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Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c3213
1 files changed, 3213 insertions, 0 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
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index 00000000000..613c0b1c3b2
--- /dev/null
+++ b/source/blender/editors/interface/interface_draw.c
@@ -0,0 +1,3213 @@
+/**
+ * $Id: interface_draw.c 15733 2008-07-24 09:23:13Z aligorith $
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+#include <string.h>
+
+#include "DNA_color_types.h"
+#include "DNA_listBase.h"
+#include "DNA_object_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BLI_arithb.h"
+
+#include "BKE_colortools.h"
+#include "BKE_texture.h"
+#include "BKE_utildefines.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "UI_interface.h"
+#include "UI_interface_icons.h"
+#include "UI_text.h"
+
+#include "BMF_Api.h"
+#ifdef INTERNATIONAL
+#include "FTF_Api.h"
+#endif
+
+#include "interface.h"
+
+#define UI_RB_ALPHA 16
+static int roundboxtype= 15;
+
+void uiSetRoundBox(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
+ * square for the */
+ if (UI_GetThemeValue(TH_BUT_DRAWTYPE) == TH_MINIMAL)
+ roundboxtype= 0;
+ else
+ roundboxtype= type;
+
+ /* flags to set which corners will become rounded:
+
+ 1------2
+ | |
+ 8------4
+ */
+
+}
+
+void gl_round_box(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}};
+ int a;
+
+ /* mult */
+ for(a=0; a<7; a++) {
+ vec[a][0]*= rad; vec[a][1]*= rad;
+ }
+
+ glBegin(mode);
+
+ /* start with corner right-bottom */
+ if(roundboxtype & 4) {
+ glVertex2f( maxx-rad, miny);
+ for(a=0; a<7; a++) {
+ glVertex2f( maxx-rad+vec[a][0], miny+vec[a][1]);
+ }
+ glVertex2f( maxx, miny+rad);
+ }
+ else glVertex2f( maxx, miny);
+
+ /* corner right-top */
+ if(roundboxtype & 2) {
+ glVertex2f( maxx, maxy-rad);
+ for(a=0; a<7; a++) {
+ glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]);
+ }
+ glVertex2f( maxx-rad, maxy);
+ }
+ else glVertex2f( maxx, maxy);
+
+ /* corner left-top */
+ if(roundboxtype & 1) {
+ glVertex2f( minx+rad, maxy);
+ for(a=0; a<7; a++) {
+ glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]);
+ }
+ glVertex2f( minx, maxy-rad);
+ }
+ else glVertex2f( minx, maxy);
+
+ /* corner left-bottom */
+ if(roundboxtype & 8) {
+ glVertex2f( minx, miny+rad);
+ for(a=0; a<7; a++) {
+ glVertex2f( minx+vec[a][1], miny+rad-vec[a][0]);
+ }
+ glVertex2f( minx+rad, miny);
+ }
+ else glVertex2f( minx, miny);
+
+ glEnd();
+}
+
+static void round_box_shade_col(float *col1, float *col2, float fac)
+{
+ float col[3];
+
+ col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
+ col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
+ col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
+
+ glColor3fv(col);
+}
+
+/* linear horizontal shade within button or in outline */
+void gl_round_box_shade(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}};
+ float div= maxy-miny;
+ float coltop[3], coldown[3], color[4];
+ int a;
+
+ /* mult */
+ for(a=0; a<7; a++) {
+ vec[a][0]*= rad; vec[a][1]*= rad;
+ }
+ /* get current color, needs to be outside of glBegin/End */
+ glGetFloatv(GL_CURRENT_COLOR, color);
+
+ /* 'shade' defines strength of shading */
+ coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
+ coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
+ coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
+ coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
+ coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
+ coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
+
+ if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
+ glShadeModel(GL_SMOOTH);
+ glBegin(mode);
+ }
+
+ /* start with corner right-bottom */
+ if(roundboxtype & 4) {
+
+ round_box_shade_col(coltop, coldown, 0.0);
+ glVertex2f(maxx-rad, miny);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(coltop, coldown, vec[a][1]/div);
+ glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
+ }
+
+ round_box_shade_col(coltop, coldown, rad/div);
+ glVertex2f(maxx, miny+rad);
+ }
+ else {
+ round_box_shade_col(coltop, coldown, 0.0);
+ glVertex2f(maxx, miny);
+ }
+
+ /* corner right-top */
+ if(roundboxtype & 2) {
+
+ round_box_shade_col(coltop, coldown, (div-rad)/div);
+ glVertex2f( maxx, maxy-rad);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
+ glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
+ }
+ round_box_shade_col(coltop, coldown, 1.0);
+ glVertex2f(maxx-rad, maxy);
+ }
+ else {
+ round_box_shade_col(coltop, coldown, 1.0);
+ glVertex2f(maxx, maxy);
+ }
+
+ /* corner left-top */
+ if(roundboxtype & 1) {
+
+ round_box_shade_col(coltop, coldown, 1.0);
+ glVertex2f( minx+rad, maxy);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
+ glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]);
+ }
+
+ round_box_shade_col(coltop, coldown, (div-rad)/div);
+ glVertex2f(minx, maxy-rad);
+ }
+ else {
+ round_box_shade_col(coltop, coldown, 1.0);
+ glVertex2f(minx, maxy);
+ }
+
+ /* corner left-bottom */
+ if(roundboxtype & 8) {
+
+ round_box_shade_col(coltop, coldown, rad/div);
+ glVertex2f(minx, miny+rad);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
+ glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
+ }
+
+ round_box_shade_col(coltop, coldown, 0.0);
+ glVertex2f(minx+rad, miny);
+ }
+ else {
+ round_box_shade_col(coltop, coldown, 0.0);
+ glVertex2f(minx, miny);
+ }
+
+ glEnd();
+ glShadeModel(GL_FLAT);
+}
+
+/* linear vertical shade within button or in outline */
+void gl_round_box_vertical_shade(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}};
+ float div= maxx-minx;
+ float colLeft[3], colRight[3], color[4];
+ int a;
+
+ /* mult */
+ for(a=0; a<7; a++) {
+ vec[a][0]*= rad; vec[a][1]*= rad;
+ }
+ /* get current color, needs to be outside of glBegin/End */
+ glGetFloatv(GL_CURRENT_COLOR, color);
+
+ /* 'shade' defines strength of shading */
+ colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
+ colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
+ colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
+ colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
+ colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
+ colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0;
+
+ if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
+ glShadeModel(GL_SMOOTH);
+ glBegin(mode);
+ }
+
+ /* start with corner right-bottom */
+ if(roundboxtype & 4) {
+ round_box_shade_col(colLeft, colRight, 0.0);
+ glVertex2f(maxx-rad, miny);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(colLeft, colRight, vec[a][0]/div);
+ glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
+ }
+
+ round_box_shade_col(colLeft, colRight, rad/div);
+ glVertex2f(maxx, miny+rad);
+ }
+ else {
+ round_box_shade_col(colLeft, colRight, 0.0);
+ glVertex2f(maxx, miny);
+ }
+
+ /* corner right-top */
+ if(roundboxtype & 2) {
+ round_box_shade_col(colLeft, colRight, 0.0);
+ glVertex2f(maxx, maxy-rad);
+
+ for(a=0; a<7; a++) {
+
+ round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
+ glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
+ }
+ round_box_shade_col(colLeft, colRight, (div-rad)/div);
+ glVertex2f(maxx-rad, maxy);
+ }
+ else {
+ round_box_shade_col(colLeft, colRight, 0.0);
+ glVertex2f(maxx, maxy);
+ }
+
+ /* corner left-top */
+ if(roundboxtype & 1) {
+ round_box_shade_col(colLeft, colRight, (div-rad)/div);
+ glVertex2f(minx+rad, maxy);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
+ glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
+ }
+
+ round_box_shade_col(colLeft, colRight, 1.0);
+ glVertex2f(minx, maxy-rad);
+ }
+ else {
+ round_box_shade_col(colLeft, colRight, 1.0);
+ glVertex2f(minx, maxy);
+ }
+
+ /* corner left-bottom */
+ if(roundboxtype & 8) {
+ round_box_shade_col(colLeft, colRight, 1.0);
+ glVertex2f(minx, miny+rad);
+
+ for(a=0; a<7; a++) {
+ round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
+ glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
+ }
+
+ round_box_shade_col(colLeft, colRight, 1.0);
+ glVertex2f(minx+rad, miny);
+ }
+ else {
+ round_box_shade_col(colLeft, colRight, 1.0);
+ glVertex2f(minx, miny);
+ }
+
+ glEnd();
+ glShadeModel(GL_FLAT);
+}
+
+/* plain fake antialiased unfilled round rectangle */
+void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
+{
+ float color[4];
+ float raddiff;
+ int i, passes=4;
+
+ /* get the colour and divide up the alpha */
+ glGetFloatv(GL_CURRENT_COLOR, color);
+ color[3]= 1/(float)passes;
+ glColor4fv(color);
+
+ /* set the 'jitter amount' */
+ raddiff = (1/(float)passes) * asp;
+
+ glEnable( GL_BLEND );
+
+ /* draw lots of lines on top of each other */
+ for (i=passes; i>=(-passes); i--) {
+ gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
+ }
+
+ glDisable( GL_BLEND );
+}
+
+
+void uiTriangleFakeAA(float x1, float y1, float x2, float y2, float x3, float y3)
+{
+ float color[4];
+ float jitter;
+ int i, passes=4;
+
+ /* get the colour and divide up the alpha */
+ glGetFloatv(GL_CURRENT_COLOR, color);
+ color[3]= 1/(float)passes;
+ glColor4fv(color);
+
+ /* set the 'jitter amount' */
+ jitter = 1/(float)passes;
+
+ glEnable( GL_BLEND );
+
+ /* draw lots of lines on top of each other */
+ for (i=passes; i>=(-passes); i--) {
+ glBegin(GL_TRIANGLES);
+
+ /* 'point' first, then two base vertices */
+ glVertex2f(x1+(i*jitter), y1+(i*jitter));
+ glVertex2f(x2, y2+(i*jitter));
+ glVertex2f(x3, y3+(i*jitter));
+ glEnd();
+ }
+
+ glDisable( GL_BLEND );
+}
+
+
+/* ************** safe rasterpos for pixmap alignment with pixels ************* */
+
+void ui_rasterpos_safe(float x, float y, float aspect)
+{
+ float vals[4], remainder;
+ int doit=0;
+
+ glRasterPos2f(x, y);
+ glGetFloatv(GL_CURRENT_RASTER_POSITION, vals);
+
+ remainder= vals[0] - floor(vals[0]);
+ if(remainder > 0.4 && remainder < 0.6) {
+ if(remainder < 0.5) x -= 0.1*aspect;
+ else x += 0.1*aspect;
+ doit= 1;
+ }
+ remainder= vals[1] - floor(vals[1]);
+ if(remainder > 0.4 && remainder < 0.6) {
+ if(remainder < 0.5) y -= 0.1*aspect;
+ else y += 0.1*aspect;
+ doit= 1;
+ }
+
+ if(doit) glRasterPos2f(x, y);
+
+ UI_RasterPos(x, y);
+ UI_SetScale(aspect);
+}
+
+/* ************** generic embossed rect, for window sliders etc ************* */
+
+void uiEmboss(float x1, float y1, float x2, float y2, int sel)
+{
+
+ /* below */
+ if(sel) glColor3ub(200,200,200);
+ else glColor3ub(50,50,50);
+ fdrawline(x1, y1, x2, y1);
+
+ /* right */
+ fdrawline(x2, y1, x2, y2);
+
+ /* top */
+ if(sel) glColor3ub(50,50,50);
+ else glColor3ub(200,200,200);
+ fdrawline(x1, y2, x2, y2);
+
+ /* left */
+ fdrawline(x1, y1, x1, y2);
+
+}
+
+/* ************** GENERIC ICON DRAW, NO THEME HERE ************* */
+
+/* icons have been standardized... and this call draws in untransformed coordinates */
+#define ICON_HEIGHT 16.0f
+
+static void ui_draw_icon(uiBut *but, BIFIconID icon, int blend)
+{
+ float xs=0, ys=0, aspect, height;
+
+ /* this icon doesn't need draw... */
+ if(icon==ICON_BLANK1) return;
+
+ /* we need aspect from block, for menus... these buttons are scaled in uiPositionBlock() */
+ aspect= but->block->aspect;
+ if(aspect != but->aspect) {
+ /* prevent scaling up icon in pupmenu */
+ if (aspect < 1.0f) {
+ height= ICON_HEIGHT;
+ aspect = 1.0f;
+
+ }
+ else
+ height= ICON_HEIGHT/aspect;
+ }
+ else
+ height= ICON_HEIGHT;
+
+ if(but->flag & UI_ICON_LEFT) {
+ if (but->type==BUT_TOGDUAL) {
+ if (but->drawstr[0]) {
+ xs= but->x1-1.0;
+ } else {
+ xs= (but->x1+but->x2- height)/2.0;
+ }
+ }
+ else if (but->type==BUTM ) {
+ xs= but->x1+1.0;
+ }
+ else if ((but->type==ICONROW) || (but->type==ICONTEXTROW)) {
+ xs= but->x1+3.0;
+ }
+ else {
+ xs= but->x1+4.0;
+ }
+ ys= (but->y1+but->y2- height)/2.0;
+ }
+ if(but->flag & UI_ICON_RIGHT) {
+ xs= but->x2-17.0;
+ ys= (but->y1+but->y2- height)/2.0;
+ }
+ if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) {
+ xs= (but->x1+but->x2- height)/2.0;
+ ys= (but->y1+but->y2- height)/2.0;
+ }
+
+ glEnable(GL_BLEND);
+
+ /* calculate blend color */
+ if ELEM3(but->type, TOG, ROW, TOGN) {
+ if(but->flag & UI_SELECT);
+ else if(but->flag & UI_ACTIVE);
+ else blend= -60;
+ }
+ UI_icon_draw_aspect_blended(xs, ys, icon, aspect, blend);
+
+ glDisable(GL_BLEND);
+}
+
+
+/* ************** DEFAULT THEME, SHADED BUTTONS ************* */
+
+
+#define M_WHITE UI_ThemeColorShade(colorid, 80)
+
+#define M_ACT_LIGHT UI_ThemeColorShade(colorid, 55)
+#define M_LIGHT UI_ThemeColorShade(colorid, 45)
+#define M_HILITE UI_ThemeColorShade(colorid, 25)
+#define M_LMEDIUM UI_ThemeColorShade(colorid, 10)
+#define M_MEDIUM UI_ThemeColor(colorid)
+#define M_LGREY UI_ThemeColorShade(colorid, -20)
+#define M_GREY UI_ThemeColorShade(colorid, -45)
+#define M_DARK UI_ThemeColorShade(colorid, -80)
+
+#define M_NUMTEXT UI_ThemeColorShade(colorid, 25)
+#define M_NUMTEXT_ACT_LIGHT UI_ThemeColorShade(colorid, 35)
+
+#define MM_WHITE UI_ThemeColorShade(TH_BUT_NEUTRAL, 120)
+
+/* Used for the subtle sunken effect around buttons.
+ * One option is to hardcode to white, with alpha, however it causes a
+ * weird 'building up' efect, so it's commented out for now.
+ */
+
+#define MM_WHITE_OP UI_ThemeColorShadeAlpha(TH_BACK, 55, -100)
+#define MM_WHITE_TR UI_ThemeColorShadeAlpha(TH_BACK, 55, -255)
+
+#define MM_LIGHT UI_ThemeColorShade(TH_BUT_OUTLINE, 45)
+#define MM_MEDIUM UI_ThemeColor(TH_BUT_OUTLINE)
+#define MM_GREY UI_ThemeColorShade(TH_BUT_OUTLINE, -45)
+#define MM_DARK UI_ThemeColorShade(TH_BUT_OUTLINE, -80)
+
+/* base shaded button */
+static void shaded_button(float x1, float y1, float x2, float y2, float asp, int colorid, int flag, int mid)
+{
+ /* 'mid' arg determines whether the button is in the middle of
+ * an alignment group or not. 0 = not middle, 1 = is in the middle.
+ * Done to allow cleaner drawing
+ */
+
+ /* *** SHADED BUTTON BASE *** */
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_QUADS);
+
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_MEDIUM;
+ else M_LGREY;
+ } else {
+ if(flag & UI_ACTIVE) M_LIGHT;
+ else M_HILITE;
+ }
+
+ glVertex2f(x1,y1);
+ glVertex2f(x2,y1);
+
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_LGREY;
+ else M_GREY;
+ } else {
+ if(flag & UI_ACTIVE) M_ACT_LIGHT;
+ else M_LIGHT;
+ }
+
+ glVertex2f(x2,(y2-(y2-y1)/3));
+ glVertex2f(x1,(y2-(y2-y1)/3));
+ glEnd();
+
+
+ glShadeModel(GL_FLAT);
+ glBegin(GL_QUADS);
+
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_LGREY;
+ else M_GREY;
+ } else {
+ if(flag & UI_ACTIVE) M_ACT_LIGHT;
+ else M_LIGHT;
+ }
+
+ glVertex2f(x1,(y2-(y2-y1)/3));
+ glVertex2f(x2,(y2-(y2-y1)/3));
+ glVertex2f(x2,y2);
+ glVertex2f(x1,y2);
+
+ glEnd();
+ /* *** END SHADED BUTTON BASE *** */
+
+ /* *** INNER OUTLINE *** */
+ /* left */
+ if(!(flag & UI_SELECT)) {
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ M_MEDIUM;
+ glVertex2f(x1+1,y1+2);
+ M_WHITE;
+ glVertex2f(x1+1,y2);
+ glEnd();
+ }
+
+ /* right */
+ if(!(flag & UI_SELECT)) {
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ M_MEDIUM;
+ glVertex2f(x2-1,y1+2);
+ M_WHITE;
+ glVertex2f(x2-1,y2);
+ glEnd();
+ }
+
+ glShadeModel(GL_FLAT);
+
+ /* top */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_LGREY;
+ else M_GREY;
+ } else {
+ if(flag & UI_ACTIVE) M_WHITE;
+ else M_WHITE;
+ }
+
+ fdrawline(x1, (y2-1), x2, (y2-1));
+
+ /* bottom */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_MEDIUM;
+ else M_LGREY;
+ } else {
+ if(flag & UI_ACTIVE) M_LMEDIUM;
+ else M_MEDIUM;
+ }
+ fdrawline(x1, (y1+1), x2, (y1+1));
+ /* *** END INNER OUTLINE *** */
+
+ /* *** OUTER OUTLINE *** */
+ if (mid) {
+ // we draw full outline, its not AA, and it works better button mouse-over hilite
+ MM_DARK;
+
+ // left right
+ fdrawline(x1, y1, x1, y2);
+ fdrawline(x2, y1, x2, y2);
+
+ // top down
+ fdrawline(x1, y2, x2, y2);
+ fdrawline(x1, y1, x2, y1);
+ } else {
+ MM_DARK;
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 1.5);
+ }
+ /* END OUTER OUTLINE */
+}
+
+/* base flat button */
+static void flat_button(float x1, float y1, float x2, float y2, float asp, int colorid, int flag, int mid)
+{
+ /* 'mid' arg determines whether the button is in the middle of
+ * an alignment group or not. 0 = not middle, 1 = is in the middle.
+ * Done to allow cleaner drawing
+ */
+
+ /* *** FLAT TEXT/NUM FIELD *** */
+ glShadeModel(GL_FLAT);
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_LGREY;
+ else M_GREY;
+ }
+ else {
+ if(flag & UI_ACTIVE) M_NUMTEXT_ACT_LIGHT;
+ else M_NUMTEXT;
+ }
+
+ glRectf(x1, y1, x2, y2);
+ /* *** END FLAT TEXT/NUM FIELD *** */
+
+ /* *** OUTER OUTLINE *** */
+ if (mid) {
+ // we draw full outline, its not AA, and it works better button mouse-over hilite
+ MM_DARK;
+
+ // left right
+ fdrawline(x1, y1, x1, y2);
+ fdrawline(x2, y1, x2, y2);
+
+ // top down
+ fdrawline(x1, y2, x2, y2);
+ fdrawline(x1, y1, x2, y1);
+ } else {
+ MM_DARK;
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 1.5);
+ }
+ /* END OUTER OUTLINE */
+}
+
+/* shaded round button */
+static void round_button_shaded(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag, int rad)
+{
+ float shadefac;
+
+ /* colour shading */
+ if (flag & UI_SELECT) {
+ shadefac = -0.05;
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
+ else UI_ThemeColorShade(colorid, -30);
+ } else {
+ shadefac = 0.05;
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, +30);
+ else UI_ThemeColorShade(colorid, +20);
+ }
+ /* end colour shading */
+
+
+ /* the shaded base */
+ gl_round_box_shade(GL_POLYGON, x1, y1, x2, y2, rad, shadefac, -shadefac);
+
+ /* outline */
+ UI_ThemeColorBlendShade(TH_BUT_OUTLINE, TH_BACK, 0.1, -40);
+
+ uiRoundRectFakeAA(x1, y1, x2, y2, rad, asp);
+ /* end outline */
+}
+
+/* base round flat button */
+static void round_button_flat(int colorid, float asp, float x1, float y1, float x2, float y2, int flag, float rad)
+{
+ /* colour shading */
+ if(flag & UI_SELECT) {
+ if (flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -20);
+ else UI_ThemeColorShade(colorid, -45);
+ }
+ else {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 35);
+ else UI_ThemeColorShade(colorid, 25);
+ }
+ /* end colour shading */
+
+ /* the solid base */
+ gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad);
+
+ /* outline */
+ UI_ThemeColorBlendShade(TH_BUT_OUTLINE, TH_BACK, 0.1, -30);
+
+ uiRoundRectFakeAA(x1, y1, x2, y2, rad, asp);
+ /* end outline */
+}
+
+static void ui_checkmark_box(int colorid, float x1, float y1, float x2, float y2)
+{
+ uiSetRoundBox(15);
+ UI_ThemeColorShade(colorid, -5);
+ gl_round_box_shade(GL_POLYGON, x1+4, (y1+(y2-y1)/2)-5, x1+14, (y1+(y2-y1)/2)+4, 2, -0.04, 0.03);
+
+ UI_ThemeColorShade(colorid, -30);
+ gl_round_box(GL_LINE_LOOP, x1+4, (y1+(y2-y1)/2)-5, x1+14, (y1+(y2-y1)/2)+4, 2);
+
+}
+static void ui_checkmark(float x1, float y1, float x2, float y2)
+{
+ glEnable( GL_LINE_SMOOTH );
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glLineWidth(1.5);
+
+ glBegin( GL_LINE_STRIP );
+ glVertex2f(x1+5, (y1+(y2-y1)/2)-1);
+ glVertex2f(x1+8, (y1+(y2-y1)/2)-4);
+ glVertex2f(x1+13, (y1+(y2-y1)/2)+5);
+ glEnd();
+
+ glLineWidth(1.0);
+ glDisable( GL_BLEND );
+ glDisable( GL_LINE_SMOOTH );
+}
+
+/* small side double arrow for iconrow */
+static void ui_iconrow_arrows(float x1, float y1, float x2, float y2)
+{
+ glEnable( GL_POLYGON_SMOOTH );
+ glEnable( GL_BLEND );
+
+ glShadeModel(GL_FLAT);
+ glBegin(GL_TRIANGLES);
+ glVertex2f((short)x2-2,(short)(y2-(y2-y1)/2)+1);
+ glVertex2f((short)x2-6,(short)(y2-(y2-y1)/2)+1);
+ glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+4);
+ glEnd();
+
+ glBegin(GL_TRIANGLES);
+ glVertex2f((short)x2-2,(short)(y2-(y2-y1)/2) -1);
+ glVertex2f((short)x2-6,(short)(y2-(y2-y1)/2) -1);
+ glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -4);
+ glEnd();
+
+ glDisable( GL_BLEND );
+ glDisable( GL_POLYGON_SMOOTH );
+}
+
+/* side double arrow for menu */
+static void ui_menu_arrows(float x1, float y1, float x2, float y2)
+{
+ /* 'point' first, then two base vertices */
+ uiTriangleFakeAA(x2-9, (y2-(y2-y1)/2)+6,
+ x2-6, (y2-(y2-y1)/2)+2,
+ x2-11, (y2-(y2-y1)/2)+2);
+
+ uiTriangleFakeAA(x2-8, (y2-(y2-y1)/2)-6,
+ x2-6, (y2-(y2-y1)/2)-2,
+ x2-11, (y2-(y2-y1)/2)-2);
+}
+
+/* left/right arrows for number fields */
+static void ui_num_arrows(float x1, float y1, float x2, float y2)
+{
+ if( x2-x1 > 25) { // 25 is a bit arbitrary, but small buttons cant have arrows
+
+ /* 'point' first, then two base vertices */
+ uiTriangleFakeAA(x1+4, y2-(y2-y1)/2,
+ x1+9, y2-(y2-y1)/2+3,
+ x1+9, y2-(y2-y1)/2-3);
+
+ uiTriangleFakeAA(x2-4, y2-(y2-y1)/2,
+ x2-9, y2-(y2-y1)/2+3,
+ x2-9, y2-(y2-y1)/2-3);
+ }
+}
+
+
+/* changing black/white for TOG3 buts */
+static void ui_tog3_invert(float x1, float y1, float x2, float y2, int seltype)
+{
+
+ if (seltype == 0) {
+ UI_ThemeColorShade(TH_BUT_SETTING, -120);
+
+ glEnable( GL_LINE_SMOOTH );
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glLineWidth(1.0);
+
+ fdrawline(x1+10, (y1+(y2-y1)/2+4), x1+10, (y1+(y2-y1)/2)-4);
+ fdrawline(x1+6, (y1+(y2-y1)/2), x1+14, (y1+(y2-y1)/2));
+
+ glLineWidth(1.0);
+ glDisable( GL_BLEND );
+ glDisable( GL_LINE_SMOOTH );
+ } else {
+ /* horiz line */
+ UI_ThemeColorShade(TH_BUT_SETTING, -120);
+
+ glEnable( GL_LINE_SMOOTH );
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glLineWidth(1.0);
+
+ fdrawline(x1+6, (y1+(y2-y1)/2), x1+14, (y1+(y2-y1)/2));
+
+ glLineWidth(1.0);
+ glDisable( GL_BLEND );
+ glDisable( GL_LINE_SMOOTH );
+
+ }
+}
+
+/* roundshaded button/popup menu/iconrow drawing code */
+static void ui_roundshaded_button(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ float rad, maxrad;
+ int align= (flag & UI_BUT_ALIGN);
+ int round_align_fix= 0;
+
+ /* rounded corners */
+ if (ELEM4(type, MENU, ROW, ICONROW, ICONTEXTROW)) maxrad = 5.0;
+ else maxrad= 10.0;
+
+ rad= (y2-y1)/2.0;
+ if (rad>(x2-x1)/2) rad = (x2-x1)/2;
+ if (rad > maxrad) rad = maxrad;
+
+ /* end rounded corners */
+
+ /* alignment */
+ if(align) {
+ switch(align) {
+ case UI_BUT_ALIGN_TOP:
+ uiSetRoundBox(12);
+ round_align_fix= 4;
+ break;
+ case UI_BUT_ALIGN_DOWN:
+ uiSetRoundBox(3);
+ round_align_fix= 2;
+ break;
+ case UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(6);
+ round_align_fix= 6;
+ break;
+ case UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(9);
+ round_align_fix= 9;
+ break;
+
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(1);
+ round_align_fix= 0;
+ break;
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(2);
+ round_align_fix= 2;
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(8);
+ round_align_fix= 0;
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(4);
+ round_align_fix= 4;
+ break;
+
+ default:
+ uiSetRoundBox(0);
+ round_align_fix= 0;
+ break;
+ }
+ }
+ else {
+ uiSetRoundBox(15);
+ if (x2 - x1 > 19) {
+ round_align_fix= 6;
+ } else {
+ round_align_fix= 15;
+ }
+ }
+ /* end alignment */
+
+
+ /* draw the base button */
+ round_button_shaded(type, colorid, asp, x1, y1, x2, y2, flag, rad);
+
+ /* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
+ switch(type) {
+ case ICONROW:
+ case ICONTEXTROW:
+ /* iconrow double arrow */
+ if(flag & UI_SELECT) {
+ UI_ThemeColorShade(colorid, -80);
+ } else {
+ UI_ThemeColorShade(colorid, -45);
+ }
+ ui_iconrow_arrows(x1, y1, x2, y2);
+ /* end iconrow double arrow */
+ break;
+ case MENU:
+ /* menu double arrow */
+ if(flag & UI_SELECT) {
+ UI_ThemeColorShade(colorid, -110);
+ } else {
+ UI_ThemeColorShade(colorid, -80);
+ }
+ ui_menu_arrows(x1, y1, x2, y2);
+ /* end menu double arrow */
+ break;
+ }
+}
+
+static void ui_roundshaded_flat(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ float rad, maxrad=10.0;
+ int align= (flag & UI_BUT_ALIGN);
+
+ /* rounded corners */
+ rad= (y2-y1)/2.0;
+ if (rad>(x2-x1)/2) rad = (x2-x1)/2;
+ if (maxrad) {
+ if (rad > maxrad) rad = maxrad;
+ }
+ /* end rounded corners */
+
+ /* alignment */
+ if(align) {
+ switch(align) {
+ case UI_BUT_ALIGN_TOP:
+ uiSetRoundBox(12);
+ break;
+ case UI_BUT_ALIGN_DOWN:
+ uiSetRoundBox(3);
+ break;
+ case UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(6);
+ break;
+ case UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(9);
+ break;
+
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(1);
+ break;
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(2);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(8);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(4);
+ break;
+
+ default:
+ uiSetRoundBox(0);
+ break;
+ }
+ }
+ else {
+ uiSetRoundBox(15);
+ }
+ /* end alignment */
+
+ /* draw the base button */
+ round_button_flat(colorid, asp, x1, y1, x2, y2, flag, rad);
+
+ /* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
+ switch(type) {
+ case TOG:
+ case TOGN:
+ case TOG3:
+ if (!(flag & UI_HAS_ICON)) {
+ /* check to see that there's room for the check mark
+ * draw a check mark, or if it's a TOG3, draw a + or - */
+ if (x2 - x1 > 20) {
+ ui_checkmark_box(colorid, x1, y1, x2, y2);
+
+ /* TOG3 is handled with ui_tog3_invert()
+ * remember to update checkmark drawing there too*/
+ if((flag & UI_SELECT) && (type != TOG3)) {
+ UI_ThemeColorShade(colorid, -140);
+
+ ui_checkmark(x1, y1, x2, y2);
+ }
+ /* draw a dot: alternate, for layers etc. */
+ } else if(flag & UI_SELECT) {
+ uiSetRoundBox(15);
+ UI_ThemeColorShade(colorid, -60);
+
+ glPushMatrix();
+ glTranslatef((x1+(x2-x1)/2), (y1+(y2-y1)/2), 0.0);
+
+ /* circle */
+ glutil_draw_filled_arc(0.0, M_PI*2.0, 2, 16);
+
+ glEnable( GL_LINE_SMOOTH );
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+
+ /* smooth outline */
+ glutil_draw_lined_arc(0.0, M_PI*2.0, 2, 16);
+
+ glDisable( GL_BLEND );
+ glDisable( GL_LINE_SMOOTH );
+
+ glPopMatrix();
+ }
+ }
+ break;
+ case NUM:
+ /* side arrows */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -70);
+ else UI_ThemeColorShade(colorid, -70);
+ } else {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
+ else UI_ThemeColorShade(colorid, -20);
+ }
+
+ ui_num_arrows(x1, y1, x2, y2);
+ /* end side arrows */
+ break;
+ }
+}
+
+/* roundshaded theme callback */
+static void ui_draw_roundshaded(int type, int colorid, float aspect, float x1, float y1, float x2, float y2, int flag)
+{
+
+ switch(type) {
+ case TOG:
+ case TOGN:
+ case TOG3:
+ case SLI:
+ case NUMSLI:
+ case HSVSLI:
+ case TEX:
+ case IDPOIN:
+ case NUM:
+ ui_roundshaded_flat(type, colorid, aspect, x1, y1, x2, y2, flag);
+ break;
+ case ICONROW:
+ case ICONTEXTROW:
+ case MENU:
+ default:
+ ui_roundshaded_button(type, colorid, aspect, x1, y1, x2, y2, flag);
+ }
+
+}
+
+/* button/popup menu/iconrow drawing code */
+static void ui_default_button(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ int align= (flag & UI_BUT_ALIGN);
+
+ if(align) {
+
+ /* *** BOTTOM OUTER SUNKEN EFFECT *** */
+ if (!((align == UI_BUT_ALIGN_DOWN) ||
+ (align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT)) ||
+ (align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT)))) {
+ glEnable(GL_BLEND);
+ MM_WHITE_OP;
+ fdrawline(x1, y1-1, x2, y1-1);
+ glDisable(GL_BLEND);
+ }
+ /* *** END BOTTOM OUTER SUNKEN EFFECT *** */
+
+ switch(align) {
+ case UI_BUT_ALIGN_TOP:
+ uiSetRoundBox(12);
+
+ /* last arg in shaded_button() determines whether the button is in the middle of
+ * an alignment group or not. 0 = not middle, 1 = is in the middle.
+ * Done to allow cleaner drawing
+ */
+
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_DOWN:
+ uiSetRoundBox(3);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_LEFT:
+
+ /* RIGHT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x2+1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x2+1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(6);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_RIGHT:
+
+ /* LEFT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x1-1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x1-1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(9);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(1);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(2);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
+
+ /* LEFT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x1-1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x1-1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(8);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
+
+ /* RIGHT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x2+1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x2+1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(4);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+
+ default:
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 1);
+ break;
+ }
+ }
+ else {
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+
+ /* BOTTOM OUTER SUNKEN EFFECT */
+ MM_WHITE_OP;
+ fdrawline(x1, y1-1, x2, y1-1);
+
+ /* LEFT OUTER SUNKEN EFFECT */
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x1-1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x1-1,y2);
+ glEnd();
+
+ /* RIGHT OUTER SUNKEN EFFECT */
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x2+1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x2+1,y2);
+ glEnd();
+
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(15);
+ shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ }
+
+ /* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
+ switch(type) {
+ case ICONROW:
+ case ICONTEXTROW:
+ /* DARKENED AREA */
+ glEnable(GL_BLEND);
+
+ glColor4ub(0, 0, 0, 30);
+ glRectf(x2-9, y1, x2, y2);
+
+ glDisable(GL_BLEND);
+ /* END DARKENED AREA */
+
+ /* ICONROW DOUBLE-ARROW */
+ M_DARK;
+ ui_iconrow_arrows(x1, y1, x2, y2);
+ /* END ICONROW DOUBLE-ARROW */
+ break;
+ case MENU:
+ /* DARKENED AREA */
+ glEnable(GL_BLEND);
+
+ glColor4ub(0, 0, 0, 30);
+ glRectf(x2-18, y1, x2, y2);
+
+ glDisable(GL_BLEND);
+ /* END DARKENED AREA */
+
+ /* MENU DOUBLE-ARROW */
+ M_DARK;
+ ui_menu_arrows(x1, y1, x2, y2);
+ /* MENU DOUBLE-ARROW */
+ break;
+ }
+}
+
+/* number/text field drawing code */
+static void ui_default_flat(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ int align= (flag & UI_BUT_ALIGN);
+
+ if(align) {
+
+ /* *** BOTTOM OUTER SUNKEN EFFECT *** */
+ if (!((align == UI_BUT_ALIGN_DOWN) ||
+ (align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT)) ||
+ (align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT)))) {
+ glEnable(GL_BLEND);
+ MM_WHITE_OP;
+ fdrawline(x1, y1-1, x2, y1-1);
+ glDisable(GL_BLEND);
+ }
+ /* *** END BOTTOM OUTER SUNKEN EFFECT *** */
+
+ switch(align) {
+ case UI_BUT_ALIGN_TOP:
+ uiSetRoundBox(12);
+
+ /* last arg in shaded_button() determines whether the button is in the middle of
+ * an alignment group or not. 0 = not middle, 1 = is in the middle.
+ * Done to allow cleaner drawing
+ */
+
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_DOWN:
+ uiSetRoundBox(3);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_LEFT:
+
+ /* RIGHT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x2+1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x2+1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(6);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_RIGHT:
+
+ /* LEFT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x1-1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x1-1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(9);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
+ uiSetRoundBox(1);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
+ uiSetRoundBox(2);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
+
+ /* LEFT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x1-1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x1-1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(8);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
+
+ /* RIGHT OUTER SUNKEN EFFECT */
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x2+1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x2+1,y2);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(4);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ break;
+
+ default:
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 1);
+ break;
+ }
+ }
+ else {
+
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+
+ /* BOTTOM OUTER SUNKEN EFFECT */
+ MM_WHITE_OP;
+ fdrawline(x1, y1-1, x2, y1-1);
+
+ /* LEFT OUTER SUNKEN EFFECT */
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x1-1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x1-1,y2);
+ glEnd();
+
+ /* RIGHT OUTER SUNKEN EFFECT */
+ glBegin(GL_LINES);
+ MM_WHITE_OP;
+ glVertex2f(x2+1,y1);
+ MM_WHITE_TR;
+ glVertex2f(x2+1,y2);
+ glEnd();
+
+ glDisable(GL_BLEND);
+
+ uiSetRoundBox(15);
+ flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
+ }
+
+ /* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
+ switch(type) {
+ case NUM:
+ case NUMABS:
+ /* SIDE ARROWS */
+ /* left */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) M_DARK;
+ else M_DARK;
+ } else {
+ if(flag & UI_ACTIVE) M_GREY;
+ else M_LGREY;
+ }
+
+ ui_num_arrows(x1, y1, x2, y2);
+ /* END SIDE ARROWS */
+ }
+}
+
+static void ui_default_slider(int colorid, float fac, float aspect, float x1, float y1, float x2, float y2, int flag)
+{
+ float ymid, yc;
+
+ /* the slider background line */
+ ymid= (y1+y2)/2.0;
+ //yc= 2.5*aspect; // height of center line
+ yc = 2.3; // height of center line
+
+ if(flag & UI_SELECT)
+ UI_ThemeColorShade(TH_BUT_NUM, -5);
+ else {
+ if(flag & UI_ACTIVE)
+ UI_ThemeColorShade(TH_BUT_NUM, +35);
+ else
+ UI_ThemeColorShade(TH_BUT_NUM, +25);
+ }
+
+ glRectf(x1, ymid-yc, x2, ymid+yc);
+
+ /* top inner bevel */
+ if(flag & UI_SELECT) UI_ThemeColorShade(TH_BUT_NUM, -40);
+ else UI_ThemeColorShade(TH_BUT_NUM, -5);
+ fdrawline(x1+1, ymid+yc, x2, ymid+yc);
+
+ /* bottom inner bevel */
+ if(flag & UI_SELECT) UI_ThemeColorShade(TH_BUT_NUM, +15);
+ else UI_ThemeColorShade(TH_BUT_NUM, +45);
+ fdrawline(x1+1, ymid-yc, x2, ymid-yc);
+
+
+ /* the movable slider */
+ if(flag & UI_SELECT) UI_ThemeColorShade(TH_BUT_NUM, +80);
+ else UI_ThemeColorShade(TH_BUT_NUM, -45);
+
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_QUADS);
+
+ UI_ThemeColorShade(TH_BUT_NUM, -45);
+
+ glVertex2f(x1, y1+2.5);
+ glVertex2f(x1+fac, y1+2.5);
+
+ UI_ThemeColor(TH_BUT_NUM);
+
+ glVertex2f(x1+fac, y2-2.5);
+ glVertex2f(x1, y2-2.5);
+
+ glEnd();
+
+
+ /* slider handle center */
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_QUADS);
+
+ UI_ThemeColor(TH_BUT_NUM);
+ glVertex2f(x1+fac-3, y1+2);
+ glVertex2f(x1+fac, y1+4);
+ UI_ThemeColorShade(TH_BUT_NUM, +80);
+ glVertex2f(x1+fac, y2-2);
+ glVertex2f(x1+fac-3, y2-2);
+
+ glEnd();
+
+ /* slider handle left bevel */
+ UI_ThemeColorShade(TH_BUT_NUM, +70);
+ fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2);
+
+ /* slider handle right bevel */
+ UI_ThemeColorShade(TH_BUT_NUM, -35);
+ fdrawline(x1+fac, y2-2, x1+fac, y1+2);
+
+ glShadeModel(GL_FLAT);
+}
+
+/* default theme callback */
+static void ui_draw_default(int type, int colorid, float aspect, float x1, float y1, float x2, float y2, int flag)
+{
+
+ switch(type) {
+ case TEX:
+ case IDPOIN:
+ case NUM:
+ case NUMABS:
+ ui_default_flat(type, colorid, aspect, x1, y1, x2, y2, flag);
+ break;
+ case ICONROW:
+ case ICONTEXTROW:
+ case MENU:
+ default:
+ ui_default_button(type, colorid, aspect, x1, y1, x2, y2, flag);
+ }
+
+}
+
+
+/* *************** OLDSKOOL THEME ***************** */
+
+static void ui_draw_outlineX(float x1, float y1, float x2, float y2, float asp1)
+{
+ float vec[2];
+
+ glBegin(GL_LINE_LOOP);
+ vec[0]= x1+asp1; vec[1]= y1-asp1;
+ glVertex2fv(vec);
+ vec[0]= x2-asp1;
+ glVertex2fv(vec);
+ vec[0]= x2+asp1; vec[1]= y1+asp1;
+ glVertex2fv(vec);
+ vec[1]= y2-asp1;
+ glVertex2fv(vec);
+ vec[0]= x2-asp1; vec[1]= y2+asp1;
+ glVertex2fv(vec);
+ vec[0]= x1+asp1;
+ glVertex2fv(vec);
+ vec[0]= x1-asp1; vec[1]= y2-asp1;
+ glVertex2fv(vec);
+ vec[1]= y1+asp1;
+ glVertex2fv(vec);
+ glEnd();
+
+}
+
+
+static void ui_draw_oldskool(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ /* paper */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
+ else UI_ThemeColorShade(colorid, -30);
+ }
+ else {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, +30);
+ else UI_ThemeColorShade(colorid, +20);
+ }
+
+ glRectf(x1+1, y1+1, x2-1, y2-1);
+
+ x1+= asp;
+ x2-= asp;
+ y1+= asp;
+ y2-= asp;
+
+ /* below */
+ if(flag & UI_SELECT) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -30);
+ fdrawline(x1, y1, x2, y1);
+
+ /* right */
+ fdrawline(x2, y1, x2, y2);
+
+ /* top */
+ if(flag & UI_SELECT) UI_ThemeColorShade(colorid, -30);
+ else UI_ThemeColorShade(colorid, 0);
+ fdrawline(x1, y2, x2, y2);
+
+ /* left */
+ fdrawline(x1, y1, x1, y2);
+
+ /* outline */
+ glColor3ub(0,0,0);
+ ui_draw_outlineX(x1, y1, x2, y2, asp);
+
+
+ /* special type decorations */
+ switch(type) {
+ case NUM:
+ case NUMABS:
+ if(flag & UI_SELECT) UI_ThemeColorShade(colorid, -60);
+ else UI_ThemeColorShade(colorid, -30);
+ ui_num_arrows(x1, y1, x2, y2);
+ break;
+
+ case ICONROW:
+ case ICONTEXTROW:
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -10);
+ glRectf(x2-9, y1+asp, x2-asp, y2-asp);
+
+ UI_ThemeColorShade(colorid, -50);
+ ui_iconrow_arrows(x1, y1, x2, y2);
+ break;
+
+ case MENU:
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -10);
+ glRectf(x2-17, y1+asp, x2-asp, y2-asp);
+
+ UI_ThemeColorShade(colorid, -50);
+ ui_menu_arrows(x1, y1, x2, y2);
+ break;
+ }
+
+}
+
+/* *************** BASIC ROUNDED THEME ***************** */
+
+static void round_button(float x1, float y1, float x2, float y2, float asp,
+ int colorid, int round, int menudeco, int curshade)
+{
+ float rad;
+ char col[4];
+
+ rad= (y2-y1)/2.0;
+ if(rad>7.0) rad= 7.0;
+
+ uiSetRoundBox(round);
+ gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad);
+
+ if(menudeco) {
+ uiSetRoundBox(round & ~9);
+ UI_ThemeColorShade(colorid, curshade-20);
+ gl_round_box(GL_POLYGON, x2-menudeco, y1, x2, y2, rad);
+ }
+
+ /* fake AA */
+ uiSetRoundBox(round);
+ glEnable( GL_BLEND );
+
+ UI_GetThemeColor3ubv(colorid, col);
+
+ if(col[0]<100) col[0]= 0; else col[0]-= 100;
+ if(col[1]<100) col[1]= 0; else col[1]-= 100;
+ if(col[2]<100) col[2]= 0; else col[2]-= 100;
+ col[3]= 80;
+ glColor4ubv((GLubyte *)col);
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad - asp);
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad + asp);
+ col[3]= 180;
+ glColor4ubv((GLubyte *)col);
+ gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad);
+
+ glDisable( GL_BLEND );
+}
+
+/* button in midst of alignment row */
+static void round_button_mid(float x1, float y1, float x2, float y2, float asp,
+ int colorid, int align, int menudeco, int curshade)
+{
+ glRectf(x1, y1, x2, y2);
+
+ if(menudeco) {
+ UI_ThemeColorShade(colorid, curshade-20);
+ glRectf(x2-menudeco, y1, x2, y2);
+ }
+
+ UI_ThemeColorBlendShade(colorid, TH_BACK, 0.5, -70);
+ // we draw full outline, its not AA, and it works better button mouse-over hilite
+
+ // left right
+ fdrawline(x1, y1, x1, y2);
+ fdrawline(x2, y1, x2, y2);
+
+ // top down
+ fdrawline(x1, y2, x2, y2);
+ fdrawline(x1, y1, x2, y1);
+}
+
+static void ui_draw_round(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ int align= (flag & UI_BUT_ALIGN);
+ int curshade= 0, menudeco= 0;
+
+ if(type==ICONROW || type==ICONTEXTROW) menudeco= 9;
+ else if((type==MENU || type==BLOCK) && x2-x1>24) menudeco= 16;
+
+ /* paper */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) curshade= -40;
+ else curshade= -30;
+ }
+ else {
+ if(flag & UI_ACTIVE) curshade= 30;
+ else curshade= +20;
+ }
+
+ UI_ThemeColorShade(colorid, curshade);
+
+ if(align) {
+ switch(align) {
+ case UI_BUT_ALIGN_TOP:
+ round_button(x1, y1, x2, y2, asp, colorid, 12, menudeco, curshade);
+ break;
+ case UI_BUT_ALIGN_DOWN:
+ round_button(x1, y1, x2, y2, asp, colorid, 3, menudeco, curshade);
+ break;
+ case UI_BUT_ALIGN_LEFT:
+ round_button(x1, y1, x2, y2, asp, colorid, 6, menudeco, curshade);
+ break;
+ case UI_BUT_ALIGN_RIGHT:
+ round_button(x1, y1, x2, y2, asp, colorid, 9, menudeco, curshade);
+ break;
+
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
+ round_button(x1, y1, x2, y2, asp, colorid, 1, menudeco, curshade);
+ break;
+ case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
+ round_button(x1, y1, x2, y2, asp, colorid, 2, menudeco, curshade);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
+ round_button(x1, y1, x2, y2, asp, colorid, 8, menudeco, curshade);
+ break;
+ case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
+ round_button(x1, y1, x2, y2, asp, colorid, 4, menudeco, curshade);
+ break;
+
+ default:
+ round_button_mid(x1, y1, x2, y2, asp, colorid, align, menudeco, curshade);
+ break;
+ }
+ }
+ else {
+ round_button(x1, y1, x2, y2, asp, colorid, 15, menudeco, curshade);
+ }
+
+ /* special type decorations */
+ switch(type) {
+ case NUM:
+ case NUMABS:
+ UI_ThemeColorShade(colorid, curshade-60);
+ ui_num_arrows(x1, y1, x2, y2);
+ break;
+
+ case ICONROW:
+ case ICONTEXTROW:
+ UI_ThemeColorShade(colorid, curshade-60);
+ ui_iconrow_arrows(x1, y1, x2, y2);
+ break;
+
+ case MENU:
+ case BLOCK:
+ UI_ThemeColorShade(colorid, curshade-60);
+ ui_menu_arrows(x1, y1, x2, y2);
+ break;
+ }
+}
+
+/* *************** MINIMAL THEME ***************** */
+
+// theme can define an embosfunc and sliderfunc, text+icon drawing is standard, no theme.
+
+
+
+/* super minimal button as used in logic menu */
+static void ui_draw_minimal(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ /* too much space between buttons */
+
+ if (type==TEX || type==IDPOIN) {
+ x1+= asp;
+ x2-= (asp*2);
+ //y1+= asp;
+ y2-= asp;
+ } else {
+ /* Less space between buttons looks nicer */
+ y2-= asp;
+ x2-= asp;
+ }
+
+ /* paper */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
+ else UI_ThemeColorShade(colorid, -30);
+ }
+ else {
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, +20);
+ else UI_ThemeColorShade(colorid, +10);
+ }
+
+ glRectf(x1, y1, x2, y2);
+
+ if (type==TEX || type==IDPOIN) {
+ UI_ThemeColorShade(colorid, -60);
+
+ /* top */
+ fdrawline(x1, y2, x2, y2);
+ /* left */
+ fdrawline(x1, y1, x1, y2);
+
+
+ /* text underline, some */
+ UI_ThemeColorShade(colorid, +50);
+ glEnable(GL_LINE_STIPPLE);
+ glLineStipple(1, 0x8888);
+ fdrawline(x1+(asp*2), y1+(asp*3), x2-(asp*2), y1+(asp*3));
+ glDisable(GL_LINE_STIPPLE);
+
+
+ UI_ThemeColorShade(colorid, +60);
+ /* below */
+ fdrawline(x1, y1, x2, y1);
+ /* right */
+ fdrawline(x2, y1, x2, y2);
+
+ } else {
+ if(flag & UI_SELECT) {
+ UI_ThemeColorShade(colorid, -60);
+
+ /* top */
+ fdrawline(x1, y2, x2, y2);
+ /* left */
+ fdrawline(x1, y1, x1, y2);
+ UI_ThemeColorShade(colorid, +40);
+
+ /* below */
+ fdrawline(x1, y1, x2, y1);
+ /* right */
+ fdrawline(x2, y1, x2, y2);
+ }
+ else {
+ UI_ThemeColorShade(colorid, +40);
+
+ /* top */
+ fdrawline(x1, y2, x2, y2);
+ /* left */
+ fdrawline(x1, y1, x1, y2);
+
+ UI_ThemeColorShade(colorid, -60);
+ /* below */
+ fdrawline(x1, y1, x2, y1);
+ /* right */
+ fdrawline(x2, y1, x2, y2);
+ }
+ }
+
+ /* special type decorations */
+ switch(type) {
+ case NUM:
+ case NUMABS:
+ if(flag & UI_SELECT) UI_ThemeColorShade(colorid, -60);
+ else UI_ThemeColorShade(colorid, -30);
+ ui_num_arrows(x1, y1, x2, y2);
+ break;
+
+ case ICONROW:
+ case ICONTEXTROW:
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -10);
+ glRectf(x2-9, y1+asp, x2-asp, y2-asp);
+
+ UI_ThemeColorShade(colorid, -50);
+ ui_iconrow_arrows(x1, y1, x2, y2);
+ break;
+
+ case MENU:
+ case BLOCK:
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -10);
+ glRectf(x2-17, y1+asp, x2-asp, y2-asp);
+
+ UI_ThemeColorShade(colorid, -50);
+ ui_menu_arrows(x1, y1, x2, y2);
+ break;
+ }
+
+
+}
+
+
+/* fac is the slider handle position between x1 and x2 */
+static void ui_draw_slider(int colorid, float fac, float aspect, float x1, float y1, float x2, float y2, int flag)
+{
+ float ymid, yc;
+
+ /* the slider background line */
+ ymid= (y1+y2)/2.0;
+ yc= 1.7*aspect;
+
+ if(flag & UI_ACTIVE)
+ UI_ThemeColorShade(colorid, -50);
+ else
+ UI_ThemeColorShade(colorid, -40);
+
+ /* left part */
+ glRectf(x1, ymid-2.0*yc, x1+fac, ymid+2.0*yc);
+ /* right part */
+ glRectf(x1+fac, ymid-yc, x2, ymid+yc);
+
+ /* the movable slider */
+
+ UI_ThemeColorShade(colorid, +70);
+ glRectf(x1+fac-aspect, ymid-2.0*yc, x1+fac+aspect, ymid+2.0*yc);
+
+}
+
+/* ************** STANDARD MENU DRAWING FUNCTION ************* */
+
+
+static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
+{
+ glEnable(GL_BLEND);
+ glShadeModel(GL_SMOOTH);
+
+ /* right quad */
+ glBegin(GL_POLYGON);
+ glColor4ub(0, 0, 0, alpha);
+ glVertex2f(maxx, miny);
+ glVertex2f(maxx, maxy-shadsize);
+ glColor4ub(0, 0, 0, 0);
+ glVertex2f(maxx+shadsize, maxy-shadsize-shadsize);
+ glVertex2f(maxx+shadsize, miny);
+ glEnd();
+
+ /* corner shape */
+ glBegin(GL_POLYGON);
+ glColor4ub(0, 0, 0, alpha);
+ glVertex2f(maxx, miny);
+ glColor4ub(0, 0, 0, 0);
+ glVertex2f(maxx+shadsize, miny);
+ glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize);
+ glVertex2f(maxx, miny-shadsize);
+ glEnd();
+
+ /* bottom quad */
+ glBegin(GL_POLYGON);
+ glColor4ub(0, 0, 0, alpha);
+ glVertex2f(minx+shadsize, miny);
+ glVertex2f(maxx, miny);
+ glColor4ub(0, 0, 0, 0);
+ glVertex2f(maxx, miny-shadsize);
+ glVertex2f(minx+shadsize+shadsize, miny-shadsize);
+ glEnd();
+
+ glDisable(GL_BLEND);
+ glShadeModel(GL_FLAT);
+}
+
+void uiDrawBoxShadow(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, 6.0, (30*alpha)>>8);
+ ui_shadowbox(minx, miny, maxx, maxy, 4.0, (70*alpha)>>8);
+ ui_shadowbox(minx, miny, maxx, maxy, 2.0, (100*alpha)>>8);
+
+}
+
+// background for pulldowns, pullups, and other drawing temporal menus....
+// has to be made themable still (now only color)
+
+void uiDrawMenuBox(float minx, float miny, float maxx, float maxy, short flag)
+{
+ char col[4];
+ UI_GetThemeColor4ubv(TH_MENU_BACK, col);
+
+ if( (flag & UI_BLOCK_NOSHADOW)==0) {
+ /* accumulated outline boxes to make shade not linear, is more pleasant */
+ ui_shadowbox(minx, miny, maxx, maxy, 6.0, (30*col[3])>>8);
+ ui_shadowbox(minx, miny, maxx, maxy, 4.0, (70*col[3])>>8);
+ ui_shadowbox(minx, miny, maxx, maxy, 2.0, (100*col[3])>>8);
+
+ glEnable(GL_BLEND);
+ glColor4ubv((GLubyte *)col);
+ glRectf(minx-1, miny, minx, maxy); // 1 pixel on left, to distinguish sublevel menus
+ }
+ glEnable(GL_BLEND);
+ glColor4ubv((GLubyte *)col);
+ glRectf(minx, miny, maxx, maxy);
+ glDisable(GL_BLEND);
+}
+
+
+
+/* pulldown menu item */
+static void ui_draw_pulldown_item(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ char col[4];
+
+ UI_GetThemeColor4ubv(TH_MENU_BACK, col);
+ if(col[3]!=255) {
+ glEnable(GL_BLEND);
+ }
+
+ if((flag & UI_ACTIVE) && type!=LABEL) {
+ UI_ThemeColor4(TH_MENU_HILITE);
+ glRectf(x1, y1, x2, y2);
+
+
+ } else {
+ UI_ThemeColor4(colorid); // is set at TH_MENU_ITEM when pulldown opened.
+ glRectf(x1, y1, x2, y2);
+ }
+
+ glDisable(GL_BLEND);
+}
+
+/* pulldown menu calling button */
+static void ui_draw_pulldown_round(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+
+ if(flag & UI_ACTIVE) {
+ UI_ThemeColor(TH_MENU_HILITE);
+
+ uiSetRoundBox(15);
+ gl_round_box(GL_POLYGON, x1, y1+3, x2, y2-3, 7.0);
+
+ glEnable( GL_LINE_SMOOTH );
+ glEnable( GL_BLEND );
+ gl_round_box(GL_LINE_LOOP, x1, y1+3, x2, y2-3, 7.0);
+ glDisable( GL_LINE_SMOOTH );
+ glDisable( GL_BLEND );
+
+ } else {
+ UI_ThemeColor(colorid); // is set at TH_MENU_ITEM when pulldown opened.
+ glRectf(x1-1, y1+2, x2+1, y2-2);
+ }
+
+}
+
+/* ************** TEXT AND ICON DRAWING FUNCTIONS ************* */
+
+
+
+/* draws text and icons for buttons */
+static void ui_draw_text_icon(uiBut *but)
+{
+ float x;
+ int len;
+ char *cpoin;
+ short t, pos, ch;
+ short selsta_tmp, selend_tmp, selsta_draw, selwidth_draw;
+
+ /* check for button text label */
+ if (but->type == ICONTEXTROW) {
+ ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd), 0);
+ }
+ else {
+
+ /* text button selection and cursor */
+ if(but->editstr && but->pos != -1) {
+
+ if ((but->selend - but->selsta) > 0) {
+ /* text button selection */
+ selsta_tmp = but->selsta + strlen(but->str);
+ selend_tmp = but->selend + strlen(but->str);
+
+ if(but->drawstr[0]!=0) {
+ ch= but->drawstr[selsta_tmp];
+ but->drawstr[selsta_tmp]= 0;
+
+ selsta_draw = but->aspect*UI_GetStringWidth(but->font, but->drawstr+but->ofs, ui_translate_buttons()) + 3;
+
+ but->drawstr[selsta_tmp]= ch;
+
+
+ ch= but->drawstr[selend_tmp];
+ but->drawstr[selend_tmp]= 0;
+
+ selwidth_draw = but->aspect*UI_GetStringWidth(but->font, but->drawstr+but->ofs, ui_translate_buttons()) + 3;
+
+ but->drawstr[selend_tmp]= ch;
+
+ UI_ThemeColor(TH_BUT_TEXTFIELD_HI);
+ glRects(but->x1+selsta_draw+1, but->y1+2, but->x1+selwidth_draw+1, but->y2-2);
+ }
+ } else {
+ /* text cursor */
+ pos= but->pos+strlen(but->str);
+ if(pos >= but->ofs) {
+ if(but->drawstr[0]!=0) {
+ ch= but->drawstr[pos];
+ but->drawstr[pos]= 0;
+
+ t= but->aspect*UI_GetStringWidth(but->font, but->drawstr+but->ofs, ui_translate_buttons()) + 3;
+
+ but->drawstr[pos]= ch;
+ }
+ else t= 3;
+
+ glColor3ub(255,0,0);
+ glRects(but->x1+t, but->y1+2, but->x1+t+2, but->y2-2);
+ }
+ }
+ }
+
+ if(but->type==BUT_TOGDUAL) {
+ int dualset= 0;
+ if(but->pointype==SHO)
+ dualset= BTST( *(((short *)but->poin)+1), but->bitnr);
+ else if(but->pointype==INT)
+ dualset= BTST( *(((int *)but->poin)+1), but->bitnr);
+
+ ui_draw_icon(but, ICON_DOT, dualset?0:-100);
+ }
+
+ if(but->drawstr[0]!=0) {
+ int transopts;
+ int tog3= 0;
+
+ // cut string in 2 parts
+ cpoin= strchr(but->drawstr, '|');
+ if(cpoin) *cpoin= 0;
+
+ /* If there's an icon too (made with uiDefIconTextBut) then draw the icon
+ and offset the text label to accomodate it */
+
+ if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) )
+ {
+ ui_draw_icon(but, but->icon, 0);
+
+ if(but->editstr || (but->flag & UI_TEXT_LEFT)) x= but->x1 + but->aspect*UI_icon_get_width(but->icon)+5.0;
+ else x= (but->x1+but->x2-but->strwidth+1)/2.0;
+ }
+ else
+ {
+ if(but->editstr || (but->flag & UI_TEXT_LEFT))
+ x= but->x1+4.0;
+ else if ELEM3(but->type, TOG, TOGN, TOG3)
+ x= but->x1+18.0; /* offset for checkmark */
+ else
+ x= (but->x1+but->x2-but->strwidth+1)/2.0;
+ }
+
+ /* tog3 button exception; draws with glColor! */
+ if(but->type==TOG3 && (but->flag & UI_SELECT)) {
+
+ if( but->pointype==CHA ) {
+ if( BTST( *(but->poin+2), but->bitnr )) tog3= 1;
+ }
+ else if( but->pointype ==SHO ) {
+ short *sp= (short *)but->poin;
+ if( BTST( sp[1], but->bitnr )) tog3= 1;
+ }
+
+ ui_tog3_invert(but->x1,but->y1,but->x2,but->y2, tog3);
+ if (tog3) glColor3ub(255, 255, 0);
+ }
+
+ /* text color, with pulldown item exception */
+ if(tog3); // color already set
+ else if(but->dt==UI_EMBOSSP) {
+ if((but->flag & (UI_SELECT|UI_ACTIVE)) && but->type!=LABEL) { // LABEL = title in pulldowns
+ UI_ThemeColor(TH_MENU_TEXT_HI);
+ } else {
+ UI_ThemeColor(TH_MENU_TEXT);
+ }
+ }
+ else {
+ if(but->flag & UI_SELECT) {
+ UI_ThemeColor(TH_BUT_TEXT_HI);
+ } else {
+ UI_ThemeColor(TH_BUT_TEXT);
+ }
+ }
+
+ /* LABEL button exception */
+ if(but->type==LABEL && but->min!=0.0) UI_ThemeColor(TH_BUT_TEXT_HI);
+
+ ui_rasterpos_safe(x, (but->y1+but->y2- 9.0)/2.0, but->aspect);
+ if(but->type==IDPOIN) transopts= 0; // no translation, of course!
+ else transopts= ui_translate_buttons();
+
+ #ifdef INTERNATIONAL
+ if (but->type == FTPREVIEW)
+ FTF_DrawNewFontString (but->drawstr+but->ofs, FTF_INPUT_UTF8);
+ else
+ UI_DrawString(but->font, but->drawstr+but->ofs, transopts);
+ #else
+ UI_DrawString(but->font, but->drawstr+but->ofs, transopts);
+ #endif
+
+ /* part text right aligned */
+ if(cpoin) {
+ len= UI_GetStringWidth(but->font, cpoin+1, ui_translate_buttons());
+ ui_rasterpos_safe( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0, but->aspect);
+ UI_DrawString(but->font, cpoin+1, ui_translate_buttons());
+ *cpoin= '|';
+ }
+ }
+ /* if there's no text label, then check to see if there's an icon only and draw it */
+ else if( but->flag & UI_HAS_ICON ) {
+ ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd), 0);
+ }
+ }
+}
+
+static void ui_draw_but_COL(uiBut *but)
+{
+ float *fp;
+ char colr, colg, colb;
+
+ if( but->pointype==FLO ) {
+ fp= (float *)but->poin;
+ colr= floor(255.0*fp[0]+0.5);
+ colg= floor(255.0*fp[1]+0.5);
+ colb= floor(255.0*fp[2]+0.5);
+ }
+ else {
+ char *cp= (char *)but->poin;
+ colr= cp[0];
+ colg= cp[1];
+ colb= cp[2];
+ }
+
+ /* exception... hrms, but can't simply use the emboss callback for this now. */
+ /* this button type needs review, and nice integration with rest of API here */
+ /* XXX 2.50 bad U global access */
+ if(but->embossfunc == ui_draw_round) {
+ char *cp= UI_ThemeGetColorPtr(U.themes.first, 0, TH_CUSTOM);
+ cp[0]= colr; cp[1]= colg; cp[2]= colb;
+ but->flag &= ~UI_SELECT;
+ but->embossfunc(but->type, TH_CUSTOM, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
+ }
+ else
+ {
+
+ glColor3ub(colr, colg, colb);
+ glRectf((but->x1), (but->y1), (but->x2), (but->y2));
+ glColor3ub(0, 0, 0);
+ fdrawbox((but->x1), (but->y1), (but->x2), (but->y2));
+ }
+}
+
+/* draws in resolution of 20x4 colors */
+static void ui_draw_but_HSVCUBE(uiBut *but)
+{
+ int a;
+ float h,s,v;
+ float dx, dy, sx1, sx2, sy, x, y;
+ float col0[4][3]; // left half, rect bottom to top
+ float col1[4][3]; // right half, rect bottom to top
+
+ h= but->hsv[0];
+ s= but->hsv[1];
+ v= but->hsv[2];
+
+ /* draw series of gouraud rects */
+ glShadeModel(GL_SMOOTH);
+
+ if(but->a1==0) { // H and V vary
+ hsv_to_rgb(0.0, s, 0.0, &col1[0][0], &col1[0][1], &col1[0][2]);
+ hsv_to_rgb(0.0, s, 0.333, &col1[1][0], &col1[1][1], &col1[1][2]);
+ hsv_to_rgb(0.0, s, 0.666, &col1[2][0], &col1[2][1], &col1[2][2]);
+ hsv_to_rgb(0.0, s, 1.0, &col1[3][0], &col1[3][1], &col1[3][2]);
+ x= h; y= v;
+ }
+ else if(but->a1==1) { // H and S vary
+ hsv_to_rgb(0.0, 0.0, v, &col1[0][0], &col1[0][1], &col1[0][2]);
+ hsv_to_rgb(0.0, 0.333, v, &col1[1][0], &col1[1][1], &col1[1][2]);
+ hsv_to_rgb(0.0, 0.666, v, &col1[2][0], &col1[2][1], &col1[2][2]);
+ hsv_to_rgb(0.0, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
+ x= h; y= s;
+ }
+ else if(but->a1==2) { // S and V vary
+ hsv_to_rgb(h, 0.0, 0.0, &col1[0][0], &col1[0][1], &col1[0][2]);
+ hsv_to_rgb(h, 0.333, 0.0, &col1[1][0], &col1[1][1], &col1[1][2]);
+ hsv_to_rgb(h, 0.666, 0.0, &col1[2][0], &col1[2][1], &col1[2][2]);
+ hsv_to_rgb(h, 1.0, 0.0, &col1[3][0], &col1[3][1], &col1[3][2]);
+ x= v; y= s;
+ }
+ else { // only hue slider
+ hsv_to_rgb(0.0, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
+ VECCOPY(col1[1], col1[0]);
+ VECCOPY(col1[2], col1[0]);
+ VECCOPY(col1[3], col1[0]);
+ x= h; y= 0.5;
+ }
+
+ for(dx=0.0; dx<1.0; dx+= 0.05) {
+ // previous color
+ VECCOPY(col0[0], col1[0]);
+ VECCOPY(col0[1], col1[1]);
+ VECCOPY(col0[2], col1[2]);
+ VECCOPY(col0[3], col1[3]);
+
+ // new color
+ if(but->a1==0) { // H and V vary
+ hsv_to_rgb(dx, s, 0.0, &col1[0][0], &col1[0][1], &col1[0][2]);
+ hsv_to_rgb(dx, s, 0.333, &col1[1][0], &col1[1][1], &col1[1][2]);
+ hsv_to_rgb(dx, s, 0.666, &col1[2][0], &col1[2][1], &col1[2][2]);
+ hsv_to_rgb(dx, s, 1.0, &col1[3][0], &col1[3][1], &col1[3][2]);
+ }
+ else if(but->a1==1) { // H and S vary
+ hsv_to_rgb(dx, 0.0, v, &col1[0][0], &col1[0][1], &col1[0][2]);
+ hsv_to_rgb(dx, 0.333, v, &col1[1][0], &col1[1][1], &col1[1][2]);
+ hsv_to_rgb(dx, 0.666, v, &col1[2][0], &col1[2][1], &col1[2][2]);
+ hsv_to_rgb(dx, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
+ }
+ else if(but->a1==2) { // S and V vary
+ hsv_to_rgb(h, 0.0, dx, &col1[0][0], &col1[0][1], &col1[0][2]);
+ hsv_to_rgb(h, 0.333, dx, &col1[1][0], &col1[1][1], &col1[1][2]);
+ hsv_to_rgb(h, 0.666, dx, &col1[2][0], &col1[2][1], &col1[2][2]);
+ hsv_to_rgb(h, 1.0, dx, &col1[3][0], &col1[3][1], &col1[3][2]);
+ }
+ else { // only H
+ hsv_to_rgb(dx, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
+ VECCOPY(col1[1], col1[0]);
+ VECCOPY(col1[2], col1[0]);
+ VECCOPY(col1[3], col1[0]);
+ }
+
+ // rect
+ sx1= but->x1 + dx*(but->x2-but->x1);
+ sx2= but->x1 + (dx+0.05)*(but->x2-but->x1);
+ sy= but->y1;
+ dy= (but->y2-but->y1)/3.0;
+
+ glBegin(GL_QUADS);
+ for(a=0; a<3; a++, sy+=dy) {
+ glColor3fv(col0[a]);
+ glVertex2f(sx1, sy);
+
+ glColor3fv(col1[a]);
+ glVertex2f(sx2, sy);
+
+ glColor3fv(col1[a+1]);
+ glVertex2f(sx2, sy+dy);
+
+ glColor3fv(col0[a+1]);
+ glVertex2f(sx1, sy+dy);
+ }
+ glEnd();
+ }
+
+ glShadeModel(GL_FLAT);
+
+ /* cursor */
+ x= but->x1 + x*(but->x2-but->x1);
+ y= but->y1 + y*(but->y2-but->y1);
+ CLAMP(x, but->x1+3.0, but->x2-3.0);
+ CLAMP(y, but->y1+3.0, but->y2-3.0);
+
+ fdrawXORcirc(x, y, 3.1);
+
+ /* outline */
+ glColor3ub(0, 0, 0);
+ fdrawbox((but->x1), (but->y1), (but->x2), (but->y2));
+}
+
+#ifdef INTERNATIONAL
+static void ui_draw_but_CHARTAB(uiBut *but)
+{
+ /* XXX 2.50 bad global access */
+#if 0
+ /* Some local variables */
+ float sx, sy, ex, ey;
+ float width, height;
+ float butw, buth;
+ int x, y, cs;
+ wchar_t wstr[2];
+ unsigned char ustr[16];
+ PackedFile *pf;
+ int result = 0;
+ int charmax = G.charmax;
+
+ /* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
+ if(!strcmp(G.selfont->name, "<builtin>"))
+ {
+ if(G.ui_international == TRUE)
+ {
+ charmax = 0xff;
+ }
+ else
+ {
+ charmax = 0xff;
+ }
+ }
+
+ /* Category list exited without selecting the area */
+ if(G.charmax == 0)
+ charmax = G.charmax = 0xffff;
+
+ /* Calculate the size of the button */
+ width = abs(but->x2 - but->x1);
+ height = abs(but->y2 - but->y1);
+
+ butw = floor(width / 12);
+ buth = floor(height / 6);
+
+ /* Initialize variables */
+ sx = but->x1;
+ ex = but->x1 + butw;
+ sy = but->y1 + height - buth;
+ ey = but->y1 + height;
+
+ cs = G.charstart;
+
+ /* Set the font, in case it is not <builtin> font */
+ if(G.selfont && strcmp(G.selfont->name, "<builtin>"))
+ {
+ char tmpStr[256];
+
+ // Is the font file packed, if so then use the packed file
+ if(G.selfont->packedfile)
+ {
+ pf = G.selfont->packedfile;
+ FTF_SetFont(pf->data, pf->size, 14.0);
+ }
+ else
+ {
+ int err;
+
+ strcpy(tmpStr, G.selfont->name);
+ BLI_convertstringcode(tmpStr, G.sce);
+ err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
+ }
+ }
+ else
+ {
+ if(G.ui_international == TRUE)
+ {
+ FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
+ }
+ }
+
+ /* Start drawing the button itself */
+ glShadeModel(GL_SMOOTH);
+
+ glColor3ub(200, 200, 200);
+ glRectf((but->x1), (but->y1), (but->x2), (but->y2));
+
+ glColor3ub(0, 0, 0);
+ for(y = 0; y < 6; y++)
+ {
+ // Do not draw more than the category allows
+ if(cs > charmax) break;
+
+ for(x = 0; x < 12; x++)
+ {
+ // Do not draw more than the category allows
+ if(cs > charmax) break;
+
+ // Draw one grid cell
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(sx, sy);
+ glVertex2f(ex, sy);
+ glVertex2f(ex, ey);
+ glVertex2f(sx, ey);
+ glEnd();
+
+ // Draw character inside the cell
+ memset(wstr, 0, sizeof(wchar_t)*2);
+ memset(ustr, 0, 16);
+
+ // Set the font to be either unicode or <builtin>
+ wstr[0] = cs;
+ if(strcmp(G.selfont->name, "<builtin>"))
+ {
+ wcs2utf8s((char *)ustr, (wchar_t *)wstr);
+ }
+ else
+ {
+ if(G.ui_international == TRUE)
+ {
+ wcs2utf8s((char *)ustr, (wchar_t *)wstr);
+ }
+ else
+ {
+ ustr[0] = cs;
+ ustr[1] = 0;
+ }
+ }
+
+ if((G.selfont && strcmp(G.selfont->name, "<builtin>")) || (G.selfont && !strcmp(G.selfont->name, "<builtin>") && G.ui_international == TRUE))
+ {
+ float wid;
+ float llx, lly, llz, urx, ury, urz;
+ float dx, dy;
+ float px, py;
+
+ // Calculate the position
+ wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
+ FTF_GetBoundingBox((char *) ustr, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
+ dx = urx-llx;
+ dy = ury-lly;
+
+ // This isn't fully functional since the but->aspect isn't working like I suspected
+ px = sx + ((butw/but->aspect)-dx)/2;
+ py = sy + ((buth/but->aspect)-dy)/2;
+
+ // Set the position and draw the character
+ ui_rasterpos_safe(px, py, but->aspect);
+ FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
+ }
+ else
+ {
+ ui_rasterpos_safe(sx + butw/2, sy + buth/2, but->aspect);
+ UI_DrawString(but->font, (char *) ustr, 0);
+ }
+
+ // Calculate the next position and character
+ sx += butw; ex +=butw;
+ cs++;
+ }
+ /* Add the y position and reset x position */
+ sy -= buth;
+ ey -= buth;
+ sx = but->x1;
+ ex = but->x1 + butw;
+ }
+ glShadeModel(GL_FLAT);
+
+ /* Return Font Settings to original */
+ if(U.fontsize && U.fontname[0])
+ {
+ result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
+ }
+ else if (U.fontsize)
+ {
+ result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
+ }
+
+ if (result == 0)
+ {
+ result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
+ }
+
+ /* resets the font size */
+ if(G.ui_international == TRUE)
+ {
+ uiSetCurFont(but->block, UI_HELV);
+ }
+#endif
+}
+
+#endif // INTERNATIONAL
+
+static void ui_draw_but_COLORBAND(uiBut *but)
+{
+ ColorBand *coba;
+ CBData *cbd;
+ float x1, y1, sizex, sizey;
+ float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
+ int a;
+
+ coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin);
+ if(coba==NULL) return;
+
+ x1= but->x1;
+ y1= but->y1;
+ sizex= but->x2-x1;
+ sizey= but->y2-y1;
+
+ /* first background, to show tranparency */
+ dx= sizex/12.0;
+ 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+0.5*sizey);
+ if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
+ glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey);
+ v1[0]+= dx;
+ }
+
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_BLEND);
+
+ cbd= coba->data;
+
+ v1[0]= v2[0]= x1;
+ v1[1]= y1;
+ v2[1]= y1+sizey;
+
+ glBegin(GL_QUAD_STRIP);
+
+ glColor4fv( &cbd->r );
+ glVertex2fv(v1); glVertex2fv(v2);
+
+ for(a=0; a<coba->tot; a++, cbd++) {
+
+ v1[0]=v2[0]= x1+ cbd->pos*sizex;
+
+ glColor4fv( &cbd->r );
+ glVertex2fv(v1); glVertex2fv(v2);
+ }
+
+ v1[0]=v2[0]= x1+ sizex;
+ glVertex2fv(v1); glVertex2fv(v2);
+
+ glEnd();
+ glShadeModel(GL_FLAT);
+ glDisable(GL_BLEND);
+
+ /* outline */
+ v1[0]= x1; v1[1]= y1;
+
+ cpack(0x0);
+ glBegin(GL_LINE_LOOP);
+ glVertex2fv(v1);
+ v1[0]+= sizex;
+ glVertex2fv(v1);
+ v1[1]+= sizey;
+ glVertex2fv(v1);
+ v1[0]-= sizex;
+ glVertex2fv(v1);
+ glEnd();
+
+
+ /* help lines */
+ v1[0]= v2[0]=v3[0]= x1;
+ v1[1]= y1;
+ v1a[1]= y1+0.25*sizey;
+ v2[1]= y1+0.5*sizey;
+ v2a[1]= y1+0.75*sizey;
+ v3[1]= y1+sizey;
+
+
+ cbd= coba->data;
+ glBegin(GL_LINES);
+ for(a=0; a<coba->tot; a++, cbd++) {
+ v1[0]=v2[0]=v3[0]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex;
+
+ if(a==coba->cur) {
+ glColor3ub(0, 0, 0);
+ glVertex2fv(v1);
+ glVertex2fv(v3);
+ glEnd();
+
+ setlinestyle(2);
+ glBegin(GL_LINES);
+ glColor3ub(255, 255, 255);
+ glVertex2fv(v1);
+ glVertex2fv(v3);
+ glEnd();
+ setlinestyle(0);
+ glBegin(GL_LINES);
+
+ /* glColor3ub(0, 0, 0);
+ glVertex2fv(v1);
+ glVertex2fv(v1a);
+ glColor3ub(255, 255, 255);
+ glVertex2fv(v1a);
+ glVertex2fv(v2);
+ glColor3ub(0, 0, 0);
+ glVertex2fv(v2);
+ glVertex2fv(v2a);
+ glColor3ub(255, 255, 255);
+ glVertex2fv(v2a);
+ glVertex2fv(v3);
+ */
+ }
+ else {
+ glColor3ub(0, 0, 0);
+ glVertex2fv(v1);
+ glVertex2fv(v2);
+
+ glColor3ub(255, 255, 255);
+ glVertex2fv(v2);
+ glVertex2fv(v3);
+ }
+ }
+ glEnd();
+}
+
+static void ui_draw_but_NORMAL(uiBut *but)
+{
+ static GLuint displist=0;
+ int a, old[8];
+ GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f};
+ float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f};
+ float dir[4], size;
+
+ /* store stuff */
+ glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
+
+ /* backdrop */
+ UI_ThemeColor(TH_BUT_NEUTRAL);
+ uiSetRoundBox(15);
+ gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, 5.0f);
+
+ /* sphere color */
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
+ glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
+
+ /* disable blender light */
+ for(a=0; a<8; a++) {
+ old[a]= glIsEnabled(GL_LIGHT0+a);
+ glDisable(GL_LIGHT0+a);
+ }
+
+ /* own light */
+ glEnable(GL_LIGHT7);
+ glEnable(GL_LIGHTING);
+
+ VECCOPY(dir, (float *)but->poin);
+ dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */
+ glLightfv(GL_LIGHT7, GL_POSITION, dir);
+ glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
+ glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
+ glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
+ glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
+
+ /* transform to button */
+ glPushMatrix();
+ glTranslatef(but->x1 + 0.5f*(but->x2-but->x1), but->y1+ 0.5f*(but->y2-but->y1), 0.0f);
+ size= (but->x2-but->x1)/200.f;
+ glScalef(size, size, size);
+
+ if(displist==0) {
+ GLUquadricObj *qobj;
+
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ qobj= gluNewQuadric();
+ gluQuadricDrawStyle(qobj, GLU_FILL);
+ glShadeModel(GL_SMOOTH);
+ gluSphere( qobj, 100.0, 32, 24);
+ glShadeModel(GL_FLAT);
+ gluDeleteQuadric(qobj);
+
+ glEndList();
+ }
+ else glCallList(displist);
+
+ /* restore */
+ glPopMatrix();
+ glDisable(GL_LIGHTING);
+ glDisable(GL_CULL_FACE);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
+
+ glDisable(GL_LIGHT7);
+
+ /* enable blender light */
+ for(a=0; a<8; a++) {
+ if(old[a])
+ glEnable(GL_LIGHT0+a);
+ }
+}
+
+static void ui_draw_but_curve_grid(uiBut *but, float zoomx, float zoomy, float offsx, float offsy, float step)
+{
+ float dx, dy, fx, fy;
+
+ glBegin(GL_LINES);
+ dx= step*zoomx;
+ fx= but->x1 + zoomx*(-offsx);
+ if(fx > but->x1) fx -= dx*( floor(fx-but->x1));
+ while(fx < but->x2) {
+ glVertex2f(fx, but->y1);
+ glVertex2f(fx, but->y2);
+ fx+= dx;
+ }
+
+ dy= step*zoomy;
+ fy= but->y1 + zoomy*(-offsy);
+ if(fy > but->y1) fy -= dy*( floor(fy-but->y1));
+ while(fy < but->y2) {
+ glVertex2f(but->x1, fy);
+ glVertex2f(but->x2, fy);
+ fy+= dy;
+ }
+ glEnd();
+
+}
+
+static void ui_draw_but_CURVE(uiBut *but)
+{
+ CurveMapping *cumap;
+ CurveMap *cuma;
+ CurveMapPoint *cmp;
+ float fx, fy, dx, dy, fac[2], zoomx, zoomy, offsx, offsy;
+ GLint scissor[4];
+ int a;
+
+ cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin);
+ cuma= cumap->cm+cumap->cur;
+
+ /* need scissor test, curve can draw outside of boundary */
+ glGetIntegerv(GL_VIEWPORT, scissor);
+ fx= but->x1; fy= but->y1;
+ /* XXX 2.50 need context: ui_graphics_to_window(but->win, &fx, &fy); */
+ dx= but->x2; dy= but->y2;
+ /* XXX 2.50 need context: ui_graphics_to_window(but->win, &dx, &dy); */
+ //glScissor((int)floor(fx), (int)floor(fy), (int)ceil(dx-fx), (int)ceil(dy-fy));
+
+ /* calculate offset and zoom */
+ zoomx= (but->x2-but->x1-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
+ zoomy= (but->y2-but->y1-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
+ offsx= cumap->curr.xmin-but->aspect/zoomx;
+ offsy= cumap->curr.ymin-but->aspect/zoomy;
+
+ /* backdrop */
+ if(cumap->flag & CUMA_DO_CLIP) {
+ UI_ThemeColorShade(TH_BUT_NEUTRAL, -20);
+ glRectf(but->x1, but->y1, but->x2, but->y2);
+ UI_ThemeColor(TH_BUT_NEUTRAL);
+ glRectf(but->x1 + zoomx*(cumap->clipr.xmin-offsx),
+ but->y1 + zoomy*(cumap->clipr.ymin-offsy),
+ but->x1 + zoomx*(cumap->clipr.xmax-offsx),
+ but->y1 + zoomy*(cumap->clipr.ymax-offsy));
+ }
+ else {
+ UI_ThemeColor(TH_BUT_NEUTRAL);
+ glRectf(but->x1, but->y1, but->x2, but->y2);
+ }
+
+ /* grid, every .25 step */
+ UI_ThemeColorShade(TH_BUT_NEUTRAL, -16);
+ ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 0.25f);
+ /* grid, every 1.0 step */
+ UI_ThemeColorShade(TH_BUT_NEUTRAL, -24);
+ ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 1.0f);
+ /* axes */
+ UI_ThemeColorShade(TH_BUT_NEUTRAL, -50);
+ glBegin(GL_LINES);
+ glVertex2f(but->x1, but->y1 + zoomy*(-offsy));
+ glVertex2f(but->x2, but->y1 + zoomy*(-offsy));
+ glVertex2f(but->x1 + zoomx*(-offsx), but->y1);
+ glVertex2f(but->x1 + zoomx*(-offsx), but->y2);
+ glEnd();
+
+ /* cfra option */
+ /* XXX 2.48
+ if(cumap->flag & CUMA_DRAW_CFRA) {
+ glColor3ub(0x60, 0xc0, 0x40);
+ glBegin(GL_LINES);
+ glVertex2f(but->x1 + zoomx*(cumap->sample[0]-offsx), but->y1);
+ glVertex2f(but->x1 + zoomx*(cumap->sample[0]-offsx), but->y2);
+ glEnd();
+ }*/
+ /* sample option */
+ /* XXX 2.48
+ * if(cumap->flag & CUMA_DRAW_SAMPLE) {
+ if(cumap->cur==3) {
+ float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f;
+ glColor3ub(240, 240, 240);
+
+ glBegin(GL_LINES);
+ glVertex2f(but->x1 + zoomx*(lum-offsx), but->y1);
+ glVertex2f(but->x1 + zoomx*(lum-offsx), but->y2);
+ glEnd();
+ }
+ else {
+ if(cumap->cur==0)
+ glColor3ub(240, 100, 100);
+ else if(cumap->cur==1)
+ glColor3ub(100, 240, 100);
+ else
+ glColor3ub(100, 100, 240);
+
+ glBegin(GL_LINES);
+ glVertex2f(but->x1 + zoomx*(cumap->sample[cumap->cur]-offsx), but->y1);
+ glVertex2f(but->x1 + zoomx*(cumap->sample[cumap->cur]-offsx), but->y2);
+ glEnd();
+ }
+ }*/
+
+ /* the curve */
+ UI_ThemeColorBlend(TH_TEXT, TH_BUT_NEUTRAL, 0.35);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBegin(GL_LINE_STRIP);
+
+ if(cuma->table==NULL)
+ curvemapping_changed(cumap, 0); /* 0 = no remove doubles */
+ cmp= cuma->table;
+
+ /* first point */
+ if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
+ glVertex2f(but->x1, but->y1 + zoomy*(cmp[0].y-offsy));
+ else {
+ fx= but->x1 + zoomx*(cmp[0].x-offsx + cuma->ext_in[0]);
+ fy= but->y1 + zoomy*(cmp[0].y-offsy + cuma->ext_in[1]);
+ glVertex2f(fx, fy);
+ }
+ for(a=0; a<=CM_TABLE; a++) {
+ fx= but->x1 + zoomx*(cmp[a].x-offsx);
+ fy= but->y1 + zoomy*(cmp[a].y-offsy);
+ glVertex2f(fx, fy);
+ }
+ /* last point */
+ if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
+ glVertex2f(but->x2, but->y1 + zoomy*(cmp[CM_TABLE].y-offsy));
+ else {
+ fx= but->x1 + zoomx*(cmp[CM_TABLE].x-offsx - cuma->ext_out[0]);
+ fy= but->y1 + zoomy*(cmp[CM_TABLE].y-offsy - cuma->ext_out[1]);
+ glVertex2f(fx, fy);
+ }
+ glEnd();
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_BLEND);
+
+ /* the points, use aspect to make them visible on edges */
+ cmp= cuma->curve;
+ glPointSize(3.0f);
+ bglBegin(GL_POINTS);
+ for(a=0; a<cuma->totpoint; a++) {
+ if(cmp[a].flag & SELECT)
+ UI_ThemeColor(TH_TEXT_HI);
+ else
+ UI_ThemeColor(TH_TEXT);
+ fac[0]= but->x1 + zoomx*(cmp[a].x-offsx);
+ fac[1]= but->y1 + zoomy*(cmp[a].y-offsy);
+ bglVertex2fv(fac);
+ }
+ bglEnd();
+ glPointSize(1.0f);
+
+ /* restore scissortest */
+ glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+
+ /* outline */
+ UI_ThemeColor(TH_BUT_OUTLINE);
+ fdrawbox(but->x1, but->y1, but->x2, but->y2);
+}
+
+static void ui_draw_roundbox(uiBut *but)
+{
+ glEnable(GL_BLEND);
+
+ UI_ThemeColorShadeAlpha(but->themecol, but->a2, but->a2);
+
+ uiSetRoundBox(but->a1);
+ gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, but->min);
+
+ glDisable(GL_BLEND);
+}
+
+
+/* nothing! */
+static void ui_draw_nothing(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+}
+
+/* minimal drawing for table items */
+static void ui_draw_table(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
+{
+ int background= 1;
+
+ /* paper */
+ if(flag & UI_SELECT) {
+ if(flag & UI_ACTIVE) glColor4f(0, 0, 0, 0.2f);
+ else glColor4f(0, 0, 0, 0.1f);
+ }
+ else {
+ if(flag & UI_ACTIVE) glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
+ else background= 0;
+ }
+
+ if(background) {
+ glEnable(GL_BLEND);
+ glRectf(x1, y1, x2, y2);
+ glDisable(GL_BLEND);
+ }
+
+ /* special type decorations */
+ switch(type) {
+ case NUM:
+ case NUMABS:
+ if(flag & UI_SELECT) UI_ThemeColorShade(colorid, -120);
+ else UI_ThemeColorShade(colorid, -90);
+ ui_num_arrows(x1, y1, x2, y2);
+ break;
+
+ case TOG:
+ ui_checkmark_box(colorid, x1, y1, x2, y2);
+
+ if(flag & UI_SELECT) {
+ UI_ThemeColorShade(colorid, -140);
+ ui_checkmark(x1, y1, x2, y2);
+ }
+ break;
+
+ case ICONROW:
+ case ICONTEXTROW:
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -10);
+ glRectf(x2-9, y1+asp, x2-asp, y2-asp);
+
+ UI_ThemeColorShade(colorid, -50);
+ ui_iconrow_arrows(x1, y1, x2, y2);
+ break;
+
+ case MENU:
+ case BLOCK:
+ if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 0);
+ else UI_ThemeColorShade(colorid, -10);
+ glRectf(x2-17, y1+asp, x2-asp, y2-asp);
+
+ UI_ThemeColorShade(colorid, -50);
+ ui_menu_arrows(x1, y1, x2, y2);
+ break;
+ }
+}
+
+/* ************** EXTERN, called from interface.c ************* */
+/* ************** MAIN CALLBACK FUNCTION ************* */
+
+void ui_set_embossfunc(uiBut *but, int drawtype)
+{
+ // this aded for evaluating textcolor for example
+ but->dt= drawtype;
+
+ // not really part of standard minimal themes, just make sure it is set
+ but->sliderfunc= ui_draw_slider;
+
+ // standard builtin first:
+ if(but->type==LABEL || but->type==ROUNDBOX) but->embossfunc= ui_draw_nothing;
+ else if(but->type==PULLDOWN) but->embossfunc= ui_draw_pulldown_round;
+ else if(drawtype==UI_EMBOSSM) but->embossfunc= ui_draw_minimal;
+ else if(drawtype==UI_EMBOSSN) but->embossfunc= ui_draw_nothing;
+ else if(drawtype==UI_EMBOSSP) but->embossfunc= ui_draw_pulldown_item;
+ else if(drawtype==UI_EMBOSSR) but->embossfunc= ui_draw_round;
+ else if(drawtype==UI_EMBOSST) but->embossfunc= ui_draw_table;
+ else {
+ int theme= UI_GetThemeValue(TH_BUT_DRAWTYPE);
+
+ switch(theme) {
+
+ case TH_SHADED:
+ but->embossfunc= ui_draw_default;
+ break;
+ case TH_ROUNDED:
+ but->embossfunc= ui_draw_round;
+ break;
+ case TH_OLDSKOOL:
+ but->embossfunc= ui_draw_oldskool;
+ break;
+ case TH_MINIMAL:
+ but->embossfunc= ui_draw_minimal;
+ break;
+ case TH_ROUNDSHADED:
+ default:
+ but->embossfunc= ui_draw_roundshaded;
+ but->sliderfunc= ui_default_slider;
+ break;
+ }
+ }
+
+ // note: if you want aligning, adapt the call uiBlockEndAlign in interface.c
+}
+
+void ui_draw_but(uiBut *but)
+{
+ double value;
+ float x1, x2, y1, y2, fac;
+ int type;
+
+ if(but==NULL) return;
+
+ /* XXX 2.50 no frontbuffer drawing allowed */
+#if 0
+ /* signal for frontbuf flush buttons and menus, not when normal drawing */
+ if(but->block->in_use) ui_block_set_flush(but->block, but);
+#endif
+
+ switch (but->type) {
+
+ case NUMSLI:
+ case HSVSLI:
+ type= (but->editstr)? TEX: but->type;
+ but->embossfunc(type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
+ ui_draw_text_icon(but);
+
+ x1= (but->x1+but->x2)/2;
+ x2= but->x2 - 5.0*but->aspect;
+ y1= but->y1 + 2.0*but->aspect;
+ y2= but->y2 - 2.0*but->aspect;
+
+ value= ui_get_but_val(but);
+ fac= (value-but->min)*(x2-x1)/(but->max - but->min);
+
+ but->sliderfunc(but->themecol, fac, but->aspect, x1, y1, x2, y2, but->flag);
+ break;
+
+ case SEPR:
+ // only background
+ break;
+
+ case COL:
+ ui_draw_but_COL(but); // black box with color
+ break;
+
+ case HSVCUBE:
+ ui_draw_but_HSVCUBE(but); // box for colorpicker, three types
+ break;
+
+#ifdef INTERNATIONAL
+ case CHARTAB:
+ value= ui_get_but_val(but);
+ ui_draw_but_CHARTAB(but);
+ break;
+#endif
+
+ case LINK:
+ case INLINK:
+ ui_draw_icon(but, but->icon, 0);
+ break;
+
+ case ROUNDBOX:
+ ui_draw_roundbox(but);
+ break;
+
+ case BUT_COLORBAND:
+ ui_draw_but_COLORBAND(but);
+ break;
+ case BUT_NORMAL:
+ ui_draw_but_NORMAL(but);
+ break;
+ case BUT_CURVE:
+ ui_draw_but_CURVE(but);
+ break;
+
+ default:
+ type= (but->editstr)? TEX: but->type;
+ but->embossfunc(type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
+ ui_draw_text_icon(but);
+
+ }
+}
+
+void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
+{
+ float rad;
+ float a;
+ char alpha= 2;
+
+ glEnable(GL_BLEND);
+
+ if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f)
+ rad= (rct->ymax-rct->ymin-10.0f)/2.0f;
+ else
+ rad= radius;
+
+ if(select) a= 12.0f*aspect; else a= 12.0f*aspect;
+ for(; a>0.0f; a-=aspect) {
+ /* alpha ranges from 2 to 20 or so */
+ glColor4ub(0, 0, 0, alpha);
+ alpha+= 2;
+
+ gl_round_box(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);
+ gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius);
+ glDisable( GL_LINE_SMOOTH );
+
+ glDisable(GL_BLEND);
+}
+