Fixes:

- HSV picker didn't work. Old option "No Hilite" for buttons made it not
  being checked for input anymore. Needs to be on attention list!

- Node editor wasn't drawing buttons correctly. Two things to keep track
  off:
  - Use wmLoadIdentity(), not glLoadIdentity()
  - I've added a wmPushMatrix() and wmPopMatrix() version for correct
    wm-compatible push/pop. Only one level for now.
This commit is contained in:
2009-04-20 11:39:18 +00:00
parent 4b45c57bb6
commit bc06159431
4 changed files with 28 additions and 11 deletions

View File

@@ -641,11 +641,8 @@ void uiDrawBlock(const bContext *C, uiBlock *block)
ui_but_to_pixelrect(&rect, ar, block, NULL);
/* pixel space for AA widgets */
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
wmPushMatrix();
wmLoadIdentity();
wmOrtho2(-0.01f, ar->winx-0.01f, -0.01f, ar->winy-0.01f);
@@ -664,10 +661,7 @@ void uiDrawBlock(const bContext *C, uiBlock *block)
}
/* restore matrix */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
wmPopMatrix();
ui_draw_links(block);
}

View File

@@ -1193,10 +1193,8 @@ void uiBlockPickerButtons(uiBlock *block, float *col, float *hsv, float *old, ch
// the cube intersection
bt= uiDefButF(block, HSVCUBE, retval, "", 0,DPICK+BPICK,FPICK,FPICK, col, 0.0, 0.0, 2, 0, "");
uiButSetFlag(bt, UI_NO_HILITE);
bt= uiDefButF(block, HSVCUBE, retval, "", 0,0,FPICK,BPICK, col, 0.0, 0.0, 3, 0, "");
uiButSetFlag(bt, UI_NO_HILITE);
// palette

View File

@@ -183,6 +183,8 @@ void wmMultMatrix (float mat[][4]);
void wmGetSingleMatrix (float mat[][4]);
void wmScale (float x, float y, float z);
void wmLoadIdentity (void); /* note: old name clear_view_mat */
void wmPushMatrix (void); /* one level only */
void wmPopMatrix (void); /* one level only */
void wmFrustum (float x1, float x2, float y1, float y2, float n, float f);
void wmOrtho (float x1, float x2, float y1, float y2, float n, float f);

View File

@@ -68,6 +68,7 @@ typedef struct wmSubWindow {
int swinid;
float viewmat[4][4], winmat[4][4];
float viewmat1[4][4], winmat1[4][4];
} wmSubWindow;
@@ -306,6 +307,28 @@ void wmMultMatrix(float mat[][4])
glGetFloatv(GL_MODELVIEW_MATRIX, (float *)_curswin->winmat);
}
void wmPushMatrix(void)
{
if(_curswin==NULL) return;
Mat4CpyMat4(_curswin->viewmat1, _curswin->viewmat);
Mat4CpyMat4(_curswin->winmat1, _curswin->winmat);
}
void wmPopMatrix(void)
{
if(_curswin==NULL) return;
Mat4CpyMat4(_curswin->viewmat, _curswin->viewmat1);
Mat4CpyMat4(_curswin->winmat, _curswin->winmat1);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&_curswin->winmat[0][0]);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&_curswin->viewmat[0][0]);
}
void wmGetSingleMatrix(float mat[][4])
{
if(_curswin)