/** * $Id$ * * ***** 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]; /* ************** generic embossed rect, for window sliders etc ************* */ void uiEmboss(float x1, float y1, float x2, float y2, int sel) { /* below */ if(sel) glColor3ub(200,200,200); else glColor3ub(50,50,50); fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); /* top */ if(sel) glColor3ub(50,50,50); else glColor3ub(200,200,200); fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); } /* ************** GENERIC ICON DRAW, NO THEME HERE ************* */ static void ui_draw_icon(uiBut *but, BIFIconID icon) { int blend= 0; float xs=0, ys=0; if(but->flag & UI_ICON_LEFT) { if (but->type==BUTM) { xs= but->x1+1.0; } else if ((but->type==ICONROW) || (but->type==ICONTEXTROW)) { xs= but->x1+4.0; } else { xs= but->x1+6.0; } ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; } if(but->flag & UI_ICON_RIGHT) { xs= but->x2-17.0; ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; } if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) { xs= (but->x1+but->x2- BIF_get_icon_width(icon))/2.0; ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; } glRasterPos2f(xs, ys); if(but->aspect>1.1) glPixelZoom(1.0/but->aspect, 1.0/but->aspect); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* calculate blend color */ if ELEM4(but->type, ICONTOG, TOG, ROW, TOGN) { if(but->flag & UI_SELECT); else if(but->flag & UI_ACTIVE); else blend= -60; } BIF_draw_icon_blended(icon, but->themecol, blend); /* old blending method... hrums */ /* if(but->flag & UI_SELECT) { if(but->flag & UI_ACTIVE) { BIF_draw_icon_blended(icon, but->themecol, -80); } else { BIF_draw_icon_blended(icon, but->themecol, -45); } } else { if ((but->flag & UI_ACTIVE) && but->type==BUTM) { BIF_draw_icon_blended(icon, but->themecol, 0); } else if (but->flag & UI_ACTIVE) { BIF_draw_icon_blended(icon, but->themecol, 25); } else { BIF_draw_icon_blended(icon, but->themecol, 45); } } */ glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); glPixelZoom(1.0, 1.0); } /* ************** DEFAULT THEME, SHADED BUTTONS ************* */ #define M_WHITE BIF_ThemeColorShade(bc, 80) #define M_ACT_LIGHT BIF_ThemeColorShade(bc, 55) #define M_LIGHT BIF_ThemeColorShade(bc, 45) #define M_HILITE BIF_ThemeColorShade(bc, 25) #define M_LMEDIUM BIF_ThemeColorShade(bc, 10) #define M_MEDIUM BIF_ThemeColor(bc) #define M_LGREY BIF_ThemeColorShade(bc, -20) #define M_GREY BIF_ThemeColorShade(bc, -45) #define M_DARK BIF_ThemeColorShade(bc, -80) #define M_NUMTEXT BIF_ThemeColorShade(bc, 25) #define M_NUMTEXT_ACT_LIGHT BIF_ThemeColorShade(bc, 35) #define MM_WHITE BIF_ThemeColorShade(TH_BUT_NEUTRAL, 120) #define MM_WHITE_OP BIF_ThemeColorShadeAlpha(TH_BACK, 65, -100) #define MM_WHITE_TR BIF_ThemeColorShadeAlpha(TH_BACK, 65, -255) #define MM_LIGHT BIF_ThemeColorShade(TH_BUT_NEUTRAL, 45) #define MM_MEDIUM BIF_ThemeColor(TH_BUT_NEUTRAL) #define MM_GREY BIF_ThemeColorShade(TH_BUT_NEUTRAL, -45) #define MM_DARK BIF_ThemeColorShade(TH_BUT_NEUTRAL, -80) static void ui_default_button(int bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* SHADED BUTTON */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_MEDIUM; else M_LGREY; } else { if(flag & UI_ACTIVE) M_LIGHT; else M_HILITE; } glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_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 */ /* OUTER SUNKEN EFFECT */ /* left */ 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(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); MM_WHITE_OP; glVertex2f(x2+1,y1); MM_WHITE_TR; glVertex2f(x2+1,y2); glEnd(); /* bottom */ MM_WHITE_OP; fdrawline(x1, y1-1, x2, y1-1); glDisable(GL_BLEND); /* END OUTER SUNKEN EFFECT */ /* INNER OUTLINE */ 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_LMEDIUM; } fdrawline(x1, (y1+1), x2, y1+1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); M_WHITE; glVertex2f(x1+1,y1+2); M_LGREY; glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); M_LGREY; glVertex2f(x2-1,y1+2); M_WHITE; glVertex2f(x2-1,y2); glEnd(); } /* END INNER OUTLINE */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ MM_GREY; fdrawline(x1, y2, x2, y2); MM_MEDIUM; fdrawline(x1, y1, x2, y1); /* top */ MM_DARK; fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ MM_DARK; fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ } static void ui_default_text(int bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* FLAT TEXT/NUM FIELD */ glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_NUMTEXT_ACT_LIGHT; else M_NUMTEXT; } glVertex2f(x1,y1); glVertex2f(x2,y1); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END FLAT TEXT/NUM FIELD */ /* OUTER SUNKEN EFFECT */ /* left */ 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(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); MM_WHITE_OP; glVertex2f(x2+1,y1); MM_WHITE_TR; glVertex2f(x2+1,y2); glEnd(); /* bottom */ MM_WHITE_OP; fdrawline(x1, y1-1, x2, y1-1); glDisable(GL_BLEND); /* END OUTER SUNKEN EFFECT */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ MM_GREY; fdrawline(x1, y2, x2, y2); MM_MEDIUM; fdrawline(x1, y1, x2, y1); /* top */ MM_DARK; fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ MM_DARK; fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ } static void ui_default_num(int bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* FLAT TEXT/NUM FIELD */ glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_NUMTEXT_ACT_LIGHT; else M_NUMTEXT; } glVertex2f(x1,y1); glVertex2f(x2,y1); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END FLAT TEXT/NUM FIELD */ /* OUTER SUNKEN EFFECT */ /* left */ 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(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); MM_WHITE_OP; glVertex2f(x2+1,y1); MM_WHITE_TR; glVertex2f(x2+1,y2); glEnd(); /* bottom */ MM_WHITE_OP; fdrawline(x1, y1-1, x2, y1-1); glDisable(GL_BLEND); /* END OUTER SUNKEN EFFECT */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ MM_GREY; fdrawline(x1, y2, x2, y2); MM_MEDIUM; fdrawline(x1, y1, x2, y1); /* top */ MM_DARK; fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ MM_DARK; fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ /* SIDE ARROWS */ /* left */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_DARK; else M_DARK; } else { if(flag & UI_ACTIVE) M_GREY; else M_LGREY; } glEnable( GL_POLYGON_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x1+5,(short)(y2-(y2-y1)/2)); glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)+4); glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)-4); glEnd(); /* right */ glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x2-5,(short)(y2-(y2-y1)/2)); glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)-4); glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)+4); glEnd(); glDisable( GL_BLEND ); glDisable( GL_POLYGON_SMOOTH ); /* END SIDE ARROWS */ } static void ui_default_menu(int bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* SHADED BUTTON */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_LIGHT; else M_HILITE; } glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_GREY; else M_DARK; } else { if(flag & UI_ACTIVE) M_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_GREY; else M_DARK; } 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 */ /* OUTER SUNKEN EFFECT */ /* left */ 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(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); MM_WHITE_OP; glVertex2f(x2+1,y1); MM_WHITE_TR; glVertex2f(x2+1,y2); glEnd(); /* bottom */ MM_WHITE_OP; fdrawline(x1, y1-1, x2, y1-1); glDisable(GL_BLEND); /* END OUTER SUNKEN EFFECT */ /* INNER OUTLINE */ glShadeModel(GL_FLAT); /* top */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_GREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_WHITE; else M_WHITE; } fdrawline(x1, (y2-1), x2, y2-1); /* bottom */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_LGREY; } else { if(flag & UI_ACTIVE) M_LMEDIUM; else M_LMEDIUM; } fdrawline(x1, (y1+1), x2, y1+1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); M_WHITE; glVertex2f(x1+1,y1+2); M_LGREY; glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); M_LGREY; glVertex2f(x2-1,y1+2); M_WHITE; glVertex2f(x2-1,y2); glEnd(); } /* END INNER OUTLINE */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ MM_GREY; fdrawline(x1, y2, x2, y2); MM_MEDIUM; fdrawline(x1, y1, x2, y1); /* top */ MM_DARK; fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ MM_DARK; fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ /* DARKENED AREA */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, 30); glRectf(x2-18, y1, x2, y2); glDisable(GL_BLEND); /* END DARKENED AREA */ /* MENU DOUBLE-ARROW */ /* set antialias line */ M_DARK; glEnable( GL_POLYGON_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2)+4); glEnd(); glBegin(GL_TRIANGLES); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2) -4); glEnd(); glDisable( GL_BLEND ); glDisable( GL_POLYGON_SMOOTH ); /* MENU DOUBLE-ARROW */ } static void ui_default_iconrow(int bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* SHADED BUTTON */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_LIGHT; else M_HILITE; } glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_GREY; else M_DARK; } else { if(flag & UI_ACTIVE) M_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_GREY; else M_DARK; } 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 */ /* OUTER SUNKEN EFFECT */ /* left */ 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(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); MM_WHITE_OP; glVertex2f(x2+1,y1); MM_WHITE_TR; glVertex2f(x2+1,y2); glEnd(); /* bottom */ MM_WHITE_OP; fdrawline(x1, y1-1, x2, y1-1); glDisable(GL_BLEND); /* END OUTER SUNKEN EFFECT */ /* INNER OUTLINE */ glShadeModel(GL_FLAT); /* top */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_GREY; else M_GREY; } else { if(flag & UI_ACTIVE) M_WHITE; else M_WHITE; } fdrawline(x1, (y2-1), x2, y2-1); /* bottom */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) M_LGREY; else M_LGREY; } else { if(flag & UI_ACTIVE) M_LMEDIUM; else M_LMEDIUM; } fdrawline(x1, (y1+1), x2, y1+1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); M_WHITE; glVertex2f(x1+1,y1+2); M_LGREY; glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); M_LGREY; glVertex2f(x2-1,y1+2); M_WHITE; glVertex2f(x2-1,y2); glEnd(); } /* END INNER OUTLINE */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ MM_GREY; fdrawline(x1, y2, x2, y2); MM_MEDIUM; fdrawline(x1, y1, x2, y1); /* top */ MM_DARK; fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ MM_DARK; fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ /* DARKENED AREA */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, 30); glRectf(x2-9, y1, x2, y2); glDisable(GL_BLEND); /* END DARKENED AREA */ /* MENU DOUBLE-ARROW */ /* set antialias line */ M_DARK; glEnable( GL_POLYGON_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x2-2,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-6,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+4); glEnd(); glBegin(GL_TRIANGLES); glVertex2f((short)x2-2,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-6,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -4); glEnd(); glDisable( GL_BLEND ); glDisable( GL_POLYGON_SMOOTH ); /* MENU DOUBLE-ARROW */ } static void ui_default_slider(int colorid, float fac, float aspect, float x1, float y1, float x2, float y2, int flag) { float ymid, yc; /* the slider background line */ ymid= (y1+y2)/2.0; yc= 1.7*aspect; // height of center line glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_ACTIVE) BIF_ThemeColorShade(TH_BUT_NUM, +10); else BIF_ThemeColor(TH_BUT_NUM); glVertex2f(x1, ymid-yc); glVertex2f(x2, ymid-yc); if(flag & UI_ACTIVE) BIF_ThemeColorShade(TH_BUT_NUM, +45); else BIF_ThemeColorShade(TH_BUT_NUM, +10); glVertex2f(x2, ymid+yc); glVertex2f(x1, ymid+yc); glEnd(); BIF_ThemeColorShade(TH_BUT_NUM, -80); fdrawline(x1+1, ymid-yc, x2, ymid-yc); /* the movable slider */ if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, +80); else BIF_ThemeColorShade(TH_BUT_NUM, -45); glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); BIF_ThemeColorShade(TH_BUT_NUM, -45); glVertex2f(x1, y1+2.5); glVertex2f(x1+fac, y1+2.5); BIF_ThemeColor(TH_BUT_NUM); glVertex2f(x1+fac, y2-2.5); glVertex2f(x1, y2-2.5); glEnd(); /* slider handle center */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); BIF_ThemeColor(TH_BUT_NUM); glVertex2f(x1+fac-3, y1+2); glVertex2f(x1+fac, y1+4); BIF_ThemeColorShade(TH_BUT_NUM, +80); glVertex2f(x1+fac, y2-2); glVertex2f(x1+fac-3, y2-2); glEnd(); /* slider handle left bevel */ BIF_ThemeColorShade(TH_BUT_NUM, +80); fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2); /* slider handle right bevel */ BIF_ThemeColorShade(TH_BUT_NUM, -45); fdrawline(x1+fac, y2-2, x1+fac, y1+2); glShadeModel(GL_FLAT); } /* default theme callback */ static void ui_draw_default(int type, int colorid, float aspect, float x1, float y1, float x2, float y2, int flag) { switch(type) { case NUM: ui_default_num(colorid, aspect, x1, y1, x2, y2, flag); break; case TEX: ui_default_text(colorid, aspect, x1, y1, x2, y2, flag); break; case ICONROW: case ICONTEXTROW: ui_default_iconrow(colorid, aspect, x1, y1, x2, y2, flag); break; case MENU: ui_default_menu(colorid, aspect, x1, y1, x2, y2, flag); break; default: ui_default_button(colorid, aspect, x1, y1, x2, y2, flag); } } /* *************** MINIMAL THEME AND STANDARD PULLDOWN ***************** */ // theme can define an embosfunc and sliderfunc, text drawing is standard, no theme. #if 0 /* super minimal button as used in logic menu */ static void ui_draw_round(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, +10); else BIF_ThemeColor(colorid); } uiSetRoundBox(15); uiRoundBox(x1, y1, x2, y2, 6); if(flag & UI_SELECT) { BIF_ThemeColor(TH_TEXT); uiRoundRect(x1, y1, x2, y2, 6); } else { } } #endif /* super minimal button as used in logic menu */ static void ui_draw_minimal(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag) { x1+= asp; x2-= asp; y1+= asp; y2-= asp; /* paper */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, -40); else BIF_ThemeColorShade(colorid, -30); } else { if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, +10); else BIF_ThemeColor(colorid); } glRectf(x1, y1, x2, y2); if(flag & UI_SELECT) { BIF_ThemeColorShade(colorid, -50); /* top */ fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); BIF_ThemeColorShade(colorid, +50); /* below */ fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); } else { BIF_ThemeColorShade(colorid, +50); /* top */ fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); BIF_ThemeColorShade(colorid, -50); /* below */ fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); } } /* fac is the slider handle position between x1 and x2 */ static void ui_draw_slider(int colorid, float fac, float aspect, float x1, float y1, float x2, float y2, int flag) { float ymid, yc; /* the slider background line */ ymid= (y1+y2)/2.0; yc= 1.7*aspect; if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, -50); else BIF_ThemeColorShade(colorid, -40); glRectf(x1, ymid-yc, x2, ymid+yc); /* the movable slider */ if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, +50); else BIF_ThemeColorShade(colorid, +40); glRectf(x1+fac-aspect, ymid-yc, x1+fac+aspect, ymid+yc); } /* ************** STANDARD MENU DRAWING FUNCTION (no callback yet) ************* */ // background for pulldowns, pullups, and other frontbuffer drawing temporal menus.... // has to be made themable still (now only color) void uiDrawMenuBox(float minx, float miny, float maxx, float maxy) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, 20); /* to prevent gaps being drawn between box and shadow (rounding errors?) */ fdrawline(minx+3, miny+0.25, maxx+0.25, miny+0.25); fdrawline(maxx+0.25, miny+0.25, maxx+0.25, maxy-3); glColor4ub(0, 0, 0, 70); fdrawline(minx+3, miny, maxx+1, miny); fdrawline(maxx+1, miny, maxx+1, maxy-3); glColor4ub(0, 0, 0, 70); fdrawline(minx+3, miny-1, maxx+1, miny-1); fdrawline(maxx+1, miny-1, maxx+1, maxy-3); glColor4ub(0, 0, 0, 55); fdrawline(minx+3, miny-2, maxx+2, miny-2); fdrawline(maxx+2, miny-2, maxx+2, maxy-3); glColor4ub(0, 0, 0, 35); fdrawline(minx+3, miny-3, maxx+3, miny-3); fdrawline(maxx+3, miny-3, maxx+3, maxy-3); glColor4ub(0, 0, 0, 20); fdrawline(minx+3, miny-4, maxx+4, miny-4); fdrawline(maxx+4, miny-4, maxx+4, maxy-3); glDisable(GL_BLEND); BIF_ThemeColor(TH_MENU_BACK); glRectf(minx, miny, maxx, maxy); } /* pulldown menu */ static void ui_draw_pulldown(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag) { if(flag & UI_ACTIVE) { BIF_ThemeColor(TH_MENU_HILITE); glRectf(x1-1, y1, x2+2, y2); } else { BIF_ThemeColor(colorid); // is set at TH_MENU_ITEM when pulldown opened. glRectf(x1-1, y1, x2+2, y2); } } /* ************** TEXT AND ICON DRAWING FUNCTIONS ************* */ /* draws text and icons for buttons */ static void ui_draw_text_icon(uiBut *but) { float x; int len; char *cpoin; /* check for button text label */ if (but->type == ICONTEXTROW) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } else if(but->drawstr[0]!=0) { // text button cursor if(but->pos != -1) { short t, pos, ch; pos= but->pos+strlen(but->str); if(pos >= but->ofs) { ch= but->drawstr[pos]; but->drawstr[pos]= 0; t= but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)) + 3; but->drawstr[pos]= ch; glColor3ub(255,0,0); glRects(but->x1+t, but->y1+2, but->x1+t+3, but->y2-2); } } // cut string in 2 parts cpoin= strchr(but->drawstr, '|'); if(cpoin) *cpoin= 0; /* If there's an icon too (made with uiDefIconTextBut) then draw the icon and offset the text label to accomodate it */ if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) { ui_draw_icon(but, but->icon); if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } else { if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } /* text color, with pulldown item exception */ if(but->embossfunc==ui_draw_pulldown) { if(but->flag & (UI_SELECT|UI_ACTIVE)) { BIF_ThemeColor(TH_MENU_TEXT_HI); } else { BIF_ThemeColor(TH_MENU_TEXT); } } else { if(but->flag & UI_SELECT) { BIF_ThemeColor(TH_BUT_TEXT_HI); } else { BIF_ThemeColor(TH_BUT_TEXT); } } /* tog3 button exception */ if(but->type==TOG3 && (but->flag & UI_SELECT)) { int ok= 0; if( but->pointype==CHA ) { if( BTST( *(but->poin+2), but->bitnr )) ok= 1; } else if( but->pointype ==SHO ) { short *sp= (short *)but->poin; if( BTST( sp[1], but->bitnr )) ok= 1; } if (ok) glColor3ub(255, 255, 0); } glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)); /* part text right aligned */ if(cpoin) { len= BIF_GetStringWidth(but->font, cpoin+1, (U.transopts & TR_BUTTONS)); glRasterPos2f( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, cpoin+1, (U.transopts & TR_BUTTONS)); *cpoin= '|'; } } /* if there's no text label, then check to see if there's an icon only and draw it */ else if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } } static void ui_draw_but_COL(uiBut *but) { float *fp; char colr, colg, colb; if( but->pointype==FLO ) { fp= (float *)but->poin; colr= floor(255.0*fp[0]+0.5); colg= floor(255.0*fp[1]+0.5); colb= floor(255.0*fp[2]+0.5); } else { char *cp= (char *)but->poin; colr= cp[0]; colg= cp[1]; colb= cp[2]; } glColor3ub(colr, colg, colb); glRectf((but->x1), (but->y1), (but->x2), (but->y2)); glColor3ub(0, 0, 0); fdrawbox((but->x1), (but->y1), (but->x2), (but->y2)); } /* ************** MAIN CALLBACK FUNCTION ************* */ /* void ui_set_embossfunc_old(uiBut *but, int drawtype) { } */ /* nothing! */ static void ui_draw_nothing(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag) { } /* ************** EXTERN, called from interface.c ************* */ /* ************** the main drawingtype choice: ************* */ void ui_set_embossfunc(uiBut *but, int drawtype) { // 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(drawtype==UI_EMBOSSM) but->embossfunc= ui_draw_minimal; else if(drawtype==UI_EMBOSSN) but->embossfunc= ui_draw_nothing; else if(drawtype==UI_EMBOSSP) but->embossfunc= ui_draw_pulldown; else { int theme= BIF_GetThemeValue(TH_BUT_DRAWTYPE); // and the themes if(theme==1) { but->embossfunc= ui_draw_default; but->sliderfunc= ui_default_slider; } else { but->embossfunc= ui_draw_minimal; } } } void ui_draw_but(uiBut *but) { double value; float x1, x2, y1, y2, fac; if(but==0) return; if(but->block->frontbuf==UI_NEED_DRAW_FRONT) { but->block->frontbuf= UI_HAS_DRAW_FRONT; glDrawBuffer(GL_FRONT); if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK; else curarea->win_swap= WIN_FRONT_OK; } switch (but->type) { case NUMSLI: case HSVSLI: but->embossfunc(but->type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); ui_draw_text_icon(but); x1= (but->x1+but->x2)/2; x2= but->x2 - 5.0*but->aspect; y1= but->y1 + 2.0*but->aspect; y2= but->y2 - 2.0*but->aspect; value= ui_get_but_val(but); fac= (value-but->min)*(x2-x1)/(but->max - but->min); but->sliderfunc(but->themecol, fac, but->aspect, x1, y1, x2, y2, but->flag); break; case SEPR: // only background break; case COL: ui_draw_but_COL(but); // black box with color break; case LINK: case INLINK: ui_draw_icon(but, but->icon); break; default: but->embossfunc(but->type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); ui_draw_text_icon(but); } }