Started work on an updated UI theme

This commit is contained in:
2008-11-19 03:15:52 +00:00
parent 13ac9079cc
commit ecde558252
4 changed files with 554 additions and 81 deletions

View File

@@ -531,10 +531,11 @@ enum {
/* XXX WARNING: previous is saved in file, so do not change order! */
/* theme drawtypes */
#define TH_MINIMAL 0
#define TH_SHADED 1
#define TH_ROUNDED 2
#define TH_OLDSKOOL 3
#define TH_MINIMAL 0
#define TH_ROUNDSHADED 1
#define TH_ROUNDED 2
#define TH_OLDSKOOL 3
#define TH_SHADED 4
/* specific defines per space should have higher define values */

View File

@@ -134,6 +134,182 @@ void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, floa
glEnd();
}
static void round_box_shade_col(float *col1, float *col2, float fac)
{
float col[3];
col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
glColor3fv(col);
}
/* 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)
{
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}};
float div= maxy-miny;
float coltop[3], coldown[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
glShadeModel(GL_SMOOTH);
glBegin(mode);
}
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f( maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, vec[a][1]/div);
glVertex2f( maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f( maxx, miny+rad);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f( maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f( maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f( maxx-rad, maxy);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f( maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f( minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f( minx, maxy-rad);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f( minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f( minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
glVertex2f( minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f( minx+rad, miny);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f( minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain fake antialiased unfilled round rectangle */
void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
{
float color[4];
float raddiff;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 1/(float)passes;
glColor4fv(color);
/* set the 'jitter amount' */
raddiff = (1/(float)passes) * asp;
glEnable( GL_BLEND );
/* draw lots of lines on top of each other */
for (i=passes; i>=(-passes); i--) {
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
}
glDisable( GL_BLEND );
}
void uiTriangleFakeAA(float x1, float y1, float x2, float y2, float x3, float y3)
{
float color[4];
float jitter;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 1/(float)passes;
glColor4fv(color);
/* set the 'jitter amount' */
jitter = 1/(float)passes;
glEnable( GL_BLEND );
/* draw lots of lines on top of each other */
for (i=passes; i>=(-passes); i--) {
glBegin(GL_TRIANGLES);
/* 'point' first, then two base vertices */
glVertex2f(x1+(i*jitter), y1+(i*jitter));
glVertex2f(x2, y2+(i*jitter));
glVertex2f(x3, y3+(i*jitter));
glEnd();
}
glDisable( GL_BLEND );
}
/* ************** safe rasterpos for pixmap alignment with pixels ************* */
void ui_rasterpos_safe(float x, float y, float aspect)
@@ -281,11 +457,6 @@ static void ui_draw_icon(uiBut *but, BIFIconID icon, int blend)
* 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 UI_ThemeColorShadeAlpha(TH_BACK, 55, -100)
#define MM_WHITE_TR UI_ThemeColorShadeAlpha(TH_BACK, 55, -255)
@@ -457,6 +628,58 @@ static void flat_button(float x1, float y1, float x2, float y2, float asp, int c
/* END OUTER OUTLINE */
}
/* shaded round button */
static void round_button_shaded(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag, int rad)
{
float shadefac;
/* colour shading */
if (flag & UI_SELECT) {
shadefac = -0.05;
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
else UI_ThemeColorShade(colorid, -30);
} else {
shadefac = 0.05;
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, +30);
else UI_ThemeColorShade(colorid, +20);
}
/* end colour shading */
/* the shaded base */
gl_round_box_shade(GL_POLYGON, x1, y1, x2, y2, rad, shadefac, -shadefac);
/* outline */
UI_ThemeColorBlendShade(TH_BUT_OUTLINE, TH_BACK, 0.1, -40);
uiRoundRectFakeAA(x1, y1, x2, y2, rad, asp);
/* end outline */
}
/* base round flat button */
static void round_button_flat(int colorid, float asp, float x1, float y1, float x2, float y2, int flag, float rad)
{
/* colour shading */
if(flag & UI_SELECT) {
if (flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -20);
else UI_ThemeColorShade(colorid, -45);
}
else {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, 35);
else UI_ThemeColorShade(colorid, 25);
}
/* end colour shading */
/* the solid base */
gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad);
/* outline */
UI_ThemeColorBlendShade(TH_BUT_OUTLINE, TH_BACK, 0.1, -30);
uiRoundRectFakeAA(x1, y1, x2, y2, rad, asp);
/* end outline */
}
/* small side double arrow for iconrow */
static void ui_default_iconrow_arrows(float x1, float y1, float x2, float y2)
{
@@ -483,24 +706,14 @@ static void ui_default_iconrow_arrows(float x1, float y1, float x2, float y2)
/* 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 );
/* 'point' first, then two base vertices */
uiTriangleFakeAA(x2-9, (y2-(y2-y1)/2)+6,
x2-6, (y2-(y2-y1)/2)+2,
x2-11, (y2-(y2-y1)/2)+2);
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 );
uiTriangleFakeAA(x2-8, (y2-(y2-y1)/2)-6,
x2-6, (y2-(y2-y1)/2)-2,
x2-11, (y2-(y2-y1)/2)-2);
}
/* left/right arrows for number fields */
@@ -508,59 +721,312 @@ 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 );
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();
/* 'point' first, then two base vertices */
uiTriangleFakeAA(x1+4, y2-(y2-y1)/2,
x1+9, y2-(y2-y1)/2+3,
x1+9, y2-(y2-y1)/2-3);
/* 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 );
uiTriangleFakeAA(x2-4, y2-(y2-y1)/2,
x2-9, y2-(y2-y1)/2+3,
x2-9, y2-(y2-y1)/2-3);
}
}
/* 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) {
glEnable(GL_BLEND);
UI_ThemeColorShade(TH_BUT_SETTING, -120);
glColor4ub(0, 0, 0, alpha);
glRectf(x2-6, y1, x2, (y1+(y2-y1)/2));
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glLineWidth(1.0);
glColor4ub(255, 255, 255, alpha);
glRectf(x2-6, (y1+(y2-y1)/2), x2, y2);
fdrawline(x1+10, (y1+(y2-y1)/2+4), x1+10, (y1+(y2-y1)/2)-4);
fdrawline(x1+6, (y1+(y2-y1)/2), x1+14, (y1+(y2-y1)/2));
glDisable(GL_BLEND);
glLineWidth(1.0);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
} else {
glEnable(GL_BLEND);
/* horiz line */
UI_ThemeColorShade(TH_BUT_SETTING, -120);
glColor4ub(255, 255, 255, alpha);
glRectf(x2-6, y1, x2, (y1+(y2-y1)/2));
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glLineWidth(1.0);
glColor4ub(0, 0, 0, alpha);
glRectf(x2-6, (y1+(y2-y1)/2), x2, y2);
fdrawline(x1+6, (y1+(y2-y1)/2), x1+14, (y1+(y2-y1)/2));
glLineWidth(1.0);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}
}
/* roundshaded button/popup menu/iconrow drawing code */
static void ui_roundshaded_button(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
float rad, maxrad;
int align= (flag & UI_BUT_ALIGN);
int round_align_fix= 0;
/* rounded corners */
if (ELEM4(type, MENU, ROW, ICONROW, ICONTEXTROW)) maxrad = 5.0;
else maxrad= 10.0;
rad= (y2-y1)/2.0;
if (rad>(x2-x1)/2) rad = (x2-x1)/2;
if (rad > maxrad) rad = maxrad;
/* end rounded corners */
/* alignment */
if(align) {
switch(align) {
case UI_BUT_ALIGN_TOP:
uiSetRoundBox(12);
round_align_fix= 4;
break;
case UI_BUT_ALIGN_DOWN:
uiSetRoundBox(3);
round_align_fix= 2;
break;
case UI_BUT_ALIGN_LEFT:
uiSetRoundBox(6);
round_align_fix= 6;
break;
case UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(9);
round_align_fix= 9;
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(1);
round_align_fix= 0;
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
uiSetRoundBox(2);
round_align_fix= 2;
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(8);
round_align_fix= 0;
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
uiSetRoundBox(4);
round_align_fix= 4;
break;
default:
uiSetRoundBox(0);
round_align_fix= 0;
break;
}
}
else {
uiSetRoundBox(15);
if (x2 - x1 > 19) {
round_align_fix= 6;
} else {
round_align_fix= 15;
}
}
/* end alignment */
/* draw the base button */
round_button_shaded(type, colorid, asp, x1, y1, x2, y2, flag, rad);
/* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
switch(type) {
case ICONROW:
case ICONTEXTROW:
/* iconrow double arrow */
if(flag & UI_SELECT) {
UI_ThemeColorShade(colorid, -80);
} else {
UI_ThemeColorShade(colorid, -45);
}
ui_default_iconrow_arrows(x1, y1, x2, y2);
/* end iconrow double arrow */
break;
case MENU:
/* menu double arrow */
if(flag & UI_SELECT) {
UI_ThemeColorShade(colorid, -110);
} else {
UI_ThemeColorShade(colorid, -80);
}
ui_default_menu_arrows(x1, y1, x2, y2);
/* end menu double arrow */
break;
}
}
static void ui_roundshaded_flat(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
float rad, maxrad=10.0;
int align= (flag & UI_BUT_ALIGN);
/* rounded corners */
rad= (y2-y1)/2.0;
if (rad>(x2-x1)/2) rad = (x2-x1)/2;
if (maxrad) {
if (rad > maxrad) rad = maxrad;
}
/* end rounded corners */
/* alignment */
if(align) {
switch(align) {
case UI_BUT_ALIGN_TOP:
uiSetRoundBox(12);
break;
case UI_BUT_ALIGN_DOWN:
uiSetRoundBox(3);
break;
case UI_BUT_ALIGN_LEFT:
uiSetRoundBox(6);
break;
case UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(9);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(1);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
uiSetRoundBox(2);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(8);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
uiSetRoundBox(4);
break;
default:
uiSetRoundBox(0);
break;
}
}
else {
uiSetRoundBox(15);
}
/* end alignment */
/* draw the base button */
round_button_flat(colorid, asp, x1, y1, x2, y2, flag, rad);
/* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
switch(type) {
case TOG:
case TOGN:
case TOG3:
if (!(flag & UI_HAS_ICON)) {
/* check to see that there's room for the check mark
* draw a check mark, or if it's a TOG3, draw a + or - */
if (x2 - x1 > 20) {
uiSetRoundBox(15);
UI_ThemeColorShade(colorid, -5);
gl_round_box_shade(GL_POLYGON, x1+4, (y1+(y2-y1)/2)-5, x1+14, (y1+(y2-y1)/2)+4, 2, -0.04, 0.03);
UI_ThemeColorShade(colorid, -20);
gl_round_box(GL_LINE_LOOP, x1+4, (y1+(y2-y1)/2)-5, x1+14, (y1+(y2-y1)/2)+4, 2);
/* TOG3 is handled with ui_tog3_invert()
* remember to update checkmark drawing there too*/
if((flag & UI_SELECT) && (type != TOG3)) {
UI_ThemeColorShade(colorid, -140);
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glLineWidth(1.5);
/* checkmark */
glBegin( GL_LINE_STRIP );
glVertex2f(x1+5, (y1+(y2-y1)/2)-1);
glVertex2f(x1+8, (y1+(y2-y1)/2)-4);
glVertex2f(x1+13, (y1+(y2-y1)/2)+5);
glEnd();
glLineWidth(1.0);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* draw a dot: alternate, for layers etc. */
} else if(flag & UI_SELECT) {
uiSetRoundBox(15);
UI_ThemeColorShade(colorid, -60);
glPushMatrix();
glTranslatef((x1+(x2-x1)/2), (y1+(y2-y1)/2), 0.0);
/* circle */
glutil_draw_filled_arc(0.0, M_PI*2.0, 2, 16);
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
/* smooth outline */
glutil_draw_lined_arc(0.0, M_PI*2.0, 2, 16);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
glPopMatrix();
}
}
break;
case NUM:
/* side arrows */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -70);
else UI_ThemeColorShade(colorid, -70);
} else {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
else UI_ThemeColorShade(colorid, -20);
}
ui_default_num_arrows(x1, y1, x2, y2);
/* end side arrows */
break;
}
}
/* roundshaded theme callback */
static void ui_draw_roundshaded(int type, int colorid, float aspect, float x1, float y1, float x2, float y2, int flag)
{
switch(type) {
case TOG:
case TOGN:
case TOG3:
case SLI:
case NUMSLI:
case HSVSLI:
case TEX:
case IDPOIN:
case NUM:
ui_roundshaded_flat(type, colorid, aspect, x1, y1, x2, y2, flag);
break;
case ICONROW:
case ICONTEXTROW:
case MENU:
default:
ui_roundshaded_button(type, colorid, aspect, x1, y1, x2, y2, flag);
}
}
/* 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)
{
@@ -1509,7 +1975,6 @@ static void ui_draw_pulldown_round(int type, int colorid, float asp, float x1, f
}
/* ************** TEXT AND ICON DRAWING FUNCTIONS ************* */
@@ -1608,8 +2073,12 @@ static void ui_draw_text_icon(uiBut *but)
else
#endif
{
if(but->editstr || (but->flag & UI_TEXT_LEFT)) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
if(but->editstr || (but->flag & UI_TEXT_LEFT))
x= but->x1+4.0;
else if ELEM3(but->type, TOG, TOGN, TOG3)
x= but->x1+18.0; /* offset for checkmark */
else
x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
/* tog3 button exception; draws with glColor! */
@@ -2490,6 +2959,9 @@ void ui_set_embossfunc(uiBut *but, int drawtype)
switch(theme) {
case TH_SHADED:
but->embossfunc= ui_draw_default;
break;
case TH_ROUNDED:
but->embossfunc= ui_draw_round;
break;
@@ -2499,9 +2971,9 @@ void ui_set_embossfunc(uiBut *but, int drawtype)
case TH_MINIMAL:
but->embossfunc= ui_draw_minimal;
break;
case TH_SHADED:
case TH_ROUNDSHADED:
default:
but->embossfunc= ui_draw_default;
but->embossfunc= ui_draw_roundshaded;
but->sliderfunc= ui_default_slider;
break;
}

View File

@@ -1740,18 +1740,18 @@ void uiTestRegion(const bContext *C)
uiDefButS(block, MENU, 31416, "Gather Method%t|Raytrace %x0|Approximate %x1",
13+50+5+80+5, 3, 100, 20, &testchoice, 0, 0, 0, 0, "Method for occlusion gathering");
uiDefButBitS(block, TOG, 1, 31417, "Pixel Cache",
13+50+5+80+5+100+5, 3, 80, 20, &testtog, 0, 0, 0, 0, "Cache AO results in pixels and interpolate over neighbouring pixels for speedup.");
13+50+5+80+5+100+5, 3, 100, 20, &testtog, 0, 0, 0, 0, "Cache AO results in pixels and interpolate over neighbouring pixels for speedup.");
uiDefBut(block, TEX, 31418, "Text: ",
13+50+5+80+5+100+5+80+5, 3, 200, 20, testtext, 0, sizeof(testtext), 0, 0, "User defined text");
13+50+5+80+5+100+5+100+5, 3, 200, 20, testtext, 0, sizeof(testtext), 0, 0, "User defined text");
uiDefButF(block, NUMSLI, 31419, "Slider: ",
13+50+5+80+5+100+5+80+5+200+5, 3, 150, 20, &testnumf, 0.0, 10.0, 0, 0, "Some tooltip.");
13+50+5+80+5+100+5+100+5+200+5, 3, 150, 20, &testnumf, 0.0, 10.0, 0, 0, "Some tooltip.");
uiDefButF(block, NUM, 31419, "N: ",
13+50+5+80+5+100+5+80+5+200+5+150+5, 3, 100, 20, &testnumf, 0.0, 10.0, 0, 0, "Some tooltip.");
13+50+5+80+5+100+5+100+5+200+5+150+5, 3, 100, 20, &testnumf, 0.0, 10.0, 0, 0, "Some tooltip.");
uiDefButF(block, COL, 3142, "",
13+50+5+80+5+100+5+80+5+200+5+150+5+100+5, 3, 100, 20, testcol, 0, 0, 0, 0 /*B_BANDCOL*/, "");
13+50+5+80+5+100+5+100+5+200+5+150+5+100+5, 3, 100, 20, testcol, 0, 0, 0, 0 /*B_BANDCOL*/, "");
#if 0
if(!cumap) {

View File

@@ -348,15 +348,15 @@ void ui_theme_init_userdef(void)
/* UI buttons (todo) */
SETCOL(btheme->tui.outline, 0xA0,0xA0,0xA0, 255);
SETCOL(btheme->tui.neutral, 0xA0,0xA0,0xA0, 255);
SETCOL(btheme->tui.action, 0xAD,0xA0,0x93, 255);
SETCOL(btheme->tui.setting, 0x8A,0x9E,0xA1, 255);
SETCOL(btheme->tui.setting1, 0xA1,0xA1,0xAE, 255);
SETCOL(btheme->tui.setting2, 0xA1,0x99,0xA7, 255);
SETCOL(btheme->tui.num, 0x90,0x90,0x90, 255);
SETCOL(btheme->tui.textfield, 0x90,0x90,0x90, 255);
SETCOL(btheme->tui.textfield_hi,0xc6,0x77,0x77, 255);
SETCOL(btheme->tui.popup, 0xA0,0xA0,0xA0, 255);
SETCOL(btheme->tui.neutral, 180, 180, 180, 255);
SETCOL(btheme->tui.action, 180, 180, 180, 255);
SETCOL(btheme->tui.setting, 180, 180, 180, 255);
SETCOL(btheme->tui.setting1, 180, 180, 180, 255);
SETCOL(btheme->tui.setting2, 180, 180, 180, 255);
SETCOL(btheme->tui.num, 143, 143, 143, 255);
SETCOL(btheme->tui.textfield, 143, 142, 143, 255);
SETCOL(btheme->tui.textfield_hi,255, 151, 26, 255);
SETCOL(btheme->tui.popup, 174, 174, 174, 255);
SETCOL(btheme->tui.text, 0,0,0, 255);
SETCOL(btheme->tui.text_hi, 255, 255, 255, 255);
@@ -366,7 +366,7 @@ void ui_theme_init_userdef(void)
SETCOL(btheme->tui.menu_hilite, 0x7F,0x7F,0x7F, 255);
SETCOL(btheme->tui.menu_text, 0, 0, 0, 255);
SETCOL(btheme->tui.menu_text_hi, 255, 255, 255, 255);
btheme->tui.but_drawtype= TH_SHADED;
btheme->tui.but_drawtype= TH_ROUNDSHADED;
BLI_strncpy(btheme->tui.iconfile, "", sizeof(btheme->tui.iconfile));