* bring back some drawing code for node editor (grid, roundbox emboss)

This commit is contained in:
Nathan Letwory
2008-12-22 20:53:38 +00:00
parent 3b0c42136b
commit 261d130872
3 changed files with 151 additions and 0 deletions

View File

@@ -151,6 +151,7 @@ void UI_view2d_view_restore(const struct bContext *C);
/* grid drawing */
View2DGrid *UI_view2d_grid_calc(const struct bContext *C, struct View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy);
void UI_view2d_grid_draw(const struct bContext *C, struct View2D *v2d, View2DGrid *grid, int flag);
void UI_view2d_constant_grid_draw(const struct bContext *C, struct View2D *v2d);
void UI_view2d_grid_free(View2DGrid *grid);
/* scrollbar drawing */

View File

@@ -146,6 +146,54 @@ static void round_box_shade_col(float *col1, float *col2, float fac)
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)
{
@@ -441,6 +489,77 @@ void uiTriangleFakeAA(float x1, float y1, float x2, float y2, float x3, float y3
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 ************* */

View File

@@ -1046,6 +1046,37 @@ void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int f
}
}
/* Draw a constant grid in given 2d-region */
void UI_view2d_constant_grid_draw(const bContext *C, View2D *v2d)
{
float start, step= 25.0f;
UI_ThemeColorShade(TH_BACK, -10);
start= v2d->cur.xmin -fmod(v2d->cur.xmin, step);
glBegin(GL_LINES);
for(; start<v2d->cur.xmax; start+=step) {
glVertex2f(start, v2d->cur.ymin);
glVertex2f(start, v2d->cur.ymax);
}
start= v2d->cur.ymin -fmod(v2d->cur.ymin, step);
for(; start<v2d->cur.ymax; start+=step) {
glVertex2f(v2d->cur.xmin, start);
glVertex2f(v2d->cur.xmax, start);
}
/* X and Y axis */
UI_ThemeColorShade(TH_BACK, -18);
glVertex2f(0.0f, v2d->cur.ymin);
glVertex2f(0.0f, v2d->cur.ymax);
glVertex2f(v2d->cur.xmin, 0.0f);
glVertex2f(v2d->cur.xmax, 0.0f);
glEnd();
}
/* free temporary memory used for drawing grid */
void UI_view2d_grid_free(View2DGrid *grid)
{