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authorCampbell Barton <ideasman42@gmail.com>2021-01-25 09:57:59 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-25 09:57:59 +0300
commit1ac3c861fd8977f47e7f471b02a838346c486c73 (patch)
treee107c151dd49ac39ff1b177ef88a9d411da416dc /source/blender/editors/interface/interface_draw.c
parent5a1cef2e763f70230259433423cd33a644e46218 (diff)
Cleanup: remove unused UI_draw_roundbox_shade_y function
Marked unused 2017 f69678482c849d873b9686cd6068946205db7c2b) Remove since this remains unused, split from D10189 to allow reverting if we ever need it back.
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c131
1 files changed, 0 insertions, 131 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 6a55421f013..1fcfa806661 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -540,137 +540,6 @@ void UI_draw_roundbox_shade_x(bool filled,
GPU_blend(GPU_BLEND_NONE);
}
-#if 0 /* unused */
-/* linear vertical shade within button or in outline */
-/* view2d scrollers use it */
-void UI_draw_roundbox_shade_y(bool filled,
- float minx,
- float miny,
- float maxx,
- float maxy,
- float rad,
- float shadeleft,
- float shaderight,
- const float col[4])
-{
- float vec[7][2] = {
- {0.195, 0.02},
- {0.383, 0.067},
- {0.55, 0.169},
- {0.707, 0.293},
- {0.831, 0.45},
- {0.924, 0.617},
- {0.98, 0.805},
- };
- const float div = maxx - minx;
- const float idiv = 1.0f / div;
- float colLeft[3], colRight[3];
- int vert_count = 0;
- int a;
-
- /* mult */
- for (a = 0; a < 7; a++) {
- mul_v2_fl(vec[a], rad);
- }
-
- GPUVertFormat *format = immVertexFormat();
- uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
-
- /* 'shade' defines strength of shading */
- colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
- colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
- colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
- colRight[0] = max_ff(0.0f, col[0] + shaderight);
- colRight[1] = max_ff(0.0f, col[1] + shaderight);
- colRight[2] = max_ff(0.0f, col[2] + shaderight);
-
- vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
- vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
- vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
- vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
-
- immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_count);
-
- /* start with corner right-bottom */
- if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
- round_box_shade_col(color, colLeft, colRight, 0.0);
- immVertex2f(pos, maxx - rad, miny);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
- immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
- }
-
- round_box_shade_col(color, colLeft, colRight, rad * idiv);
- immVertex2f(pos, maxx, miny + rad);
- }
- else {
- round_box_shade_col(color, colLeft, colRight, 0.0);
- immVertex2f(pos, maxx, miny);
- }
-
- /* corner right-top */
- if (roundboxtype & UI_CNR_TOP_RIGHT) {
- round_box_shade_col(color, colLeft, colRight, 0.0);
- immVertex2f(pos, maxx, maxy - rad);
-
- for (a = 0; a < 7; a++) {
-
- round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
- immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
- }
- round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
- immVertex2f(pos, maxx - rad, maxy);
- }
- else {
- round_box_shade_col(color, colLeft, colRight, 0.0);
- immVertex2f(pos, maxx, maxy);
- }
-
- /* corner left-top */
- if (roundboxtype & UI_CNR_TOP_LEFT) {
- round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
- immVertex2f(pos, minx + rad, maxy);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
- immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
- }
-
- round_box_shade_col(color, colLeft, colRight, 1.0);
- immVertex2f(pos, minx, maxy - rad);
- }
- else {
- round_box_shade_col(color, colLeft, colRight, 1.0);
- immVertex2f(pos, minx, maxy);
- }
-
- /* corner left-bottom */
- if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
- round_box_shade_col(color, colLeft, colRight, 1.0);
- immVertex2f(pos, minx, miny + rad);
-
- for (a = 0; a < 7; a++) {
- round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
- immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
- }
-
- round_box_shade_col(color, colLeft, colRight, 1.0);
- immVertex2f(pos, minx + rad, miny);
- }
- else {
- round_box_shade_col(color, colLeft, colRight, 1.0);
- immVertex2f(pos, minx, miny);
- }
-
- immEnd();
- immUnbindProgram();
-}
-#endif /* unused */
-
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
{
const int ofs_y = 4 * U.pixelsize;