/** * $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 #include #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); } /* only for headers */ static void gl_round_box_topshade(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}}; char col[7]= {140, 165, 195, 210, 230, 245, 255}; int a; char alpha=255; if(roundboxtype & UI_RB_ALPHA) alpha= 128; /* mult */ for(a=0; a<7; a++) { vec[a][0]*= rad; vec[a][1]*= rad; } /* shades from grey->white->grey */ glBegin(GL_LINE_STRIP); if(roundboxtype & 3) { /* corner right-top */ glColor4ub(140, 140, 140, alpha); glVertex2f( maxx, maxy-rad); for(a=0; a<7; a++) { glColor4ub(col[a], col[a], col[a], alpha); glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]); } glColor4ub(225, 225, 225, alpha); glVertex2f( maxx-rad, maxy); /* corner left-top */ glVertex2f( minx+rad, maxy); for(a=0; a<7; a++) { glColor4ub(col[6-a], col[6-a], col[6-a], alpha); glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]); } glVertex2f( minx, maxy-rad); } else { glColor4ub(225, 225, 225, alpha); glVertex2f( minx, maxy); glVertex2f( maxx, maxy); } glEnd(); } /* 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 ); } /* (old, used in outliner) plain antialiased filled box */ void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); } /* solid part */ gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad); /* set antialias line */ if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) { glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); } gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } 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 ); } /* for headers and floating panels */ void uiRoundBoxEmboss(float minx, float miny, float maxx, float maxy, float rad, int active) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); } /* solid part */ //if(active) // gl_round_box_shade(GL_POLYGON, minx, miny, maxx, maxy, rad, 0.10, -0.05); // else /* shading doesnt work for certain buttons yet (pulldown) need smarter buffer caching (ton) */ gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad); /* set antialias line */ if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) { glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); } /* top shade */ gl_round_box_topshade(minx+1, miny+1, maxx-1, maxy-1, rad); /* total outline */ if(roundboxtype & UI_RB_ALPHA) glColor4ub(0,0,0, 128); else glColor4ub(0,0,0, 200); gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable( GL_LINE_SMOOTH ); /* bottom shade for header down */ if((roundboxtype & 12)==12) { glColor4ub(0,0,0, 80); fdrawline(minx+rad-1.0, miny+1.0, maxx-rad+1.0, miny+1.0); } glDisable( GL_BLEND ); } /* plain antialiased filled box */ #if 0 void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); } /* solid part */ gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad); /* set antialias line */ if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) { glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); } gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } #endif /* ************** 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); /* 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); 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_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 */ } } #if 0 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); } #endif /* 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; 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); } /* outline */ UI_ThemeColorBlendShade(TH_BUT_OUTLINE, TH_BACK, 0.1, -30); uiSetRoundBox(round); uiRoundRectFakeAA(x1, y1, x2, y2, rad, asp); /* end outline */ } /* 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; /* font in use. There are TTF and non-TTF fonts */ if(!strcmp(G.selfont->name, "")) { 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 font */ if(G.selfont && strcmp(G.selfont->name, "")) { 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 wstr[0] = cs; if(strcmp(G.selfont->name, "")) { 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, "")) || (G.selfont && !strcmp(G.selfont->name, "") && 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; atot; 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; atot; 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; atotpoint; 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); }