diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2019-03-05 12:39:42 +0300 |
---|---|---|
committer | Philipp Oeser <info@graphics-engineer.com> | 2019-03-05 13:19:39 +0300 |
commit | 6c513dc3e47d9944ac552f48d6bb0c16dd208074 (patch) | |
tree | ce6d08b1be1f792561d986a22a2405e394435168 | |
parent | 3e4cf413ea7cc20daf2d3f67af9ccc6f47b3130e (diff) |
Fix T62190: Image editor pixel values are hidden by header at the bottom
since header regions can possibly overlap, accommodate by getting main
regions visible rect first.
Reviewers: sergey, brecht
Maniphest Tasks: T62190
Differential Revision: https://developer.blender.org/D4449
-rw-r--r-- | source/blender/editors/space_image/image_draw.c | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c index 760068d9641..d50df324db0 100644 --- a/source/blender/editors/space_image/image_draw.c +++ b/source/blender/editors/space_image/image_draw.c @@ -149,7 +149,12 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d rcti color_rect; char str[256]; int dx = 6; - const int dy = 0.3f * UI_UNIT_Y; + /* local coordinate visible rect inside region, to accommodate overlapping ui */ + rcti rect; + ED_region_visible_rect(ar, &rect); + const int ymin = rect.ymin; + const int dy = ymin + 0.3f * UI_UNIT_Y; + /* text colors */ /* XXX colored text not allowed in Blender UI */ #if 0 @@ -172,7 +177,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d /* noisy, high contrast make impossible to read if lower alpha is used. */ immUniformColor4ub(0, 0, 0, 190); - immRecti(pos, 0, 0, BLI_rcti_size_x(&ar->winrct) + 1, UI_UNIT_Y); + immRecti(pos, 0, ymin, BLI_rcti_size_x(&ar->winrct) + 1, ymin + UI_UNIT_Y); immUnbindProgram(); @@ -320,7 +325,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d GPU_blend(false); dx += 0.25f * UI_UNIT_X; - BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y); + BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), ymin + 0.15f * UI_UNIT_Y, ymin + 0.85f * UI_UNIT_Y); /* BLF uses immediate mode too, so we must reset our vertex format */ pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); |