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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */

#ifndef _VCL_AQUA_SALGDICOMMON_H
#define _VCL_AQUA_SALGDICOMMON_H

// abstracting quartz color instead of having to use an CGFloat[] array
class RGBAColor
{
public:
    RGBAColor( SalColor );
    RGBAColor( float fRed, float fGreen, float fBlue, float fAlpha ); //NOTUSEDYET
    const CGFloat* AsArray() const { return m_fRGBA; }
    bool IsVisible() const { return m_fRGBA[3] > 0; }
    void SetAlpha( float fAlpha ) { m_fRGBA[3] = fAlpha; }
private:
    CGFloat m_fRGBA[4]; // red, green, blue, alpha
};

inline RGBAColor::RGBAColor( SalColor nSalColor )
{
    m_fRGBA[0] = SALCOLOR_RED(nSalColor) * (1.0/255);
    m_fRGBA[1] = SALCOLOR_GREEN(nSalColor) * (1.0/255);
    m_fRGBA[2] = SALCOLOR_BLUE(nSalColor) * (1.0/255);
    m_fRGBA[3] = 1.0; // opaque
}

inline RGBAColor::RGBAColor( float fRed, float fGreen, float fBlue, float fAlpha )
{
    m_fRGBA[0] = fRed;
    m_fRGBA[1] = fGreen;
    m_fRGBA[2] = fBlue;
    m_fRGBA[3] = fAlpha;
}

class XorEmulation
{
public:
    XorEmulation();
    ~XorEmulation();

    void SetTarget( int nWidth, int nHeight, int nBitmapDepth, CGContextRef, CGLayerRef );
    bool UpdateTarget();
    void Enable() { m_bIsEnabled = true; }
    void Disable() { m_bIsEnabled = false; }
    bool IsEnabled() const { return m_bIsEnabled; }
    CGContextRef GetTargetContext() const { return m_xTargetContext; }
    CGContextRef GetMaskContext() const { return (m_bIsEnabled ? m_xMaskContext : NULL); }

private:
    CGLayerRef m_xTargetLayer;
    CGContextRef m_xTargetContext;
    CGContextRef m_xMaskContext;
    CGContextRef m_xTempContext;
    sal_uLong* m_pMaskBuffer;
    sal_uLong* m_pTempBuffer;
    int m_nBufferLongs;
    bool m_bIsEnabled;
};

#endif /* _VCL_AQUA_SALGDICOMMON_H */