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authorCampbell Barton <ideasman42@gmail.com>2011-06-06 13:12:03 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-06-06 13:12:03 +0400
commit6a1e74418ce0cb19bea51354a46ec77f73f4eb8b (patch)
tree75ea4b8d146ecfcdd934e30061559d23b58d4ac8 /source/blender/editors/interface/interface_draw.c
parent2f5c7623b08027a7bb0d433333ad62c787c05cbf (diff)
use the same stippled drawing for colorband background as alpha color swatches, with low DPI would look squashed, also use the same colors for both.
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c23
1 files changed, 11 insertions, 12 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 710d4d58825..c7f11116834 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -1120,7 +1120,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
- float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
+ float v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
float pos, colf[4]= {0,0,0,0}; /* initialize incase the colorband isnt valid */
@@ -1131,18 +1131,17 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
y1= rect->ymin;
sizex= rect->xmax-x1;
sizey= rect->ymax-y1;
-
+
/* first background, to show tranparency */
- dx= sizex/12.0f;
- v1[0]= x1;
- for(a=0; a<12; a++) {
- if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8);
- glRectf(v1[0], y1, v1[0]+dx, y1+0.5f*sizey);
- if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
- glRectf(v1[0], y1+0.5f*sizey, v1[0]+dx, y1+sizey);
- v1[0]+= dx;
- }
-
+
+ glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
+ glRectf(x1, y1, x1+sizex, y1+sizey);
+ glEnable(GL_POLYGON_STIPPLE);
+ glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
+ glPolygonStipple(checker_stipple_sml);
+ glRectf(x1, y1, x1+sizex, y1+sizey);
+ glDisable(GL_POLYGON_STIPPLE);
+
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);