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Diffstat (limited to 'source/blender/src/interface_draw.c')
-rw-r--r-- | source/blender/src/interface_draw.c | 1448 |
1 files changed, 1448 insertions, 0 deletions
diff --git a/source/blender/src/interface_draw.c b/source/blender/src/interface_draw.c new file mode 100644 index 00000000000..050dcc564e5 --- /dev/null +++ b/source/blender/src/interface_draw.c @@ -0,0 +1,1448 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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/BL DUAL LICENSE BLOCK ***** + */ + +/* + a full doc with API notes can be found in bf-blender/blender/doc/interface_API.txt + + */ + + +#include <math.h> +#include <stdlib.h> +#include <string.h> +#include <ctype.h> + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + +#ifndef WIN32 +#include <unistd.h> +#else +#include <io.h> +#include "BLI_winstuff.h" +#endif + +#include "MEM_guardedalloc.h" + +#include "PIL_time.h" + +#include "BLI_blenlib.h" +#include "BLI_arithb.h" + +#include "DNA_screen_types.h" +#include "DNA_space_types.h" +#include "DNA_userdef_types.h" +#include "DNA_vec_types.h" + +#include "BKE_blender.h" +#include "BKE_utildefines.h" +#include "BKE_global.h" + +#include "BIF_gl.h" +#include "BIF_graphics.h" +#include "BIF_keyval.h" +#include "BIF_mainqueue.h" + +#include "BIF_screen.h" +#include "BIF_toolbox.h" +#include "BIF_mywindow.h" +#include "BIF_space.h" +#include "BIF_glutil.h" +#include "BIF_interface.h" +#include "BIF_butspace.h" +#include "BIF_language.h" + +#include "BSE_view.h" + +#include "mydevice.h" +#include "interface.h" +#include "blendef.h" + +// globals +extern float UIwinmat[4][4]; + + + +/* ************** 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 ************* */ + +static void ui_draw_icon(uiBut *but, BIFIconID icon) +{ + int blend= 0; + float xs=0, ys=0; + + if(but->flag & UI_ICON_LEFT) { + if (but->type==BUTM) { + xs= but->x1+1.0; + } + else if ((but->type==ICONROW) || (but->type==ICONTEXTROW)) { + xs= but->x1+4.0; + } + else { + xs= but->x1+6.0; + } + ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; + } + if(but->flag & UI_ICON_RIGHT) { + xs= but->x2-17.0; + ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; + } + if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) { + xs= (but->x1+but->x2- BIF_get_icon_width(icon))/2.0; + ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; + } + + glRasterPos2f(xs, ys); + + if(but->aspect>1.1) glPixelZoom(1.0/but->aspect, 1.0/but->aspect); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + /* calculate blend color */ + if ELEM4(but->type, ICONTOG, TOG, ROW, TOGN) { + if(but->flag & UI_SELECT); + else if(but->flag & UI_ACTIVE); + else blend= -60; + } + BIF_draw_icon_blended(icon, but->themecol, blend); + +/* old blending method... hrums */ +/* if(but->flag & UI_SELECT) { + if(but->flag & UI_ACTIVE) { + BIF_draw_icon_blended(icon, but->themecol, -80); + } else { + BIF_draw_icon_blended(icon, but->themecol, -45); + } + } + else { + if ((but->flag & UI_ACTIVE) && but->type==BUTM) { + BIF_draw_icon_blended(icon, but->themecol, 0); + } else if (but->flag & UI_ACTIVE) { + BIF_draw_icon_blended(icon, but->themecol, 25); + } else { + BIF_draw_icon_blended(icon, but->themecol, 45); + } + } +*/ + glBlendFunc(GL_ONE, GL_ZERO); + glDisable(GL_BLEND); + + glPixelZoom(1.0, 1.0); +} + +/* ************** MATT'S THEME, SHADED DECORATED BUTTONS ************* */ + + +#define M_WHITE BIF_ThemeColorShade(bc, 80) +#define M_LIGHT BIF_ThemeColorShade(bc, 45) +#define M_HILITE BIF_ThemeColorShade(bc, 25) +#define M_LMEDIUM BIF_ThemeColorShade(bc, 10) +#define M_MEDIUM BIF_ThemeColor(bc) +#define M_LGREY BIF_ThemeColorShade(bc, -20) +#define M_GREY BIF_ThemeColorShade(bc, -45) +#define M_DARK BIF_ThemeColorShade(bc, -80) + +#define MM_WHITE BIF_ThemeColorShade(TH_BUT_NEUTRAL, 80) +#define MM_LIGHT BIF_ThemeColorShade(TH_BUT_NEUTRAL, 45) +#define MM_MEDIUM BIF_ThemeColor(TH_BUT_NEUTRAL) +#define MM_GREY BIF_ThemeColorShade(TH_BUT_NEUTRAL, -45) +#define MM_DARK BIF_ThemeColorShade(TH_BUT_NEUTRAL, -80) + + +static void ui_default_button(int bc, float asp, float x1, float y1, float x2, float y2, int flag) +{ + + float asp1; + + asp1= asp; + + /*x1+= asp1;*/ + x2-= asp1; + /*y1+= asp1;*/ + y2-= asp1; + + /* SHADED BUTTON */ + 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_WHITE; + 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_WHITE; + 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 */ + + /* OUTER SUNKEN EFFECT */ + /* left */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x1-1,y1); + MM_LIGHT; + glVertex2f(x1-1,y2); + glEnd(); + + /* right */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x2+1,y1); + MM_LIGHT; + glVertex2f(x2+1,y2); + glEnd(); + + /* bottom */ + MM_WHITE; + fdrawline(x1, y1-1, x2, y1-1); + /* END OUTER SUNKEN EFFECT */ + + /* INNER OUTLINE */ + glShadeModel(GL_FLAT); + + /* top */ + if(flag & UI_SELECT) { + if(flag & UI_ACTIVE) M_GREY; + 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_LGREY; + else M_LGREY; + } + else { + if(flag & UI_ACTIVE) M_LMEDIUM; + else M_LMEDIUM; + } + fdrawline(x1, (y1+1), x2, y1+1); + + /* left */ + if(!(flag & UI_SELECT)) { + + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + M_WHITE; + glVertex2f(x1+1,y1+2); + M_LGREY; + glVertex2f(x1+1,y2); + glEnd(); + + } + + /* right */ + if(!(flag & UI_SELECT)) { + + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + M_LGREY; + glVertex2f(x2-1,y1+2); + M_WHITE; + glVertex2f(x2-1,y2); + glEnd(); + + } + /* END INNER OUTLINE */ + + /* OUTER OUTLINE */ + glShadeModel(GL_FLAT); + + /* underneath semi-fake-AA */ + MM_GREY; + fdrawline(x1, y2, x2, y2); + MM_MEDIUM; + fdrawline(x1, y1, x2, y1); + + /* top */ + MM_DARK; + fdrawline(x1+1, y2, x2, y2); + + /* left */ + fdrawline(x1, y1+1, x1, y2); + + /* right */ + fdrawline(x2, y1+1, x2, y2); + + /* bottom */ + MM_DARK; + fdrawline(x1+1, y1, x2, y1); + /* END OUTER OUTLINE */ + +} + +static void ui_default_text(int bc, float asp, float x1, float y1, float x2, float y2, int flag) +{ + + float asp1; + + asp1= asp; + + /*x1+= asp1;*/ + x2-= asp1; + /*y1+= asp1;*/ + y2-= asp1; + + /* FLAT TEXT/NUM FIELD */ + 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_HILITE; + else M_LMEDIUM; + } + + glVertex2f(x1,y1); + glVertex2f(x2,y1); + glVertex2f(x2,y2); + glVertex2f(x1,y2); + + glEnd(); + /* END FLAT TEXT/NUM FIELD */ + + /* OUTER SUNKEN EFFECT */ + /* left */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x1-1,y1); + MM_LIGHT; + glVertex2f(x1-1,y2); + glEnd(); + + /* right */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x2+1,y1); + MM_LIGHT; + glVertex2f(x2+1,y2); + glEnd(); + + /* bottom */ + MM_WHITE; + fdrawline(x1, y1-1, x2, y1-1); + /* END OUTER SUNKEN EFFECT */ + + /* OUTER OUTLINE */ + glShadeModel(GL_FLAT); + + /* underneath semi-fake-AA */ + MM_GREY; + fdrawline(x1, y2, x2, y2); + MM_MEDIUM; + fdrawline(x1, y1, x2, y1); + + /* top */ + MM_DARK; + fdrawline(x1+1, y2, x2, y2); + + /* left */ + fdrawline(x1, y1+1, x1, y2); + + /* right */ + fdrawline(x2, y1+1, x2, y2); + + /* bottom */ + MM_DARK; + fdrawline(x1+1, y1, x2, y1); + /* END OUTER OUTLINE */ +} + +static void ui_default_num(int bc, float asp, float x1, float y1, float x2, float y2, int flag) +{ + + float asp1; + + asp1= asp; + + /*x1+= asp1;*/ + x2-= asp1; + /*y1+= asp1;*/ + y2-= asp1; + + /* FLAT TEXT/NUM FIELD */ + 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_HILITE; + else M_LMEDIUM; + } + + glVertex2f(x1,y1); + glVertex2f(x2,y1); + glVertex2f(x2,y2); + glVertex2f(x1,y2); + + glEnd(); + /* END FLAT TEXT/NUM FIELD */ + + /* OUTER SUNKEN EFFECT */ + /* left */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x1-1,y1); + MM_LIGHT; + glVertex2f(x1-1,y2); + glEnd(); + + /* right */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x2+1,y1); + MM_LIGHT; + glVertex2f(x2+1,y2); + glEnd(); + + /* bottom */ + MM_WHITE; + fdrawline(x1, y1-1, x2, y1-1); + /* END OUTER SUNKEN EFFECT */ + + /* OUTER OUTLINE */ + glShadeModel(GL_FLAT); + + /* underneath semi-fake-AA */ + MM_GREY; + fdrawline(x1, y2, x2, y2); + MM_MEDIUM; + fdrawline(x1, y1, x2, y1); + + /* top */ + MM_DARK; + fdrawline(x1+1, y2, x2, y2); + + /* left */ + fdrawline(x1, y1+1, x1, y2); + + /* right */ + fdrawline(x2, y1+1, x2, y2); + + /* bottom */ + MM_DARK; + fdrawline(x1+1, y1, x2, y1); + /* END OUTER OUTLINE */ + + /* 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; + } + + glEnable( GL_POLYGON_SMOOTH ); + glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + + glShadeModel(GL_FLAT); + glBegin(GL_TRIANGLES); + + glVertex2f((short)x1+5,(short)(y2-(y2-y1)/2)); + glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)+4); + glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)-4); + glEnd(); + + /* right */ + glShadeModel(GL_FLAT); + glBegin(GL_TRIANGLES); + + glVertex2f((short)x2-5,(short)(y2-(y2-y1)/2)); + glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)-4); + glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)+4); + glEnd(); + + glDisable( GL_BLEND ); + glDisable( GL_POLYGON_SMOOTH ); + /* END SIDE ARROWS */ + +} + +static void ui_default_menu(int bc, float asp, float x1, float y1, float x2, float y2, int flag) +{ + + float asp1; + + asp1= asp; + + /*x1+= asp1;*/ + x2-= asp1; + /*y1+= asp1;*/ + y2-= asp1; + + /* SHADED BUTTON */ + glShadeModel(GL_SMOOTH); + glBegin(GL_QUADS); + + + if(flag & UI_SELECT) { + if(flag & UI_ACTIVE) M_LGREY; + else M_GREY; + } + 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_GREY; + else M_DARK; + } + else { + if(flag & UI_ACTIVE) M_WHITE; + 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_GREY; + else M_DARK; + } + else { + if(flag & UI_ACTIVE) M_WHITE; + 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 */ + + /* OUTER SUNKEN EFFECT */ + /* left */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x1-1,y1); + MM_LIGHT; + glVertex2f(x1-1,y2); + glEnd(); + + /* right */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x2+1,y1); + MM_LIGHT; + glVertex2f(x2+1,y2); + glEnd(); + + /* bottom */ + MM_WHITE; + fdrawline(x1, y1-1, x2, y1-1); + /* END OUTER SUNKEN EFFECT */ + + /* INNER OUTLINE */ + glShadeModel(GL_FLAT); + + /* top */ + if(flag & UI_SELECT) { + if(flag & UI_ACTIVE) M_GREY; + 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_LGREY; + else M_LGREY; + } + else { + if(flag & UI_ACTIVE) M_LMEDIUM; + else M_LMEDIUM; + } + fdrawline(x1, (y1+1), x2, y1+1); + + /* left */ + if(!(flag & UI_SELECT)) { + + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + M_WHITE; + glVertex2f(x1+1,y1+2); + M_LGREY; + glVertex2f(x1+1,y2); + glEnd(); + + } + + /* right */ + if(!(flag & UI_SELECT)) { + + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + M_LGREY; + glVertex2f(x2-1,y1+2); + M_WHITE; + glVertex2f(x2-1,y2); + glEnd(); + + } + /* END INNER OUTLINE */ + + /* OUTER OUTLINE */ + glShadeModel(GL_FLAT); + + /* underneath semi-fake-AA */ + MM_GREY; + fdrawline(x1, y2, x2, y2); + MM_MEDIUM; + fdrawline(x1, y1, x2, y1); + + /* top */ + MM_DARK; + fdrawline(x1+1, y2, x2, y2); + + /* left */ + fdrawline(x1, y1+1, x1, y2); + + /* right */ + fdrawline(x2, y1+1, x2, y2); + + /* bottom */ + MM_DARK; + fdrawline(x1+1, y1, x2, y1); + /* END OUTER OUTLINE */ + + /* DARKENED AREA */ + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4ub(0, 0, 0, 30); + glRectf(x2-18, y1, x2, y2); + + glDisable(GL_BLEND); + /* END DARKENED AREA */ + + /* MENU DOUBLE-ARROW */ + + /* set antialias line */ + M_DARK; + + glEnable( GL_POLYGON_SMOOTH ); + glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + + glShadeModel(GL_FLAT); + glBegin(GL_TRIANGLES); + glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+1); + glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2)+1); + glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2)+4); + glEnd(); + + glBegin(GL_TRIANGLES); + glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -1); + glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2) -1); + glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2) -4); + glEnd(); + + glDisable( GL_BLEND ); + glDisable( GL_POLYGON_SMOOTH ); + /* MENU DOUBLE-ARROW */ + +} + +static void ui_default_iconrow(int bc, float asp, float x1, float y1, float x2, float y2, int flag) +{ + + float asp1; + + asp1= asp; + + /*x1+= asp1;*/ + x2-= asp1; + /*y1+= asp1;*/ + y2-= asp1; + + /* SHADED BUTTON */ + 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_WHITE; + 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_WHITE; + 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 */ + + /* OUTER SUNKEN EFFECT */ + /* left */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x1-1,y1); + MM_LIGHT; + glVertex2f(x1-1,y2); + glEnd(); + + /* right */ + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + MM_WHITE; + glVertex2f(x2+1,y1); + MM_LIGHT; + glVertex2f(x2+1,y2); + glEnd(); + + /* bottom */ + MM_WHITE; + fdrawline(x1, y1-1, x2, y1-1); + /* END OUTER SUNKEN EFFECT */ + + /* INNER OUTLINE */ + glShadeModel(GL_FLAT); + + /* top */ + if(flag & UI_SELECT) { + if(flag & UI_ACTIVE) M_GREY; + 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_LGREY; + else M_LGREY; + } + else { + if(flag & UI_ACTIVE) M_LMEDIUM; + else M_LMEDIUM; + } + fdrawline(x1, (y1+1), x2, y1+1); + + /* left */ + if(!(flag & UI_SELECT)) { + + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + M_WHITE; + glVertex2f(x1+1,y1+2); + M_LGREY; + glVertex2f(x1+1,y2); + glEnd(); + + } + + /* right */ + if(!(flag & UI_SELECT)) { + + glShadeModel(GL_SMOOTH); + glBegin(GL_LINES); + M_LGREY; + glVertex2f(x2-1,y1+2); + M_WHITE; + glVertex2f(x2-1,y2); + glEnd(); + + } + /* END INNER OUTLINE */ + + /* OUTER OUTLINE */ + glShadeModel(GL_FLAT); + + /* underneath semi-fake-AA */ + MM_GREY; + fdrawline(x1, y2, x2, y2); + MM_MEDIUM; + fdrawline(x1, y1, x2, y1); + + /* top */ + MM_DARK; + fdrawline(x1+1, y2, x2, y2); + + /* left */ + fdrawline(x1, y1+1, x1, y2); + + /* right */ + fdrawline(x2, y1+1, x2, y2); + + /* bottom */ + MM_DARK; + fdrawline(x1+1, y1, x2, y1); + /* END OUTER OUTLINE */ + + /* DARKENED AREA */ + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4ub(0, 0, 0, 30); + glRectf(x2-9, y1, x2, y2); + + glDisable(GL_BLEND); + /* END DARKENED AREA */ + + /* MENU DOUBLE-ARROW */ + + /* set antialias line */ + M_DARK; + + glEnable( GL_POLYGON_SMOOTH ); + glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + + 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 ); + /* MENU DOUBLE-ARROW */ + +} + +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= 1.7*aspect; // height of center line + + glShadeModel(GL_SMOOTH); + glBegin(GL_QUADS); + + if(flag & UI_ACTIVE) + BIF_ThemeColorShade(TH_BUT_NUM, +10); + else + BIF_ThemeColor(TH_BUT_NUM); + + + glVertex2f(x1, ymid-yc); + glVertex2f(x2, ymid-yc); + + if(flag & UI_ACTIVE) + BIF_ThemeColorShade(TH_BUT_NUM, +45); + else + BIF_ThemeColorShade(TH_BUT_NUM, +10); + + glVertex2f(x2, ymid+yc); + glVertex2f(x1, ymid+yc); + + glEnd(); + + BIF_ThemeColorShade(TH_BUT_NUM, -80); + fdrawline(x1+1, ymid-yc, x2, ymid-yc); + + /* the movable slider */ + if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, +80); + else BIF_ThemeColorShade(TH_BUT_NUM, -45); + + glShadeModel(GL_SMOOTH); + glBegin(GL_QUADS); + + BIF_ThemeColorShade(TH_BUT_NUM, -45); + + glVertex2f(x1, y1+2.5); + glVertex2f(x1+fac, y1+2.5); + + BIF_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); + + BIF_ThemeColor(TH_BUT_NUM); + glVertex2f(x1+fac-3, y1+2); + glVertex2f(x1+fac, y1+4); + BIF_ThemeColorShade(TH_BUT_NUM, +80); + glVertex2f(x1+fac, y2-2); + glVertex2f(x1+fac-3, y2-2); + + glEnd(); + + /* slider handle left bevel */ + BIF_ThemeColorShade(TH_BUT_NUM, +80); + fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2); + + /* slider handle right bevel */ + BIF_ThemeColorShade(TH_BUT_NUM, -45); + 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 NUM: + ui_default_num(colorid, aspect, x1, y1, x2, y2, flag); + break; + case TEX: + ui_default_text(colorid, aspect, x1, y1, x2, y2, flag); + break; + case ICONROW: + case ICONTEXTROW: + ui_default_iconrow(colorid, aspect, x1, y1, x2, y2, flag); + break; + case MENU: + ui_default_menu(colorid, aspect, x1, y1, x2, y2, flag); + break; + default: + ui_default_button(colorid, aspect, x1, y1, x2, y2, flag); + } + +} + +/* *************** MINIMAL THEME AND STANDARD PULLDOWN ***************** */ + +// theme can define an embosfunc and sliderfunc, text 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) +{ + + x1+= asp; + x2-= asp; + y1+= asp; + y2-= asp; + + /* paper */ + if(flag & UI_SELECT) { + if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, -40); + else BIF_ThemeColorShade(colorid, -30); + } + else { + if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, +10); + else BIF_ThemeColor(colorid); + } + + glRectf(x1, y1, x2, y2); + + if(flag & UI_SELECT) { + BIF_ThemeColorShade(colorid, -50); + + /* top */ + fdrawline(x1, y2, x2, y2); + /* left */ + fdrawline(x1, y1, x1, y2); + BIF_ThemeColorShade(colorid, +50); + + /* below */ + fdrawline(x1, y1, x2, y1); + /* right */ + fdrawline(x2, y1, x2, y2); + } + else { + BIF_ThemeColorShade(colorid, +50); + + /* top */ + fdrawline(x1, y2, x2, y2); + /* left */ + fdrawline(x1, y1, x1, y2); + + BIF_ThemeColorShade(colorid, -50); + /* below */ + fdrawline(x1, y1, x2, y1); + /* right */ + fdrawline(x2, y1, x2, y2); + } +} + + +/* 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) + BIF_ThemeColorShade(colorid, -50); + else + BIF_ThemeColorShade(colorid, -40); + + glRectf(x1, ymid-yc, x2, ymid+yc); + + + /* the movable slider */ + if(flag & UI_ACTIVE) + BIF_ThemeColorShade(colorid, +50); + else + BIF_ThemeColorShade(colorid, +40); + + glRectf(x1+fac-aspect, ymid-yc, x1+fac+aspect, ymid+yc); + +} + +/* ************** STANDARD MENU DRAWING FUNCTION (no callback yet) ************* */ + + +// background for pulldowns, pullups, and other frontbuffer drawing temporal menus.... +// has to be made themable still (now only color) + +void uiDrawMenuBox(float minx, float miny, float maxx, float maxy) +{ + BIF_ThemeColor(TH_MENU_BACK); + + glRectf(minx, miny, maxx, maxy); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4ub(0, 0, 0, 100); + fdrawline(minx+4, miny, maxx+1, miny); + fdrawline(maxx+1, miny, maxx+1, maxy-4); + + glColor4ub(0, 0, 0, 80); + fdrawline(minx+4, miny-1, maxx+1, miny-1); + fdrawline(maxx+1, miny-1, maxx+1, maxy-4); + + glColor4ub(0, 0, 0, 55); + fdrawline(minx+4, miny-2, maxx+2, miny-2); + fdrawline(maxx+2, miny-2, maxx+2, maxy-4); + + glColor4ub(0, 0, 0, 35); + fdrawline(minx+4, miny-3, maxx+3, miny-3); + fdrawline(maxx+3, miny-3, maxx+3, maxy-4); + + glColor4ub(0, 0, 0, 20); + fdrawline(minx+4, miny-4, maxx+4, miny-4); + fdrawline(maxx+4, miny-4, maxx+4, maxy-4); + + glDisable(GL_BLEND); +} + + + +/* pulldown menu */ +static void ui_draw_pulldown(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag) +{ + + if(flag & UI_ACTIVE) { + BIF_ThemeColor(TH_MENU_HILITE); + glRectf(x1-1, y1, x2+2, y2); + + } else { + BIF_ThemeColor(colorid); // is set at TH_MENU_ITEM when pulldown opened. + glRectf(x1-1, y1, x2+2, y2); + } + +} + + + + +/* ************** 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; + + /* check for button text label */ + if (but->type == ICONTEXTROW) { + ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); + } + else if(but->drawstr[0]!=0) { + + // text button cursor + if(but->pos != -1) { + short t, pos, ch; + + pos= but->pos+strlen(but->str); + if(pos >= but->ofs) { + ch= but->drawstr[pos]; + but->drawstr[pos]= 0; + + t= but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)) + 3; + + but->drawstr[pos]= ch; + glColor3ub(255,0,0); + + glRects(but->x1+t, but->y1+2, but->x1+t+3, but->y2-2); + } + } + // 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); + + if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0; + else x= (but->x1+but->x2-but->strwidth+1)/2.0; + } + else { + if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; + else x= (but->x1+but->x2-but->strwidth+1)/2.0; + } + + /* text color, with pulldown item exception */ + if(but->embossfunc==ui_draw_pulldown) { + if(but->flag & (UI_SELECT|UI_ACTIVE)) { + BIF_ThemeColor(TH_MENU_TEXT_HI); + } else { + BIF_ThemeColor(TH_MENU_TEXT); + } + } + else { + if(but->flag & UI_SELECT) { + BIF_ThemeColor(TH_BUT_TEXT_HI); + } else { + BIF_ThemeColor(TH_BUT_TEXT); + } + } + + /* tog3 button exception */ + if(but->type==TOG3 && (but->flag & UI_SELECT)) { + int ok= 0; + + if( but->pointype==CHA ) { + if( BTST( *(but->poin+2), but->bitnr )) ok= 1; + } + else if( but->pointype ==SHO ) { + short *sp= (short *)but->poin; + if( BTST( sp[1], but->bitnr )) ok= 1; + } + + if (ok) glColor3ub(255, 255, 0); + } + + glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); + BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)); + + /* part text right aligned */ + if(cpoin) { + len= BIF_GetStringWidth(but->font, cpoin+1, (U.transopts & TR_BUTTONS)); + glRasterPos2f( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0); + BIF_DrawString(but->font, cpoin+1, (U.transopts & TR_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)); + } + +} + +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]; + } + 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)); + +} + + +/* ************** MAIN CALLBACK FUNCTION ************* */ + +/* +void ui_set_embossfunc_old(uiBut *but, int drawtype) +{ + +} +*/ + +/* nothing! */ +static void ui_draw_nothing(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag) +{ +} + + +/* ************** EXTERN, called from interface.c ************* */ + +/* ************** the main drawingtype choice: ************* */ + +void ui_set_embossfunc(uiBut *but, int drawtype) +{ + // standard builtin + if(but->type==LABEL) but->embossfunc= ui_draw_nothing; + 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; + else { + int theme= BIF_GetThemeValue(TH_BUT_DRAWTYPE); + + // and the themes + if(theme==1) { + but->embossfunc= ui_draw_default; + but->sliderfunc= ui_default_slider; + } + else { + but->embossfunc= ui_draw_minimal; + but->sliderfunc= ui_draw_slider; + } + } +} + + +void ui_draw_but(uiBut *but) +{ + double value; + float x1, x2, y1, y2, fac; + + if(but==0) return; + + if(but->block->frontbuf==UI_NEED_DRAW_FRONT) { + but->block->frontbuf= UI_HAS_DRAW_FRONT; + + glDrawBuffer(GL_FRONT); + if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK; + else curarea->win_swap= WIN_FRONT_OK; + } + + switch (but->type) { + + case NUMSLI: + case HSVSLI: + + but->embossfunc(but->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 LINK: + case INLINK: + ui_draw_icon(but, but->icon); + break; + + default: + but->embossfunc(but->type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); + ui_draw_text_icon(but); + + } +} + + + + |