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authorSergey Sharybin <sergey.vfx@gmail.com>2014-12-23 08:04:03 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-12-23 08:04:03 +0300
commit9282d305bdc56522543129436db1e8a5d19cf39f (patch)
treeb6d0cdcc7dd3f4113cf9e4f9813c40f44d29746e /source/blender/editors/interface/interface_draw.c
parentde724a258eda45d1fed2b2176006c3b2df8abea2 (diff)
parent646a96bf8edc211a06f3df652101c265ee166e8d (diff)
Merge branch 'master' into texture_nodes_refactortexture_nodes_refactor
Conflicts: source/blender/nodes/texture/nodes/node_texture_math.c
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c73
1 files changed, 41 insertions, 32 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 235d7652539..bcd9b9a5547 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -62,7 +62,7 @@
static int roundboxtype = UI_CNR_ALL;
-void uiSetRoundBox(int type)
+void UI_draw_roundbox_corner_set(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
@@ -71,12 +71,12 @@ void uiSetRoundBox(int type)
}
-int uiGetRoundBox(void)
+int UI_draw_roundbox_corner_get(void)
{
return roundboxtype;
}
-void uiDrawBox(int mode, float minx, float miny, float maxx, float maxy, float rad)
+void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, float maxy, float rad)
{
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}};
@@ -152,7 +152,9 @@ static void round_box_shade_col(const float col1[3], float const col2[3], const
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
-void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
+void UI_draw_roundbox_shade_x(
+ int mode, float minx, float miny, float maxx, float maxy,
+ float rad, float shadetop, float shadedown)
{
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}};
@@ -260,8 +262,9 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
-void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float maxy,
- float rad, float shadeLeft, float shadeRight)
+void UI_draw_roundbox_shade_y(
+ int mode, float minx, float miny, float maxx, float maxy,
+ float rad, float shadeLeft, float shadeRight)
{
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}};
@@ -365,7 +368,7 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float
}
/* plain antialiased unfilled rectangle */
-void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
+void UI_draw_roundbox_unfilled(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
@@ -380,18 +383,24 @@ void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
/* (old, used in outliner) plain antialiased filled box */
-void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
+void UI_draw_roundbox(float minx, float miny, float maxx, float maxy, float rad)
{
ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA);
}
+void UI_draw_text_underline(int pos_x, int pos_y, int len, int height)
+{
+ int ofs_y = 4 * U.pixelsize;
+ glRecti(pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize));
+}
+
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *rect)
@@ -450,8 +459,8 @@ static void draw_scope_end(const rctf *rect, GLint *scissor)
/* outline */
glColor4f(0.f, 0.f, 0.f, 0.5f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect->xmin - 1, rect->ymin, rect->xmax + 1, rect->ymax + 1, 3.0f);
}
static void histogram_draw_one(float r, float g, float b, float alpha,
@@ -535,8 +544,8 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, histogram can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
@@ -622,8 +631,8 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, waveform can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
@@ -841,8 +850,8 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.f, 0.f, 0.f, 0.3f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin - 1, rect.xmax + 1, rect.ymax + 1, 3.0f);
/* need scissor test, hvectorscope can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
@@ -1067,7 +1076,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
if (coba == NULL) return;
if (but->block->color_profile)
- display = ui_block_display_get(but->block);
+ display = ui_block_cm_display_get(but->block);
x1 = rect->xmin;
sizex = rect->xmax - x1;
@@ -1158,7 +1167,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
}
}
-void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
+void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
{
static GLuint displist = 0;
int a, old[8];
@@ -1171,8 +1180,8 @@ void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
/* backdrop */
glColor3ubv((unsigned char *)wcol->inner);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
@@ -1189,7 +1198,7 @@ void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
- ui_get_but_vectorf(but, dir);
+ ui_but_v3_get(but, dir);
dir[3] = 0.0f; /* glLightfv needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
@@ -1511,8 +1520,8 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
if (scopes->track_disabled) {
glColor4f(0.7f, 0.3f, 0.3f, 0.3f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
ok = 1;
}
@@ -1559,8 +1568,8 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
if (scopes->use_track_mask) {
glColor4f(0.0f, 0.0f, 0.0f, 0.3f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
}
glaDrawPixelsSafe(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y,
@@ -1600,8 +1609,8 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
if (!ok) {
glColor4f(0.f, 0.f, 0.f, 0.3f);
- uiSetRoundBox(UI_CNR_ALL);
- uiDrawBox(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
+ UI_draw_roundbox_corner_set(UI_CNR_ALL);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f);
}
/* outline */
@@ -1717,7 +1726,7 @@ static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float s
glShadeModel(GL_FLAT);
}
-void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
+void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
@@ -1727,7 +1736,7 @@ void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, fl
}
-void ui_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
+void ui_draw_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int UNUSED(select))
{
int i;
float rad;
@@ -1758,13 +1767,13 @@ void ui_dropshadow(const rctf *rct, float radius, float aspect, float alpha, int
glColor4f(0.0f, 0.0f, 0.0f, calpha);
calpha += dalpha;
- uiDrawBox(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a);
+ UI_draw_roundbox_gl_mode(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax - 10.0f + a, rad + a);
}
/* outline emphasis */
glEnable(GL_LINE_SMOOTH);
glColor4ub(0, 0, 0, 100);
- uiDrawBox(GL_LINE_LOOP, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f);
+ UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rct->xmin - 0.5f, rct->ymin - 0.5f, rct->xmax + 0.5f, rct->ymax + 0.5f, radius + 0.5f);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);