBColorgSrcColor, gBackColor, gOpColor;
Finally, gSrcMenu, gBackMenu, and gModeMenu are handles to their respective menus.
/* 5 */
MenuHandlegSrcMenu, gBackMenu, gModeMenu;
Here are all the function prototypes...
/* 6 */
Functions
void ToolboxInit( void );
void MenuBarInit( void );
void CreateWindow( void );
void SetUpGlobals( void );
void EventLoop( void );
void DoEvent( EventRecord *eventPtr );
void HandleMouseDown( EventRecord *eventPtr );
void HandleMenuChoice( long menuChoice );
void HandleAppleChoice( short item );
void HandleFileChoice( short item );
void DoUpdate( WindowPtr window );
void DrawContents( WindowPtr window );
void DrawColorRamp( Rect *rPtr );
void DrawGrayRamp( Rect *rPtr );
void DrawLabel( Rect *boundsPtr, Str255 s );
void DoContent( WindowPtr window, Point globalPoint );
void UpdateSrcMenu( void );
void UpdateBackMenu( void );
void UpdateModeMenu( void );
void DoSrcChoice( short item );
void DoBackChoice( short item );
void DoModeChoice( short item );
short DoPopup( MenuHandle menu, Rect *boundsPtr );
Boolean PickColor( RGBColor *colorPtr );
Boolean HasColorQD( void );
void DoError( Str255 errorString );
main() initializes the Toolbox, sets up the menu bar, then checks to see if this machine supports Color Quickdraw. Its important to at least initialize the Toolbox before you check for Color Quickdraw, since we use the Toolbox to report an error if Color Quickdraw is not present.
/* 7 */
main
void main( void )
{
ToolboxInit();
MenuBarInit();
if ( ! HasColorQD() )
DoError( "\pThis machine does not support Color QuickDraw!" );
Next, well create the ColorTutor window, assign initial values to our globals, then drop into the main event loop.
/* 8 */
CreateWindow();
SetUpGlobals();
EventLoop();
}
ToolboxInit() is pretty much the same as always. Notice the use of qd.thePort instead of just plain thePort. THINK C and C++ assume that when you refer to a quickdraw global (like thePort) you are referring to the corresponding quickdraw global that gets allocated as part of each applications memory zone. MPW and CodeWarrior both require the qd. syntax, turning thePort into qd.thePort. Since THINK C can handle either form, Ive gone back to the qd. form so all my code compiles in either environment.
/* 9 */
ToolboxInit
void ToolboxInit( void )
{
InitGraf( &qd.thePort );
InitFonts();
InitWindows();
InitMenus();
TEInit();
InitDialogs( 0L );
InitCursor();
}
MenuBarInit() sets up the menu bar. Notice that it doesnt set up the popup menus, which are not displayed in the menubar.
/* 10 */
MenuBarInit
void MenuBarInit( void )
{
Handle menuBar;
MenuHandle menu;
menuBar = GetNewMBar( kBaseResID );
if ( menuBar == NULL )
DoError( "\pCouldn't load the MBAR resource..." );
SetMenuBar( menuBar );
menu = GetMHandle( mApple );
AddResMenu( menu, 'DRVR' );
DrawMenuBar();
}
CreateWindow() creates a new, Color Quickdraw window based on a WIND resource.
/* 11 */
CreateWindow
void CreateWindow( void )
{
WindowPtrwindow;
window = GetNewCWindow( kBaseResID, NULL, kMoveToFront );
The call to GetNewControl() uses the CNTL resource template to build the OpColor push-button control and add it to the window.
/* 12 */
GetNewControl( kBaseResID, window );
Finally, the window is made the current port and the ports font is set to Chicago, which is the system font. This is to make sure that the popup menu label is drawn in 12-point Chicago.
/* 13 */
SetPort( window );
TextFont( systemFont );
}
SetUpGlobals() starts off by setting up the four color rectangles and the label rectangles for the three popup menus.
/* 14 */
SetUpGlobals
void SetUpGlobals( void )
{
SetRect( &gSrcRect, 15, 6, 95, 86 );
SetRect( &gBackRect, 125, 6, 205, 86 );
SetRect( &gDestRect, 125, 122, 205, 202 );
SetRect( &gOpColorRect, 15, 122, 95, 202 );
SetRect( &gSrcMenuRect, 7, 90, 103, 108 );
SetRect( &gBackMenuRect, 117, 90, 213, 108 );
SetRect( &gModeMenuRect, 117, 206, 213, 224 );
One way to get rid of these globals is to create a set of rectangle resources, each of which describes a different rectangle. You might create a rect resource type, 8 bytes in length (4 shorts). Then, instead of using a global, youd read and write the corresponding rect resource. Even though the globals have a higher overhead, were talking about a pretty small amount of stack space and I find the resource approach a little cumbersome.
Next, we set default values for our various globals.
/* 15 */
gSrcPattern = iBlackPattern;
gBackPattern = iBlackPattern;
gCopyMode = srcCopy;
gSrcColor.red = 65535;
gSrcColor.green = gSrcColor.blue = 0;
gSrcType = iSingleColor;
gBackColor.blue = 65535;
gBackColor.red = gBackColor.green = 0;
gBackType = iSingleColor;
Here, we create a grey RGBColor (all values are halfway between 0 and 65535) and pass it to OpColor(). OpColor() first checks to make sure the current port is a CGrafPort. If so (and in our case it is), OpColor() sets the rgbOpColor field of the grafvars struct (in the CGrafPort) to the specified color. Take a minute to look at these structures. In Inside Macintosh: Imaging, Inside Macintosh: Volume V, or in THINK Reference, take a look at the CGrafPort structure. The fourth field is a Handle called grafVars. This is actually a handle to a GrafVars structure.
Now look up GrafVars. The first field, rgbOpColor, contains an RGBColor used with the addPin, subPin, and blend color transfer modes. addPin replaces the destination pixel with the sum of the source and destination pixel colors, up to a maximum of the colors specified by the opColor. With the opcolor as specified below, the red, green, and blue values in the lower-right rectangle of the ColorTutor window will never exceed 32767. With addPin, the maximum color is always white (65535,65535,65535).
/* 16 */
gOpColor.green = 32767;
gOpColor.red = 32767;
gOpColor.blue = 32767;
OpColor( &gOpColor );
subPin replaces the destination pixel with the difference between the source and destination, where the opColor provides a minimum value for the ultimate red, green, and blue fields. With subPin, the minimum color is always black (0,0,0).
Finally, the blend mode uses a weighting formula to blend the source and destination colors:
/* 17 */
dest = (source * weight / 65535) + (dest * (1-(weight/65535)));
This calculation is made once each for red, green, and blue, using the respective opColor field as the weight.
None of the other transfer modes take advantage of a ports opColor.
Next, well set up MenuInfo structures for the three popup menus. Each menu is added to the applications menu list by passing its handle to InsertMenu(). The constant kNotNormalMenu (which is -1L) tells the Menu Manager not to add these menus to the menu bar.
/* 18 */
gSrcMenu = GetMenu( mColorsPopup );
InsertMenu( gSrcMenu, kNotNormalMenu );
gBackMenu = GetMenu( mColorsPopup );
InsertMenu( gBackMenu, kNotNormalMenu );
gModeMenu = GetMenu( mModePopup );
InsertMenu( gModeMenu, kNotNormalMenu );
}
Blah, blah, blah... EventLoop()... blah, blah.
/* 19 */
EventLoop
void EventLoop( void )
{
EventRecordevent;
gDone = false;
while ( gDone == false )
{
if ( WaitNextEvent( everyEvent, &event, kSleep, NULL ) )
DoEvent( &event );
}
}
DoEvent() does its normal thing, passing mouseDowns to HandleMouseDown() and updates to DoUpdate().
/* 20 */
DoEvent
void DoEvent( EventRecord *eventPtr )
{
char theChar;
switch( eventPtr->what )
{
case mouseDown:
HandleMouseDown( eventPtr );
break;
case keyDown:
case autoKey:
theChar = eventPtr->message & charCodeMask;
if ( (eventPtr->modifiers & cmdKey) != 0 )
HandleMenuChoice( MenuKey( theChar ) );
break;
case updateEvt:
DoUpdate( (WindowPtr)eventPtr->message );
break;
}
}
Nothing unusual here. Clicks in the ColorTutor window are handled by DoContent(). Since we only have one window, the call to SelectWindow() will never be made. Oh, well, force of habit...
/* 21 */
HandleMouseDown
void HandleMouseDown( EventRecord *eventPtr )
{
WindowPtrwindow;
short thePart;
long menuChoice;
thePart = FindWindow( eventPtr->where, &window );
switch ( thePart )
{
case inMenuBar:
menuChoice = MenuSelect( eventPtr->where );
HandleMenuChoice( menuChoice );
break;
case inSysWindow :
SystemClick( eventPtr, window );
break;
case inContent:
if ( window != FrontWindow() )
SelectWindow( window );
else
DoContent( window, eventPtr->where );
break;
case inDrag :
DragWindow( window, eventPtr->where, &qd.screenBits.bounds );
break;
}
}
HandleMenuChoice(), HandleAppleChoice(), and HandleFileChoice() deserve a column all to themselves, eh?
/* 22 */
HandleMenuChoice
void HandleMenuChoice( long menuChoice )
{
short menu;
short item;
if ( menuChoice != 0 )
{
menu = HiWord( menuChoice );
item = LoWord( menuChoice );
switch ( menu )
{
case mApple:
HandleAppleChoice( item );
break;
case mFile:
HandleFileChoice( item );
break;
}
HiliteMenu( 0 );
}
}
HandleAppleChoice
void HandleAppleChoice( short item )
{
MenuHandle appleMenu;
Str255 accName;
short accNumber;
switch ( item )
{
case iAbout:
SysBeep( 20 );
break;
default:
appleMenu = GetMHandle( mApple );
GetItem( appleMenu, item, accName );
accNumber = OpenDeskAcc( accName );
break;
}
}
HandleFileChoice
void HandleFileChoice( short item )
{
switch ( item )
{
case iQuit:
gDone = true;
break;
}
}
DoUpdate() handles any update events with calls to DrawContents() to draw everything but the OpColor... push button, which is drawn by calling DrawControls().
/* 23 */
DoUpdate
void DoUpdate( WindowPtr window )
{
BeginUpdate( window );
DrawContents( window );
DrawControls( window );
EndUpdate( window );
}
DrawContents() starts by setting up a true black RGBColor.
/* 24 */
DrawContents
void DrawContents( WindowPtr window )
{
RGBColor rgbBlack;
Rect source, dest;
rgbBlack.red = rgbBlack.green = rgbBlack.blue = 0;
Next, the CGrafPorts pattern is set to black or gray, depending on the value of gSrcPattern, which mirrors the setting of the Source popup menu. Heres another place I could have gotten rid of some globals. Instead of checking the value of a global, I could have checked the appropriate menu item to see if it was checked. Again, I find the global-based method to be less cumbersome, though there are some who, even as we speak, are reaching for their direct lines to the Thought Police in their desparate quest for interface cleanliness. Sigh.
/* 25 */
if ( gSrcPattern == iBlackPattern )
PenPat( &qd.black );
else
PenPat( &qd.gray );
Next, well draw either a color ramp, a gray ramp, or a solid color in the source rectangle. If you dont know what a ramp is, check out the source rectangle in Figure 1.
/* 26 */
if ( gSrcType == iColorRamp )
DrawColorRamp( &gSrcRect );
else if ( gSrcType == iGrayRamp )
DrawGrayRamp( &gSrcRect );
else
{
RGBForeColor( &gSrcColor );
PaintRect( &gSrcRect );
}
Now well repeat this process for the background rectangle.
/* 27 */
if ( gBackPattern == iBlackPattern )
PenPat( &qd.black );
else
PenPat( &qd.gray );
if ( gBackType == iColorRamp )
DrawColorRamp( &gBackRect );
else if ( gBackType == iGrayRamp )
DrawGrayRamp( &gBackRect );
else
{
RGBForeColor( &gBackColor );
PaintRect( &gBackRect );
}
Next, well restore the pen pattern to solid black, paint the opColor rectangle, then set the ForeColor() back to black.
/* 28 */
PenPat( &qd.black );
RGBForeColor( &gOpColor );
PaintRect( &gOpColorRect );
RGBForeColor( &rgbBlack );
Next, well draw the three popup menu labels, then the frames around the four color rectangles, then return the pen to normal.
/* 29 */
DrawLabel( &gSrcMenuRect, "\pSource" );
DrawLabel( &gBackMenuRect, "\pBackground" );
DrawLabel( &gModeMenuRect, "\pMode" );
PenSize( 2, 2 );
FrameRect( &gSrcRect );
FrameRect( &gBackRect );
FrameRect( &gDestRect );
FrameRect( &gOpColorRect );
PenNormal();
Now well set up the source and destination rectangles. We inset them to avoid copying the frames. Notice that we first copy the Background rectangle to the Dest (lower-right) rectangle. Once we do that, well copy the Source rectangle on top of that.
/* 30 */
source = gBackRect;
InsetRect( &source, 2, 2 );
dest = gDestRect;
InsetRect( &dest, 2, 2 );
Heres our call to CopyBits(). Since this first call is just intended to get the background pixels down to the lower-right rectangle, well use the srcCopy transfer mode.
/* 31 */
CopyBits( (BitMap *)&(((CGrafPtr)window)->portPixMap),
(BitMap *)&(((CGrafPtr)window)->portPixMap),
&source, &dest, srcCopy, NULL );
Now well copy the Source rectangle down to the lower-right rectangle, overwriting what we just copied with the previous call to CopyBits(). The results will change, depending on the transfer mode in gCopyMode. The transfer modes are described in Inside Macintosh: Volume V, Inside Macintosh: Imaging, and in THINK Reference, but I think the best description by far is in IM: Imaging. If you plan on working with color to any great extent, pick up IM: Imaging and check out IM: Advanced Imaging (not for most folks).
/* 32 */
source = gSrcRect;
InsetRect( &source, 2, 2 );
CopyBits( (BitMap *)&(((CGrafPtr)window)->portPixMap),
(BitMap *)&(((CGrafPtr)window)->portPixMap),
&source, &dest, gCopyMode, NULL );
}
The color ramp stuff is kind of interesting. Instead of using the red, green, blue color model, we depend on the hue, saturation, and brightness model. We vary the hue from 0 to 65535 with the resolution determined by width, in pixels, of the specified rectangle.
/* 33 */
DrawColorRamp
void DrawColorRamp( Rect *rPtr )
{
long numColors, i;
HSVColor hsvColor;
RGBColor rgbColor;
Rect r;
r = *rPtr;
We inset the rectangle by 2 pixels so we dont draw on the rectangles frame. Interestingly, hue is hue, saturation is saturation, but for some reason, brightness is represented by the field named value. Hmmm... Oh, well. As you can see, our color ramp will consist of bright, saturated colors. Try rewriting the code to ramp on saturation or brightness instead.
/* 34 */
InsetRect( &r, 2, 2 );
numColors = ( rPtr->right - rPtr->left - 2 ) / 2;
hsvColor.value = hsvColor.saturation = 65535;
Heres the ramping loop. HSV2RGB() converts an HSV color to an RGB color, which produces something we can pass to RGBForeColor(). Why isnt there an HSVForeColor() routine? I dont know, but I wish there were.
/* 35 */
for ( i = 0; i < numColors; i++ )
{
hsvColor.hue = i * 65535 / numColors;
HSV2RGB( &hsvColor, &rgbColor );
RGBForeColor( &rgbColor );
Each time through the loop, we draw a 1 pixel wide rectangle, then shrink the rectangle in preparation for the next pass through the loop.
/* 36 */
FrameRect( &r );
InsetRect( &r, 1, 1 );
}
}
DrawGrayRamp() does essentially the same thing, but stays within the RGB model.
/* 37 */
DrawGrayRamp
void DrawGrayRamp( Rect *rPtr )
{
long numColors, i;
RGBColor rgbColor;
Rect r;
r = *rPtr;
InsetRect( &r, 2, 2 );
numColors = ( rPtr->right - rPtr->left - 2 ) / 2;
In this case, we run red from 0 to 65535, with a step resolution based on the width
of the rectangle. We then copy the red value into both green and blue, producing progressively
lighter shades of gray.
for ( i = 0; i < numColors; i++ )
{
rgbColor.red = i * 65535 / numColors;
rgbColor.green = rgbColor.red;
rgbColor.blue = rgbColor.red;
RGBForeColor( &rgbColor );
FrameRect( &r );
InsetRect( &r, 1, 1 );
}
}
In real life, this routine shouldnt be necessary. We really should be using the popup menu CDEF thats been around for several years. The problem is, ResEdit has a bug in it that makes the CDEF very difficult to set up properly. Im not sure if the problem lies with ResEdit or with the CDEF, but just to avoid the problem, heres the old way of doing popups. What this really needs is that nifty down-pointing triangles that you usually see in popups, but I ran out of time. Aside from spending the money for Resorcerer (a good investment, IMHO), does anyone have a workaround that brings the popup CDEF under control (sorry!!) in ResEdit?
/* 38 */
DrawLabel
void DrawLabel( Rect *boundsPtr, Str255 s )
{
Rect r;
int size;
!co1deexampleend
This code basically draws a poor imitation of a popup menu label, using StringWidth()
to calculate the proper centering position in the label.
/* 39 */
r = *boundsPtr;
r.bottom -= 1;
r.right -= 1;
FrameRect( &r );
MoveTo( r.left + 1, r.bottom );
LineTo( r.right, r.bottom );
LineTo( r.right, r.top + 1 );
size = boundsPtr->right - boundsPtr->left - StringWidth(s);
MoveTo( boundsPtr->left + size / 2, boundsPtr->bottom - 6);
DrawString( s );
}
When we get a click in the content region of the window, DoContent() takes a global mouse position and converts it to the local coordinate system. I probably should have added a SetPort() call to make sure that window was the current window before I called GlobalToLocal(). Since theres only one window, this wont cause any harm here, but be sure to add the SetPort() if you reuse this code.
/* 40 */
DoContent
void DoContent( WindowPtr window, Point globalPoint )
{
int choice;
ControlHandle control;
RGBColor rgbColor;
Point p;
p = globalPoint;
GlobalToLocal( &p );
If the click was in a control, well call TrackControl() to track the mouse till the button is released.
/* 41 */
if ( FindControl( p, window, &control ) )
{
if ( TrackControl( control, p, NULL ) )
{
If the mouse was released inside the control, we know it was in the OpColor... push-button. Well call PickColor() to put up the standard Mac color picker.
/* 42 */
rgbColor = gOpColor;
if ( PickColor( &rgbColor ) )
{
If the user clicked the OK button to pick a new opColor, well force an update and set the new opColor.
/* 43 */
gOpColor = rgbColor;
InvalRect( &gOpColorRect );
InvalRect( &gDestRect );
OpColor( &gOpColor );
}
}
}
If the click was in the source menu, well update the check marks, then call DoPopup() to popup the menu. If an item is chosen from the menu, well pass the item to DoSrcChoice(), then force an update.
/* 44 */
else if ( PtInRect( p, &gSrcMenuRect ) )
{
UpdateSrcMenu();
choice = DoPopup( gSrcMenu, &gSrcMenuRect );
if ( choice > 0 )
{
DoSrcChoice( choice );
InvalRect( &gSrcRect );
InvalRect( &gDestRect );
}
}
If the click was in the background or mode menus, well follow the same plan, with calls to DoBackChoice() or DoModeChoice() as a result.
/* 45 */
else if ( PtInRect( p, &gBackMenuRect ) )
{
UpdateBackMenu();
choice = DoPopup( gBackMenu, &gBackMenuRect );
if ( choice > 0 )
{
DoBackChoice( choice );
InvalRect( &gBackRect );
InvalRect( &gDestRect );
}
}
else if ( PtInRect( p, &gModeMenuRect ) )
{
UpdateModeMenu();
choice = DoPopup( gModeMenu, &gModeMenuRect );
if ( choice > 0 )
{
DoModeChoice( choice );
InvalRect( &gDestRect );
}
}
}
UpdateSrcMenu() starts by unchecking all its items.
/* 46 */
UpdateSrcMenu
void UpdateSrcMenu( void )
{
int i;
for ( i = 1; i <= 6; i++ )
CheckItem( gSrcMenu, i, false );
Next, it uses globals to decide which items should be checked.
/* 47 */
if ( gSrcPattern == iBlackPattern )
CheckItem( gSrcMenu, iBlackPattern, true );
else
CheckItem( gSrcMenu, iGrayPattern, true );
if ( gSrcType == iColorRamp )
CheckItem( gSrcMenu, iColorRamp, true );
else if ( gSrcType == iGrayRamp )
CheckItem( gSrcMenu, iGrayRamp, true );
else if ( gSrcType == iSingleColor )
CheckItem( gSrcMenu, iSingleColor, true );
}
UpdateBackMenu() does the same thing as UpdateSrcMenu().
/* 48 */
UpdateBackMenu
void UpdateBackMenu( void )
{
int i;
for ( i = 1; i <= 6; i++ )
CheckItem( gBackMenu, i, false );
if ( gBackPattern == iBlackPattern )
CheckItem( gBackMenu, iBlackPattern, true );
else
CheckItem( gBackMenu, iGrayPattern, true );
if ( gBackType == iColorRamp )
CheckItem( gBackMenu, iColorRamp, true );
else if ( gBackType == iGrayRamp )
CheckItem( gBackMenu, iGrayRamp, true );
else if ( gBackType == iSingleColor )
CheckItem( gBackMenu, iSingleColor, true );
}
UpdateModeMenu() starts off the same way, by unchecking the mode menu.
/* 49 */
UpdateModeMenu
void UpdateModeMenu( void )
{
int i;
for ( i = 1; i <= 17; i++ )
CheckItem( gModeMenu, i, false );
To understand this next chunk of code, take a look at the definition of the transfer modes in <Quickdraw.h>. The first 8 transfer modes are defined by an enum as 0 through 7 and correspond to items 1 through 8 in the Mode menu. The next 8 transfer modes are enumed as 32 through 39.
/* 50 */
if ( ( gCopyMode >= 0 ) && ( gCopyMode <= 7 ) )
CheckItem( gModeMenu, gCopyMode + 1, true );
else
CheckItem( gModeMenu, gCopyMode - 22, true );
}
DoSrcChoice() and DoBackChoice() use their choices to update their globals. If Single Color... is selected, PickColor() is called to select a new color.
/* 51 */
DoSrcChoice
void DoSrcChoice( short item )
{
RGBColor rgbColor;
switch ( item )
{
case iBlackPattern:
case iGrayPattern:
gSrcPattern = item;
break;
case iColorRamp:
case iGrayRamp:
gSrcType = item;
break;
case iSingleColor:
gSrcType = iSingleColor;
rgbColor = gSrcColor;
if ( PickColor( &rgbColor ) )
gSrcColor = rgbColor;
break;
}
}
DoBackChoice
void DoBackChoice( short item )
{
RGBColor rgbColor;
switch ( item )
{
case iBlackPattern:
case iGrayPattern:
gBackPattern = item;
break;
case iColorRamp:
case iGrayRamp:
gBackType = item;
break;
case iSingleColor:
gBackType = iSingleColor;
rgbColor = gBackColor;
if ( PickColor( &rgbColor ) )
gBackColor = rgbColor;
break;
}
}
DoModeChoice() uses its selection to update gCopyMode.
/* 52 */
DoModeChoice
void DoModeChoice( short item )
{
if ( ( item >= 1 ) && ( item <= 8 ) )
gCopyMode = item - 1;
else
gCopyMode = item + 22;
}
DoPopup() calls PopUpMenuSelect() to implement a popup menu.
/* 53 */
DoPopup
short DoPopup( MenuHandle menu, Rect *boundsPtr )
{
Point corner;
long theChoice = 0L;
corner.h = boundsPtr->left;
corner.v = boundsPtr->bottom;
LocalToGlobal( &corner );
InvertRect( boundsPtr );
theChoice = PopUpMenuSelect( menu, corner.v - 1, corner.h + 1, 0);
InvertRect( boundsPtr );
return( LoWord( theChoice ) );
}
PickColor() is just a wrapper for GetColor(). It sets up a Point with coordinates (-1, -1), which tells the Color Quickdraw routine GetColor() to center the Color Picker on the main screen.
/* 54 */
PickColor
Boolean PickColor( RGBColor *colorPtr )
{
Point where;
where.h = -1;
where.v = -1;
return( GetColor( where, "\pChoose a color...", colorPtr,
colorPtr ) );
}
HasColorQD() calls Gestalt() to see if Color Quickdraw is installed on this machine. If the third byte of the returned long is positive, Color Quickdraw is installed.
/* 55 */
HasColorQD
Boolean HasColorQD( void )
{
unsigned char version[ 4 ];
OSErr err;
err = Gestalt( gestaltQuickdrawVersion, (long *)version );
if ( version[ 2 ] > 0 )
return( true );
else
return( false );
}
DoError() is our standard error handling routine.
/* 56 */
DoError
void DoError( Str255 errorString )
{
ParamText( errorString, "\p", "\p", "\p" );
StopAlert( kErrorALRTid, kNullFilterProc );
ExitToShell();
}
Till Next Month
Try experimenting with the code. I especially like messing with different color and grayscale ramps. Try writing a program that blends two offscreen pixmaps on screen using different drawing modes. Try modifying ColorTutor so, as the cursor passes over a pixel, the RGB and HSV values are displayed. Change ColorTutor so it uses the popup CDEF instead of the old-style popups.