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authorCampbell Barton <ideasman42@gmail.com>2014-03-17 22:34:43 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-03-17 22:40:18 +0400
commita861e5572a70111bbe3ae84d82595eddc43b7d88 (patch)
tree67a40a99d66eba461db26f8a56f302798293e42e /source/blender/editors/space_view3d
parentec4e12d9a2f080aa7dfdd7375288f1804de1224d (diff)
UI: Add theme color for viewport overlay
Was using wire or black in many places, this color is used for cursor, camera guides, transform helper lines. So its possible to have a dark background with light overlay color. Patch D331 by Brita, with some edits.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c35
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c4
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c5
3 files changed, 25 insertions, 19 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index ad54e8a5eff..402f201dc81 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -565,8 +565,8 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
cpack(0xFFFFFF);
circ((float)co[0], (float)co[1], f10);
setlinestyle(0);
- cpack(0x0);
-
+
+ UI_ThemeColor(TH_VIEW_OVERLAY);
sdrawline(co[0] - f20, co[1], co[0] - f5, co[1]);
sdrawline(co[0] + f5, co[1], co[0] + f20, co[1]);
sdrawline(co[0], co[1] - f20, co[0], co[1] - f5);
@@ -1059,7 +1059,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
float hmargin, vmargin;
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
- float x3, y3, x4, y4;
+
rctf viewborder;
Camera *ca = NULL;
RegionView3D *rv3d = (RegionView3D *)ar->regiondata;
@@ -1135,17 +1135,18 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
glRectf(x1i - 1, y1i - 1, x2i + 1, y2i + 1);
}
- UI_ThemeColor(TH_WIRE);
+ UI_ThemeColor(TH_VIEW_OVERLAY);
glRectf(x1i, y1i, x2i, y2i);
/* border */
if (scene->r.mode & R_BORDER) {
- cpack(0);
+ float x3, y3, x4, y4;
+
x3 = x1 + scene->r.border.xmin * (x2 - x1);
y3 = y1 + scene->r.border.ymin * (y2 - y1);
x4 = x1 + scene->r.border.xmax * (x2 - x1);
y4 = y1 + scene->r.border.ymax * (y2 - y1);
-
+
cpack(0x4040FF);
glRecti(x3, y3, x4, y4);
}
@@ -1153,7 +1154,9 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
/* safety border */
if (ca) {
if (ca->dtx & CAM_DTX_CENTER) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ float x3, y3;
+
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
@@ -1168,7 +1171,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
glBegin(GL_LINES);
glVertex2f(x1, y1);
@@ -1180,37 +1183,37 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
if (ca->dtx & CAM_DTX_THIRDS) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f);
}
if (ca->dtx & CAM_DTX_GOLDEN) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
}
if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
}
if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
}
if (ca->flag & CAM_SHOWTITLESAFE) {
- UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
+ UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
hmargin = 0.1f * (x2 - x1);
vmargin = 0.05f * (y2 - y1);
@@ -1252,7 +1255,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
/* draw */
- UI_ThemeColorShade(TH_WIRE, 100);
+ UI_ThemeColorShade(TH_VIEW_OVERLAY, 100);
uiDrawBox(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f);
}
}
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index a5aecbc1317..6afe0ef896f 100644
--- a/source/blender/editors/space_view3d/view3d_fly.c
+++ b/source/blender/editors/space_view3d/view3d_fly.c
@@ -51,6 +51,8 @@
#include "PIL_time.h" /* smoothview */
+#include "UI_resources.h"
+
#include "view3d_intern.h" /* own include */
/* NOTE: these defines are saved in keymap files, do not change values but just add new ones */
@@ -248,8 +250,8 @@ static void drawFlyPixel(const struct bContext *UNUSED(C), ARegion *UNUSED(ar),
y1 = yoff + 0.45f * fly->height;
x2 = xoff + 0.55f * fly->width;
y2 = yoff + 0.55f * fly->height;
- cpack(0);
+ UI_ThemeColor(TH_VIEW_OVERLAY);
glBegin(GL_LINES);
/* bottom left */
glVertex2f(x1, y1);
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index 5fa21640d1e..6c981fe86d0 100644
--- a/source/blender/editors/space_view3d/view3d_walk.c
+++ b/source/blender/editors/space_view3d/view3d_walk.c
@@ -57,6 +57,8 @@
#include "PIL_time.h" /* smoothview */
+#include "UI_resources.h"
+
#include "view3d_intern.h" /* own include */
#define EARTH_GRAVITY 9.80668f /* m/s2 */
@@ -315,8 +317,7 @@ static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *a
yoff = walk->ar->winy / 2;
}
- cpack(0);
-
+ UI_ThemeColor(TH_VIEW_OVERLAY);
glBegin(GL_LINES);
/* North */
glVertex2i(xoff, yoff + inner_length);