Cleanup: use unsigned char for theme colors
Nearly all byte-color functions use 'uchar' causing casts when then colors were passed in. Declare as uchar to remove the need for casts.
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@@ -1736,7 +1736,7 @@ void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rec
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/* backdrop */
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_3ubAlpha(
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true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, (uchar *)wcol->inner, 255);
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true, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f, wcol->inner, 255);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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@@ -1771,7 +1771,7 @@ void ui_draw_but_UNITVEC(uiBut *but, const uiWidgetColors *wcol, const rcti *rec
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3ubv((uchar *)wcol->inner);
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immUniformColor3ubv(wcol->inner);
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GPU_blend(true);
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GPU_line_smooth(true);
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@@ -1831,7 +1831,7 @@ static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[
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rgb_uchar_to_float(r_color, color_shaded);
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}
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static void gl_shaded_color(uchar *color, int shade)
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static void gl_shaded_color(const uchar *color, int shade)
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{
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uchar color_shaded[3];
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gl_shaded_color_get(color, shade, color_shaded);
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@@ -1914,10 +1914,10 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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}
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else {
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if (cumap->flag & CUMA_DO_CLIP) {
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gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop);
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gl_shaded_color_get_fl(wcol->inner, -20, color_backdrop);
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immUniformColor3fv(color_backdrop);
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immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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immUniformColor3ubv((uchar *)wcol->inner);
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immUniformColor3ubv(wcol->inner);
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immRectf(pos,
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rect->xmin + zoomx * (cumap->clipr.xmin - offsx),
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rect->ymin + zoomy * (cumap->clipr.ymin - offsy),
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@@ -1925,19 +1925,19 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
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}
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else {
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rgb_uchar_to_float(color_backdrop, (const uchar *)wcol->inner);
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rgb_uchar_to_float(color_backdrop, wcol->inner);
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immUniformColor3fv(color_backdrop);
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immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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}
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/* grid, every 0.25 step */
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gl_shaded_color((uchar *)wcol->inner, -16);
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gl_shaded_color(wcol->inner, -16);
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ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.25f);
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/* grid, every 1.0 step */
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gl_shaded_color((uchar *)wcol->inner, -24);
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gl_shaded_color(wcol->inner, -24);
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ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
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/* axes */
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gl_shaded_color((uchar *)wcol->inner, -50);
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gl_shaded_color(wcol->inner, -50);
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immBegin(GPU_PRIM_LINES, 4);
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immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy));
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immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy));
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@@ -2026,7 +2026,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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GPU_blend(true);
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/* Curve filled. */
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immUniformColor3ubvAlpha((uchar *)wcol->item, 128);
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immUniformColor3ubvAlpha(wcol->item, 128);
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GPU_polygon_smooth(true);
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immBegin(GPU_PRIM_TRI_STRIP, (CM_TABLE * 2 + 2) + 4);
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immVertex2f(pos, line_range.xmin, rect->ymin);
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@@ -2044,7 +2044,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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/* Curve line. */
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GPU_line_width(1.0f);
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immUniformColor3ubvAlpha((uchar *)wcol->item, 255);
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immUniformColor3ubvAlpha(wcol->item, 255);
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GPU_line_smooth(true);
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immBegin(GPU_PRIM_LINE_STRIP, (CM_TABLE + 1) + 2);
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immVertex2f(pos, line_range.xmin, line_range.ymin);
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@@ -2099,7 +2099,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3ubv((uchar *)wcol->outline);
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immUniformColor3ubv(wcol->outline);
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imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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immUnbindProgram();
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