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authorCampbell Barton <ideasman42@gmail.com>2010-07-17 03:17:13 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-17 03:17:13 +0400
commit71c22fefea4269ba1c633b9dcee1c6a538ea616b (patch)
tree191b72839630db832af69fe01d815462ff4d6a2c /source/blender/editors/space_sequencer/sequencer_draw.c
parentaddb2bbff252b6751e3eb97ac859d4ecbd4e1b78 (diff)
sequencer outline, credits on a black background wasnt easy to see.
Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c48
1 files changed, 31 insertions, 17 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index e46294513e7..221e144ed60 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -840,32 +840,46 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glDisable(GL_TEXTURE_2D);
glDeleteTextures(1, &texid);
- /* safety border */
- if (sseq->mainb == SEQ_DRAW_IMG_IMBUF &&
- (sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
- float fac= 0.1;
+ if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
+
float x1 = v2d->tot.xmin;
float y1 = v2d->tot.ymin;
float x2 = v2d->tot.xmax;
float y2 = v2d->tot.ymax;
-
- float a= fac*(x2-x1);
- x1+= a;
- x2-= a;
-
- a= fac*(y2-y1);
- y1+= a;
- y2-= a;
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ /* border */
setlinestyle(3);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
-
- uiSetRoundBox(15);
- gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
+
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(x1-0.5, y1-0.5);
+ glVertex2f(x1-0.5, y2+0.5);
+ glVertex2f(x2+0.5, y2+0.5);
+ glVertex2f(x2+0.5, y1-0.5);
+ glEnd();
+
+ /* safety border */
+ if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
+ float fac= 0.1;
+
+ float a= fac*(x2-x1);
+ x1+= a;
+ x2-= a;
+
+ a= fac*(y2-y1);
+ y1+= a;
+ y2-= a;
+
+ uiSetRoundBox(15);
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
+
+ }
setlinestyle(0);
+
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}