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=head1 NAME

SDL::Color - Parrot class representing colors in Parrot SDL

=head1 SYNOPSIS

    load_bytecode 'SDL/Color.pir'

    # create a new SDL::Color object
    .local pmc color
    color = new ['SDL'; 'Color']

    # set the color values; this one's blue
    color.'init'( 'r' => 0, 'g' => 0, 'b' => 255 )

    # fetch the color value to pass directly to SDL functions
    # (you should never need to do this if the rest of the library works right)
    .local int color_value
    color_value = color.'color'()

=head1 DESCRIPTION

SDL::Color provides a very thin object layer over colors as used in SDL.  For
the most part, it's just a constructor and a convenient way to pass things
around.  In the future, it may grow more complex if you do odd things that
require depth conversions.  They make my head hurt now though.

This object represents a single color of, we'll say, 24-bit depth -- eight bits
per red, green, and blue component.  This may not match your requirements
exactly.  Per my understanding of SDL, though, it'll do the conversions for you
automatically.  Patches welcome.

=head1 METHODS

SDL::Color objects have the following methods:

=over 4

=cut

.namespace [ 'SDL'; 'Color' ]

.sub _initialize  :load

    .local pmc color_class

    newclass color_class, ['SDL'; 'Color']

    addattribute color_class, 'color'
    addattribute color_class, 'r'
    addattribute color_class, 'g'
    addattribute color_class, 'b'
.end

=item _new( 'r' => xxx, 'g' => xxx, 'b' => xxx )

Initialize the new object with the necessary arguments, key-value pairs where:

=over 4

=item C<r>

An integer from 0 to 255 representing the amount of red in the color, where 0
is none and 255 is the maximum possible.

=item C<g>

An integer from 0 to 255 representing the amount of green in the color, where 0
is none and 255 is the maximum possible.

=item C<b>

An integer from 0 to 255 representing the amount of blue in the color, where 0
is none and 255 is the maximum possible.

=back

=cut

.sub 'init' :method
    .param int red   :named( 'r' )
    .param int green :named( 'g' )
    .param int blue  :named( 'b' )

    .local pmc fetch_layout
    get_hll_global fetch_layout, ['SDL'; 'NCI'], 'fetch_layout'

    .local pmc layout
    layout = fetch_layout( 'Color' )

    .local pmc color
    color      = new 'ManagedStruct', layout
    color['r'] = red
    color['g'] = green
    color['b'] = blue

    setattribute self, 'color', color

    color = new 'Integer'
    color = red
    setattribute self, 'r', color

    color = new 'Integer'
    color = green
    setattribute self, 'g', color

    color = new 'Integer'
    color = blue
    setattribute self, 'b', color

    .return()
.end

.sub get_integer :vtable :method
    .local pmc color
    color = self.'color'()

    .local int color_int
    .local int component

    component = color['r']
    component <<= 16
    color_int = component

    component = color['g']
    component <<= 8
    color_int += component

    component = color['b']
    color_int += component
    .return( color_int )
.end

=item color()

Returns a PMC representing the actual color value passed to the underlying SDL
functions.  You should never need to use this directly, unless you need to call
those functions directly.

=cut

.sub color :method
    .local pmc color
    getattribute color, self, 'color'

    .return( color )
.end

=item color_for_surface( surface )

Returns an integer representing the current color appropriate for the given
SDL::Surface C<surface>,

As far as I understand things right now, you don't need to call this directly
unless you're manipulating raw pixels and need the boost of speed from
preconverting colors.  In that case, you probably I<do> need the speed boost.

The name of this method may change.

=cut

.sub color_for_surface :method
    .param pmc surface

    .local pmc component
    .local int color

    .local int loss
    .local int shift_bits

    color = 0

    # red
    getattribute component, self, 'r'

    .local int red
    red = component

    (loss, shift_bits) = surface.'convert_red'()
    shr red,   loss
    shl red,   shift_bits
    add color, red

    # green
    getattribute component, self, 'g'
    (loss, shift_bits) = surface.'convert_green'()

    .local int green
    green = component

    shr green, loss
    shl green, shift_bits
    add color, green

    # blue
    getattribute component, self, 'b'
    (loss, shift_bits) = surface.'convert_blue'()

    .local int blue
    blue = component

    shr blue,  loss
    shl blue,  shift_bits
    add color, blue

    .return( color )
.end

=back

=head1 AUTHOR

Written and maintained by chromatic, E<lt>chromatic at wgz dot orgE<gt>, with
suggestions from Jens Rieks.  Please send patches, feedback, and suggestions to
the Perl 6 Internals mailing list.

=head1 COPYRIGHT

Copyright (C) 2004-2008, Parrot Foundation.

=cut

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