/** * $Id$ * * ***** 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 #include #include #include #ifdef HAVE_CONFIG_H #include #endif #ifndef WIN32 #include #else #include #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]; /* ************** 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); } /* ************** 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) { void BIF_icon_pos(float xs, float ys); int blend= 0; float xs=0, ys=0; // this icon doesn't need draw... if(icon==ICON_BLANK1) return; 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); // BIF_icon_pos(xs, ys); if(but->aspect>1.1) glPixelZoom(1.0/but->aspect, 1.0/but->aspect); else if(but->aspect<0.9) 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); glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); glPixelZoom(1.0, 1.0); } /* ************** DEFAULT THEME, SHADED BUTTONS ************* */ #define M_WHITE BIF_ThemeColorShade(colorid, 80) #define M_ACT_LIGHT BIF_ThemeColorShade(colorid, 55) #define M_LIGHT BIF_ThemeColorShade(colorid, 45) #define M_HILITE BIF_ThemeColorShade(colorid, 25) #define M_LMEDIUM BIF_ThemeColorShade(colorid, 10) #define M_MEDIUM BIF_ThemeColor(colorid) #define M_LGREY BIF_ThemeColorShade(colorid, -20) #define M_GREY BIF_ThemeColorShade(colorid, -45) #define M_DARK BIF_ThemeColorShade(colorid, -80) #define M_NUMTEXT BIF_ThemeColorShade(colorid, 25) #define M_NUMTEXT_ACT_LIGHT BIF_ThemeColorShade(colorid, 35) #define MM_WHITE BIF_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 glColor4ub(255, 255, 255, 60) #define MM_WHITE_TR glColor4ub(255, 255, 255, 0) */ #define MM_WHITE_OP BIF_ThemeColorShadeAlpha(TH_BACK, 55, -100) #define MM_WHITE_TR BIF_ThemeColorShadeAlpha(TH_BACK, 55, -255) #define MM_LIGHT BIF_ThemeColorShade(TH_BUT_OUTLINE, 45) #define MM_MEDIUM BIF_ThemeColor(TH_BUT_OUTLINE) #define MM_GREY BIF_ThemeColorShade(TH_BUT_OUTLINE, -45) #define MM_DARK BIF_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 */ } /* small side double arrow for iconrow */ static void ui_default_iconrow_arrows(float x1, float y1, float x2, float y2) { 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 ); } /* side double arrow for menu */ static void ui_default_menu_arrows(float x1, float y1, float x2, float y2) { 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 ); } /* left/right arrows for number fields */ static void ui_default_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 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 ); } } /* changing black/white for TOG3 buts */ static void ui_tog3_invert(float x1, float y1, float x2, float y2, int seltype) { short alpha = 30; if (seltype == 0) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, alpha); glRectf(x2-6, y1, x2, (y1+(y2-y1)/2)); glColor4ub(255, 255, 255, alpha); glRectf(x2-6, (y1+(y2-y1)/2), x2, y2); glDisable(GL_BLEND); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(255, 255, 255, alpha); glRectf(x2-6, y1, x2, (y1+(y2-y1)/2)); glColor4ub(0, 0, 0, alpha); glRectf(x2-6, (y1+(y2-y1)/2), x2, y2); glDisable(GL_BLEND); } } /* 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)))) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ 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 */ /* ICONROW DOUBLE-ARROW */ M_DARK; ui_default_iconrow_arrows(x1, y1, x2, y2); /* END ICONROW DOUBLE-ARROW */ break; case MENU: /* 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 */ M_DARK; ui_default_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)))) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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: /* 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_default_num_arrows(x1, y1, x2, y2); /* END SIDE ARROWS */ } } static void ui_default_slider(int colorid, float fac, float aspect, float x1, float y1, float x2, float y2, int flag) { float ymid, yc; /* the slider background line */ ymid= (y1+y2)/2.0; //yc= 2.5*aspect; // height of center line yc = 2.3; // height of center line if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, -5); else if(flag & UI_ACTIVE) BIF_ThemeColorShade(TH_BUT_NUM, +35); else BIF_ThemeColorShade(TH_BUT_NUM, +25); glRectf(x1, ymid-yc, x2, ymid+yc); /* top inner bevel */ if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, -40); else BIF_ThemeColorShade(TH_BUT_NUM, -5); fdrawline(x1+1, ymid+yc, x2, ymid+yc); /* bottom inner bevel */ if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, +15); else BIF_ThemeColorShade(TH_BUT_NUM, +45); 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, +70); fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2); /* slider handle right bevel */ BIF_ThemeColorShade(TH_BUT_NUM, -35); fdrawline(x1+fac, y2-2, x1+fac, y1+2); glShadeModel(GL_FLAT); } /* default theme callback */ static void ui_draw_default(int type, int colorid, float aspect, float x1, float y1, float x2, float y2, int flag) { switch(type) { case TEX: case IDPOIN: case NUM: 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) BIF_ThemeColorShade(colorid, -40); else BIF_ThemeColorShade(colorid, -30); } else { if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, +30); else BIF_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) BIF_ThemeColorShade(colorid, 0); else BIF_ThemeColorShade(colorid, -30); fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); /* top */ if(flag & UI_SELECT) BIF_ThemeColorShade(colorid, -30); else BIF_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: if(flag & UI_SELECT) BIF_ThemeColorShade(colorid, -60); else BIF_ThemeColorShade(colorid, -30); ui_default_num_arrows(x1, y1, x2, y2); break; case ICONROW: case ICONTEXTROW: if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0); else BIF_ThemeColorShade(colorid, -10); glRectf(x2-9, y1+asp, x2-asp, y2-asp); BIF_ThemeColorShade(colorid, -50); ui_default_iconrow_arrows(x1, y1, x2, y2); break; case MENU: if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0); else BIF_ThemeColorShade(colorid, -10); glRectf(x2-17, y1+asp, x2-asp, y2-asp); BIF_ThemeColorShade(colorid, -50); ui_default_menu_arrows(x1, y1, x2, y2); break; } } /* *************** BASIC ROUNDED THEME ***************** */ static void round_button(float x1, float y1, float x2, float y2, float asp, int colorid, int round, int menudeco, int curshade) { float rad; char col[4]; rad= (y2-y1)/2.0; if(rad>7.0) rad= 7.0; uiSetRoundBox(round); gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad); if(menudeco) { uiSetRoundBox(round & ~9); BIF_ThemeColorShade(colorid, curshade-20); gl_round_box(GL_POLYGON, x2-menudeco, y1, x2, y2, rad); } /* fake AA */ uiSetRoundBox(round); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); BIF_GetThemeColor3ubv(colorid, col); if(col[0]<100) col[0]= 0; else col[0]-= 100; if(col[1]<100) col[1]= 0; else col[1]-= 100; if(col[2]<100) col[2]= 0; else col[2]-= 100; col[3]= 80; glColor4ubv(col); gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad - asp); gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad + asp); col[3]= 180; glColor4ubv(col); gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad); glDisable( GL_BLEND ); } /* button in midst of alignment row */ static void round_button_mid(float x1, float y1, float x2, float y2, float asp, int colorid, int align, int menudeco, int curshade) { glRectf(x1, y1, x2, y2); if(menudeco) { BIF_ThemeColorShade(colorid, curshade-20); glRectf(x2-menudeco, y1, x2, y2); } BIF_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; } BIF_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: BIF_ThemeColorShade(colorid, curshade-60); ui_default_num_arrows(x1, y1, x2, y2); break; case ICONROW: case ICONTEXTROW: BIF_ThemeColorShade(colorid, curshade-60); ui_default_iconrow_arrows(x1, y1, x2, y2); break; case MENU: case BLOCK: BIF_ThemeColorShade(colorid, curshade-60); ui_default_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) { 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, +20); else BIF_ThemeColorShade(colorid, +10); } glRectf(x1, y1, x2, y2); if(flag & UI_SELECT) { BIF_ThemeColorShade(colorid, -60); /* top */ fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); BIF_ThemeColorShade(colorid, +40); /* below */ fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); } else { BIF_ThemeColorShade(colorid, +40); /* top */ fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); BIF_ThemeColorShade(colorid, -60); /* below */ fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); } /* special type decorations */ switch(type) { case NUM: if(flag & UI_SELECT) BIF_ThemeColorShade(colorid, -60); else BIF_ThemeColorShade(colorid, -30); ui_default_num_arrows(x1, y1, x2, y2); break; case ICONROW: case ICONTEXTROW: if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0); else BIF_ThemeColorShade(colorid, -10); glRectf(x2-9, y1+asp, x2-asp, y2-asp); BIF_ThemeColorShade(colorid, -50); ui_default_iconrow_arrows(x1, y1, x2, y2); break; case MENU: case BLOCK: if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0); else BIF_ThemeColorShade(colorid, -10); glRectf(x2-17, y1+asp, x2-asp, y2-asp); BIF_ThemeColorShade(colorid, -50); ui_default_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) BIF_ThemeColorShade(colorid, -50); else BIF_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 */ BIF_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) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_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]; BIF_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(col); glRectf(minx-1, miny, minx, maxy); // 1 pixel on left, to distinguish sublevel menus } glEnable(GL_BLEND); glColor4ubv(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]; BIF_GetThemeColor4ubv(TH_MENU_BACK, col); if(col[3]!=255) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if((flag & UI_ACTIVE) && type!=LABEL) { BIF_ThemeColor4(TH_MENU_HILITE); glRectf(x1, y1, x2, y2); } else { BIF_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) { BIF_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 ); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_round_box(GL_LINE_LOOP, x1, y1+3, x2, y2-3, 7.0); glDisable( GL_LINE_SMOOTH ); glDisable( GL_BLEND ); } else { BIF_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; /* check for button text label */ if (but->type == ICONTEXTROW) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } else { // text button cursor if(but->pos != -1) { short t, pos, ch; 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*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & USER_TR_BUTTONS)) + 3; but->drawstr[pos]= ch; } else t= 3; glColor3ub(255,0,0); glRects(but->x1+t, but->y1+2, but->x1+t+3, but->y2-2); } } if(but->drawstr[0]!=0) { int transopts; // 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->dt==UI_EMBOSSP) { if((but->flag & (UI_SELECT|UI_ACTIVE)) && but->type!=LABEL) { // LABEL = title in pulldowns 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; } ui_tog3_invert(but->x1,but->y1,but->x2,but->y2, ok); if (ok) glColor3ub(255, 255, 0); } /* LABEL button exception */ if(but->type==LABEL && but->min!=0.0) BIF_ThemeColor(TH_BUT_TEXT_HI); ui_rasterpos_safe(x, (but->y1+but->y2- 9.0)/2.0, but->aspect); if(but->type==TEX || but->type==IDPOIN) transopts= 0; // no translation, of course! else transopts= (U.transopts & USER_TR_BUTTONS); BIF_DrawString(but->font, but->drawstr+but->ofs, transopts); /* part text right aligned */ if(cpoin) { len= BIF_GetStringWidth(but->font, cpoin+1, (U.transopts & USER_TR_BUTTONS)); ui_rasterpos_safe( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0, but->aspect); BIF_DrawString(but->font, cpoin+1, (U.transopts & USER_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]; } /* 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 */ if(but->embossfunc == ui_draw_round) { char *cp= BIF_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)); } /* 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 ************* */ /* ************** 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->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 { int theme= BIF_GetThemeValue(TH_BUT_DRAWTYPE); // and the themes if(theme==1) { but->embossfunc= ui_draw_default; but->sliderfunc= ui_default_slider; } else if(theme==2) { but->embossfunc= ui_draw_round; } else if(theme==3) { but->embossfunc= ui_draw_oldskool; } else { but->embossfunc= ui_draw_minimal; } } // 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; if(but==NULL) return; /* signal for frontbuf flush buttons and menus, not when normal drawing */ if(but->block->in_use) ui_block_set_flush(but->block, but); 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 HSVCUBE: ui_draw_but_HSVCUBE(but); // box for colorpicker, three types 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); } }