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blender-archive/source/blender/editors/interface/interface_draw.c
Matt Ebb 0fd155f78e * fun 2.5 UI commit from seoul airport!
A few UI goodies from on the plane:
- fixed the sliders for non-rounded themes
- Made properties with rna subtype of 'percentage' automatically display a '%' 
character *after* the numerical value, where it belongs. It would also be really great 
to add a ° - degree symbol after angle and perhaps rotation subtypes. This works 
fine with international fonts but not with oldskool bitmap fonts (not part of ascii). I 
wonder if there's a way to get around this?
- Added nice embossing effects on buttons, labels and pulldowns (there you go, brecht :)
- and cooler looking tooltips

And did some work on the file browser. Andrea, I hope this is ok, let me know if 
there are problems and I can work on fixing it up :)
- added some new icons for file types, that are now shown in list view.
icon designers, please feel free to update and make nicer ones!
- tweaked the default colour theme and did some graphical fiddling to make the 
various views look nicer
- rearranged the buttons on the header and swapped the 'P' button for an up arrow 
button, this needs a nicer icon too.
- added outliner style alternating bands to the list view to see info grouping better. 
This has a small prob in columns view though, can fix that.
2009-03-09 08:31:45 +00:00

3343 lines
81 KiB
C

/**
* $Id: interface_draw.c 15733 2008-07-24 09:23:13Z aligorith $
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "BLI_arithb.h"
#include "BKE_colortools.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_text.h"
#include "BMF_Api.h"
#ifdef INTERNATIONAL
#include "FTF_Api.h"
#endif
#include "interface_intern.h"
#define UI_RB_ALPHA 16
#define UI_DISABLED_ALPHA_OFFS -160
static int roundboxtype= 15;
void uiSetRoundBox(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
* square for the */
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) == TH_MINIMAL)
roundboxtype= 0;
else
roundboxtype= type;
/* flags to set which corners will become rounded:
1------2
| |
8------4
*/
}
int uiGetRoundBox(void)
{
if (ELEM3(UI_GetThemeValue(TH_BUT_DRAWTYPE), TH_MINIMAL, TH_SHADED, TH_OLDSKOOL))
return 0;
else
return roundboxtype;
}
void gl_round_box(int mode, 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}};
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
glVertex2f(maxx, miny+rad);
}
else glVertex2f(maxx, miny);
/* corner right-top */
if(roundboxtype & 2) {
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
glVertex2f(maxx-rad, maxy);
}
else glVertex2f(maxx, maxy);
/* corner left-top */
if(roundboxtype & 1) {
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
glVertex2f(minx, maxy-rad);
}
else glVertex2f(minx, maxy);
/* corner left-bottom */
if(roundboxtype & 8) {
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
glVertex2f(minx+rad, miny);
}
else glVertex2f(minx, miny);
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);
}
/* 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)
{
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);
}
/* linear vertical shade within button or in outline */
void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight)
{
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= maxx-minx;
float colLeft[3], colRight[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 */
colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[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(colLeft, colRight, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, vec[a][0]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(colLeft, colRight, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(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 );
}
/* 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 );
}
/* plain fake antialiased unfilled round rectangle */
void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
{
float color[4], alpha;
float raddiff;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
alpha = color[3];
color[3]= alpha/(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 );
color[3] = alpha;
glColor4fv(color);
}
/* (old, used in outliner) plain antialiased filled box */
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 );
}
void uiTriangleFakeAA(float x1, float y1, float x2, float y2, float x3, float y3, float asp)
{
float color[4], alpha;
float jitter;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
alpha = color[3];
color[3]= alpha/(float)passes;
glColor4fv(color);
/* set the 'jitter amount' */
jitter = 0.65/(float)passes * asp;
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, y1+(i*jitter));
glVertex2f(x2, y2+(i*jitter));
glVertex2f(x3, y3+(i*jitter));
glEnd();
}
glDisable( GL_BLEND );
color[3] = alpha;
glColor4fv(color);
}
/* 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 );
}
/* ************** safe rasterpos for pixmap alignment with pixels ************* */
void ui_rasterpos_safe(float x, float y, float aspect)
{
float vals[4], remainder;
int doit=0;
glRasterPos2f(x, y);
glGetFloatv(GL_CURRENT_RASTER_POSITION, vals);
remainder= vals[0] - floor(vals[0]);
if(remainder > 0.4 && remainder < 0.6) {
if(remainder < 0.5) x -= 0.1*aspect;
else x += 0.1*aspect;
doit= 1;
}
remainder= vals[1] - floor(vals[1]);
if(remainder > 0.4 && remainder < 0.6) {
if(remainder < 0.5) y -= 0.1*aspect;
else y += 0.1*aspect;
doit= 1;
}
if(doit) glRasterPos2f(x, y);
UI_RasterPos(x, y);
UI_SetScale(aspect);
}
/* ************** 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 ************* */
/* icons have been standardized... and this call draws in untransformed coordinates */
#define ICON_HEIGHT 16.0f
static void ui_draw_icon(uiBut *but, BIFIconID icon, int blend)
{
float xs=0, ys=0, aspect, height;
/* this icon doesn't need draw... */
if(icon==ICON_BLANK1) return;
/* we need aspect from block, for menus... these buttons are scaled in uiPositionBlock() */
aspect= but->block->aspect;
if(aspect != but->aspect) {
/* prevent scaling up icon in pupmenu */
if (aspect < 1.0f) {
height= ICON_HEIGHT;
aspect = 1.0f;
}
else
height= ICON_HEIGHT/aspect;
}
else
height= ICON_HEIGHT;
if(but->flag & UI_ICON_LEFT) {
if (but->type==BUT_TOGDUAL) {
if (but->drawstr[0]) {
xs= but->x1-1.0;
} else {
xs= (but->x1+but->x2- height)/2.0;
}
}
else if (but->block->flag & UI_BLOCK_LOOP) {
xs= but->x1+1.0;
}
else if ((but->type==ICONROW) || (but->type==ICONTEXTROW)) {
xs= but->x1+3.0;
}
else {
xs= but->x1+4.0;
}
ys= (but->y1+but->y2- height)/2.0;
}
if(but->flag & UI_ICON_RIGHT) {
xs= but->x2-17.0;
ys= (but->y1+but->y2- height)/2.0;
}
if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) {
xs= (but->x1+but->x2- height)/2.0;
ys= (but->y1+but->y2- height)/2.0;
}
glEnable(GL_BLEND);
/* calculate blend color */
if ELEM3(but->type, TOG, ROW, TOGN) {
if(but->flag & UI_SELECT);
else if(but->flag & UI_ACTIVE);
else blend= -60;
}
if (but->flag & UI_BUT_DISABLED) blend = -100;
UI_icon_draw_aspect_blended(xs, ys, icon, aspect, blend);
glDisable(GL_BLEND);
}
/* ************** DEFAULT THEME, SHADED BUTTONS ************* */
#define M_WHITE UI_ThemeColorShade(colorid, 80)
#define M_ACT_LIGHT UI_ThemeColorShade(colorid, 55)
#define M_LIGHT UI_ThemeColorShade(colorid, 45)
#define M_HILITE UI_ThemeColorShade(colorid, 25)
#define M_LMEDIUM UI_ThemeColorShade(colorid, 10)
#define M_MEDIUM UI_ThemeColor(colorid)
#define M_LGREY UI_ThemeColorShade(colorid, -20)
#define M_GREY UI_ThemeColorShade(colorid, -45)
#define M_DARK UI_ThemeColorShade(colorid, -80)
#define M_NUMTEXT UI_ThemeColorShade(colorid, 25)
#define M_NUMTEXT_ACT_LIGHT UI_ThemeColorShade(colorid, 35)
#define MM_WHITE UI_ThemeColorShade(TH_BUT_NEUTRAL, 120)
/* Used for the subtle sunken effect around buttons.
* 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 UI_ThemeColorShadeAlpha(TH_BACK, 55, -100)
#define MM_WHITE_TR UI_ThemeColorShadeAlpha(TH_BACK, 55, -255)
#define MM_LIGHT UI_ThemeColorShade(TH_BUT_OUTLINE, 45)
#define MM_MEDIUM UI_ThemeColor(TH_BUT_OUTLINE)
#define MM_GREY UI_ThemeColorShade(TH_BUT_OUTLINE, -45)
#define MM_DARK UI_ThemeColorShade(TH_BUT_OUTLINE, -80)
/* base shaded button */
static void shaded_button(float x1, float y1, float x2, float y2, float asp, int colorid, int flag, int mid)
{
/* 'mid' arg determines whether the button is in the middle of
* an alignment group or not. 0 = not middle, 1 = is in the middle.
* Done to allow cleaner drawing
*/
/* *** SHADED BUTTON BASE *** */
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 BASE *** */
/* *** INNER OUTLINE *** */
/* left */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
M_MEDIUM;
glVertex2f(x1+1,y1+2);
M_WHITE;
glVertex2f(x1+1,y2);
glEnd();
}
/* right */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
M_MEDIUM;
glVertex2f(x2-1,y1+2);
M_WHITE;
glVertex2f(x2-1,y2);
glEnd();
}
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_MEDIUM;
}
fdrawline(x1, (y1+1), x2, (y1+1));
/* *** END INNER OUTLINE *** */
/* *** OUTER OUTLINE *** */
if (mid) {
// we draw full outline, its not AA, and it works better button mouse-over hilite
MM_DARK;
// left right
fdrawline(x1, y1, x1, y2);
fdrawline(x2, y1, x2, y2);
// top down
fdrawline(x1, y2, x2, y2);
fdrawline(x1, y1, x2, y1);
} else {
MM_DARK;
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 1.5);
}
/* END OUTER OUTLINE */
}
/* base flat button */
static void flat_button(float x1, float y1, float x2, float y2, float asp, int colorid, int flag, int mid)
{
/* 'mid' arg determines whether the button is in the middle of
* an alignment group or not. 0 = not middle, 1 = is in the middle.
* Done to allow cleaner drawing
*/
/* *** FLAT TEXT/NUM FIELD *** */
glShadeModel(GL_FLAT);
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;
}
glRectf(x1, y1, x2, y2);
/* *** END FLAT TEXT/NUM FIELD *** */
/* *** OUTER OUTLINE *** */
if (mid) {
// we draw full outline, its not AA, and it works better button mouse-over hilite
MM_DARK;
// left right
fdrawline(x1, y1, x1, y2);
fdrawline(x2, y1, x2, y2);
// top down
fdrawline(x1, y2, x2, y2);
fdrawline(x1, y1, x2, y1);
} else {
MM_DARK;
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 1.5);
}
/* 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)
{
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
float shadefac;
/* emboss */
UI_ThemeColorShade(TH_BUT_OUTLINE, 50);
uiRoundRectFakeAA(x1, y1-1, x2, y2-1, rad, asp);
/* 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_ThemeColorBlendShadeAlpha(TH_BUT_OUTLINE, TH_BACK, 0.1, -40, alpha_offs);
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)
{
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
/* emboss */
UI_ThemeColorShade(TH_BUT_OUTLINE, 50);
uiRoundRectFakeAA(x1, y1-1, x2, y2-1, rad, asp);
/* 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);
}
/* the solid base */
gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad);
/* outline */
UI_ThemeColorBlendShadeAlpha(TH_BUT_OUTLINE, TH_BACK, 0.1, -30, alpha_offs);
uiRoundRectFakeAA(x1, y1, x2, y2, rad, asp);
}
static void ui_checkmark_box(int colorid, float x1, float y1, float x2, float y2)
{
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, -30);
gl_round_box(GL_LINE_LOOP, x1+4, (y1+(y2-y1)/2)-5, x1+14, (y1+(y2-y1)/2)+4, 2);
}
static void ui_checkmark(float x1, float y1, float x2, float y2)
{
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glLineWidth(1.5);
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 );
}
static void ui_draw_toggle_checkbox(int flag, int type, int colorid, float x1, float y1, float x2, float y2)
{
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) {
ui_checkmark_box(colorid, x1, y1, x2, y2);
/* TOG3 is handled with ui_tog3_invert()
* remember to update checkmark drawing there too*/
if((flag & UI_SELECT) && (type != TOG3)) {
UI_ThemeColorShade(colorid, -140);
ui_checkmark(x1, y1, x2, y2);
}
/* 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();
}
}
}
/* small side double arrow for iconrow */
static void ui_iconrow_arrows(float x1, float y1, float x2, float y2)
{
glEnable( GL_POLYGON_SMOOTH );
glEnable( GL_BLEND );
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 );
}
/* side double arrow for menu */
static void ui_menu_arrows(float x1, float y1, float x2, float y2, float asp)
{
/* 'point' first, then two base vertices */
uiTriangleFakeAA(x2-9, (y2-(y2-y1)/2)+6,
x2-6, (y2-(y2-y1)/2)+2,
x2-12, (y2-(y2-y1)/2)+2, asp);
uiTriangleFakeAA(x2-9, (y2-(y2-y1)/2)-6,
x2-6, (y2-(y2-y1)/2)-2,
x2-12, (y2-(y2-y1)/2)-2, asp);
}
/* left/right arrows for number fields */
static void ui_num_arrows(float x1, float y1, float x2, float y2, float asp)
{
if( x2-x1 > 25) { // 25 is a bit arbitrary, but small buttons cant have arrows
/* '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, asp);
uiTriangleFakeAA(x2-4, y2-(y2-y1)/2,
x2-9, y2-(y2-y1)/2+3,
x2-9, y2-(y2-y1)/2-3, asp);
}
}
/* changing black/white for TOG3 buts */
static void ui_tog3_invert(float x1, float y1, float x2, float y2, int seltype)
{
if (seltype == 0) {
UI_ThemeColorShade(TH_BUT_SETTING, -120);
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glLineWidth(1.0);
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));
glLineWidth(1.0);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
} else {
/* horiz line */
UI_ThemeColorShade(TH_BUT_SETTING, -120);
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glLineWidth(1.0);
fdrawline(x1+6, (y1+(y2-y1)/2), x1+14, (y1+(y2-y1)/2));
glLineWidth(1.0);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
}
/* 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 alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS: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);
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_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_ThemeColorShadeAlpha(colorid, -80, alpha_offs);
} else {
UI_ThemeColorShadeAlpha(colorid, -45, alpha_offs);
}
ui_iconrow_arrows(x1, y1, x2, y2);
/* end iconrow double arrow */
break;
case MENU:
/* menu double arrow */
if(flag & UI_SELECT) {
UI_ThemeColorShadeAlpha(colorid, -110, alpha_offs);
} else {
UI_ThemeColorShadeAlpha(colorid, -80, alpha_offs);
}
ui_menu_arrows(x1, y1, x2, y2, asp);
/* 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);
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
/* 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:
ui_draw_toggle_checkbox(flag, type, colorid, x1, y1, x2, y2);
break;
case NUM:
/* side arrows */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, -70, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -70, alpha_offs);
} else {
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, -40, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -20, alpha_offs);
}
ui_num_arrows(x1, y1, x2, y2, asp);
/* 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)
{
int align= (flag & UI_BUT_ALIGN);
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
if(align) {
/* *** BOTTOM OUTER SUNKEN EFFECT *** */
if (!((align == UI_BUT_ALIGN_DOWN) ||
(align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT)) ||
(align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT)))) {
glEnable(GL_BLEND);
MM_WHITE_OP;
fdrawline(x1, y1-1, x2, y1-1);
glDisable(GL_BLEND);
}
/* *** END BOTTOM OUTER SUNKEN EFFECT *** */
switch(align) {
case UI_BUT_ALIGN_TOP:
uiSetRoundBox(12);
/* last arg in shaded_button() determines whether the button is in the middle of
* an alignment group or not. 0 = not middle, 1 = is in the middle.
* Done to allow cleaner drawing
*/
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_DOWN:
uiSetRoundBox(3);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_LEFT:
/* RIGHT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x2+1,y1);
MM_WHITE_TR;
glVertex2f(x2+1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(6);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_RIGHT:
/* LEFT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x1-1,y1);
MM_WHITE_TR;
glVertex2f(x1-1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(9);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(1);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
uiSetRoundBox(2);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
/* LEFT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x1-1,y1);
MM_WHITE_TR;
glVertex2f(x1-1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(8);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
/* RIGHT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x2+1,y1);
MM_WHITE_TR;
glVertex2f(x2+1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(4);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
default:
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 1);
break;
}
}
else {
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* BOTTOM OUTER SUNKEN EFFECT */
MM_WHITE_OP;
fdrawline(x1, y1-1, x2, y1-1);
/* LEFT OUTER SUNKEN EFFECT */
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x1-1,y1);
MM_WHITE_TR;
glVertex2f(x1-1,y2);
glEnd();
/* RIGHT OUTER SUNKEN EFFECT */
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x2+1,y1);
MM_WHITE_TR;
glVertex2f(x2+1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(15);
shaded_button(x1, y1, x2, y2, asp, colorid, flag, 0);
}
/* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
switch(type) {
case ICONROW:
case ICONTEXTROW:
/* DARKENED AREA */
glEnable(GL_BLEND);
glColor4ub(0, 0, 0, 30);
glRectf(x2-9, y1, x2, y2);
glDisable(GL_BLEND);
/* END DARKENED AREA */
/* ICONROW DOUBLE-ARROW */
UI_ThemeColorShadeAlpha(colorid, -80, alpha_offs);
ui_iconrow_arrows(x1, y1, x2, y2);
/* END ICONROW DOUBLE-ARROW */
break;
case MENU:
/* DARKENED AREA */
glEnable(GL_BLEND);
glColor4ub(0, 0, 0, 30);
glRectf(x2-18, y1, x2, y2);
glDisable(GL_BLEND);
/* END DARKENED AREA */
/* MENU DOUBLE-ARROW */
UI_ThemeColorShadeAlpha(colorid, -80, alpha_offs);
ui_menu_arrows(x1, y1, x2, y2, asp);
/* MENU DOUBLE-ARROW */
break;
}
}
/* number/text field drawing code */
static void ui_default_flat(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
int align= (flag & UI_BUT_ALIGN);
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
if(align) {
/* *** BOTTOM OUTER SUNKEN EFFECT *** */
if (!((align == UI_BUT_ALIGN_DOWN) ||
(align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT)) ||
(align == (UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT)))) {
glEnable(GL_BLEND);
MM_WHITE_OP;
fdrawline(x1, y1-1, x2, y1-1);
glDisable(GL_BLEND);
}
/* *** END BOTTOM OUTER SUNKEN EFFECT *** */
switch(align) {
case UI_BUT_ALIGN_TOP:
uiSetRoundBox(12);
/* last arg in shaded_button() determines whether the button is in the middle of
* an alignment group or not. 0 = not middle, 1 = is in the middle.
* Done to allow cleaner drawing
*/
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_DOWN:
uiSetRoundBox(3);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_LEFT:
/* RIGHT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x2+1,y1);
MM_WHITE_TR;
glVertex2f(x2+1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(6);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_RIGHT:
/* LEFT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x1-1,y1);
MM_WHITE_TR;
glVertex2f(x1-1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(9);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
uiSetRoundBox(1);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
uiSetRoundBox(2);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
/* LEFT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x1-1,y1);
MM_WHITE_TR;
glVertex2f(x1-1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(8);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
/* RIGHT OUTER SUNKEN EFFECT */
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x2+1,y1);
MM_WHITE_TR;
glVertex2f(x2+1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(4);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
break;
default:
flat_button(x1, y1, x2, y2, asp, colorid, flag, 1);
break;
}
}
else {
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* BOTTOM OUTER SUNKEN EFFECT */
MM_WHITE_OP;
fdrawline(x1, y1-1, x2, y1-1);
/* LEFT OUTER SUNKEN EFFECT */
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x1-1,y1);
MM_WHITE_TR;
glVertex2f(x1-1,y2);
glEnd();
/* RIGHT OUTER SUNKEN EFFECT */
glBegin(GL_LINES);
MM_WHITE_OP;
glVertex2f(x2+1,y1);
MM_WHITE_TR;
glVertex2f(x2+1,y2);
glEnd();
glDisable(GL_BLEND);
uiSetRoundBox(15);
flat_button(x1, y1, x2, y2, asp, colorid, flag, 0);
}
/* *** EXTRA DRAWING FOR SPECIFIC CONTROL TYPES *** */
switch(type) {
case NUM:
case NUMABS:
/* SIDE ARROWS */
/* left */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, -80, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -80, alpha_offs);
} else {
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, -45, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -20, alpha_offs);
}
ui_num_arrows(x1, y1, x2, y2, asp);
/* END SIDE ARROWS */
}
}
/* 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 TEX:
case IDPOIN:
case NUM:
case NUMABS:
ui_default_flat(type, colorid, aspect, x1, y1, x2, y2, flag);
break;
case ICONROW:
case ICONTEXTROW:
case MENU:
default:
ui_default_button(type, colorid, aspect, x1, y1, x2, y2, flag);
}
}
/* *************** OLDSKOOL THEME ***************** */
static void ui_draw_outlineX(float x1, float y1, float x2, float y2, float asp1)
{
float vec[2];
glBegin(GL_LINE_LOOP);
vec[0]= x1+asp1; vec[1]= y1-asp1;
glVertex2fv(vec);
vec[0]= x2-asp1;
glVertex2fv(vec);
vec[0]= x2+asp1; vec[1]= y1+asp1;
glVertex2fv(vec);
vec[1]= y2-asp1;
glVertex2fv(vec);
vec[0]= x2-asp1; vec[1]= y2+asp1;
glVertex2fv(vec);
vec[0]= x1+asp1;
glVertex2fv(vec);
vec[0]= x1-asp1; vec[1]= y2-asp1;
glVertex2fv(vec);
vec[1]= y1+asp1;
glVertex2fv(vec);
glEnd();
}
static void ui_draw_oldskool(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
else UI_ThemeColorShade(colorid, -30);
}
else {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, +30);
else UI_ThemeColorShade(colorid, +20);
}
glRectf(x1+1, y1+1, x2-1, y2-1);
x1+= asp;
x2-= asp;
y1+= asp;
y2-= asp;
/* below */
if(flag & UI_SELECT) UI_ThemeColorShade(colorid, 0);
else UI_ThemeColorShade(colorid, -30);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if(flag & UI_SELECT) UI_ThemeColorShade(colorid, -30);
else UI_ThemeColorShade(colorid, 0);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
/* outline */
glColor3ub(0,0,0);
ui_draw_outlineX(x1, y1, x2, y2, asp);
/* special type decorations */
switch(type) {
case NUM:
case NUMABS:
if(flag & UI_SELECT) UI_ThemeColorShadeAlpha(colorid, -60, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -30, alpha_offs);
ui_num_arrows(x1, y1, x2, y2, asp);
break;
case ICONROW:
case ICONTEXTROW:
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, 0, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -10, alpha_offs);
glRectf(x2-9, y1+asp, x2-asp, y2-asp);
UI_ThemeColorShadeAlpha(colorid, -50, alpha_offs);
ui_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, 0, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -10, alpha_offs);
glRectf(x2-17, y1+asp, x2-asp, y2-asp);
UI_ThemeColorShadeAlpha(colorid, -50, alpha_offs);
ui_menu_arrows(x1, y1, x2, y2, asp);
break;
}
}
static void ui_draw_round(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
float rad, maxrad=7.0;
int align= (flag & UI_BUT_ALIGN), curshade;
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
/* 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 */
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) curshade= -40;
else curshade= -30;
}
else {
if(flag & UI_ACTIVE) curshade= 30;
else curshade= +20;
}
UI_ThemeColorShade(colorid, curshade);
/* 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);
/* special type decorations */
switch(type) {
case TOG:
case TOGN:
case TOG3:
ui_draw_toggle_checkbox(flag, type, colorid, x1, y1, x2, y2);
break;
case NUM:
case NUMABS:
UI_ThemeColorShadeAlpha(colorid, curshade-60, alpha_offs);
ui_num_arrows(x1, y1, x2, y2, asp);
break;
case ICONROW:
case ICONTEXTROW:
UI_ThemeColorShadeAlpha(colorid, curshade-60, alpha_offs);
ui_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
case BLOCK:
UI_ThemeColorShadeAlpha(colorid, curshade-60, alpha_offs);
ui_menu_arrows(x1, y1, x2, y2, asp);
break;
}
}
/* *************** MINIMAL THEME ***************** */
// theme can define an embosfunc and sliderfunc, text+icon drawing is standard, no theme.
/* 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)
{
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
/* too much space between buttons */
if (type==TEX || type==IDPOIN) {
x1+= asp;
x2-= (asp*2);
//y1+= asp;
y2-= asp;
} else {
/* Less space between buttons looks nicer */
y2-= asp;
x2-= asp;
}
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -40);
else UI_ThemeColorShade(colorid, -30);
}
else {
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, +20);
else UI_ThemeColorShade(colorid, +10);
}
glRectf(x1, y1, x2, y2);
if (type==TEX || type==IDPOIN) {
UI_ThemeColorShade(colorid, -60);
/* top */
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
/* text underline, some */
UI_ThemeColorShade(colorid, +50);
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x8888);
fdrawline(x1+(asp*2), y1+(asp*3), x2-(asp*2), y1+(asp*3));
glDisable(GL_LINE_STIPPLE);
UI_ThemeColorShade(colorid, +60);
/* below */
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
} else {
if(flag & UI_SELECT) {
UI_ThemeColorShade(colorid, -60);
/* top */
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
UI_ThemeColorShade(colorid, +40);
/* below */
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
}
else {
UI_ThemeColorShade(colorid, +40);
/* top */
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
UI_ThemeColorShade(colorid, -60);
/* below */
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
}
}
/* special type decorations */
switch(type) {
case NUM:
case NUMABS:
if(flag & UI_SELECT) UI_ThemeColorShadeAlpha(colorid, -60, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -30, alpha_offs);
ui_num_arrows(x1, y1, x2, y2, asp);
break;
case ICONROW:
case ICONTEXTROW:
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, 0, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -10, alpha_offs);
glRectf(x2-9, y1+asp, x2-asp, y2-asp);
UI_ThemeColorShadeAlpha(colorid, -50, alpha_offs);
ui_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
case BLOCK:
if(flag & UI_ACTIVE) UI_ThemeColorShadeAlpha(colorid, 0, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -10, alpha_offs);
glRectf(x2-17, y1+asp, x2-asp, y2-asp);
UI_ThemeColorShadeAlpha(colorid, -50, alpha_offs);
ui_menu_arrows(x1, y1, x2, y2, asp);
break;
}
}
/* 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)
{
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
float ymid, yc;
float maxrad= 10.0;
float rad;
int origround, round = uiGetRoundBox();
rad= (y2-y1)/2.0;
if (rad>(x2-x1)/2) rad = (x2-x1)/2;
if (rad > maxrad) rad = maxrad;
/* the slider background line */
ymid= (y1+y2)/2.0;
yc= 1.7*aspect;
if(flag & UI_ACTIVE) UI_ThemeColorShade(colorid, -60);
else UI_ThemeColorShade(colorid, -40);
origround = round;
round &= ~(2|4);
uiSetRoundBox(round);
if (fac < rad) {
/* if slider end is in the left end cap */
float ofsy;
float start_rad;
start_rad = fac;
ofsy = (origround!=0) ? ((rad - fac) * 0.5) : 0.f; /* shrink in Y if rounded but */
gl_round_box(GL_POLYGON, x1, y1+ofsy, x1+fac, y2-ofsy, start_rad);
} else if ( (fac >= rad) && (x1+fac < x2 - rad) ) {
/* if the slider is in the middle */
gl_round_box(GL_POLYGON, x1, y1, x1+fac, y2, rad);
} else if (x1+fac >= x2-rad) {
/* if the slider is in the right end cap */
float extx, ofsy;
float end_rad;
/* draw the full slider area at 100% */
uiSetRoundBox(origround);
gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad);
/* don't draw anything else if the slider is completely full */
if (x2 - (x1+fac) < 0.05f)
return;
/* tricky to trim off right end curve by drawing over it */
extx = ((x1 + fac) - (x2 - rad)) * aspect; /* width of extension bit */
end_rad = rad - extx - 1.0;
ofsy = (origround!=0) ? (extx * 0.4) : 0.f; /* shrink in Y if rounded but */
if (end_rad > 1.0) {
if(flag & UI_SELECT) UI_ThemeColorShade(colorid, -20);
else UI_ThemeColorShade(colorid, -0);
round = origround;
round &= ~(1|8);
uiSetRoundBox(round);
gl_round_box(GL_POLYGON, x1+fac-1.0, y1+ofsy, x2-1.0, y2-ofsy, end_rad);
}
UI_ThemeColorBlendShadeAlpha(TH_BUT_OUTLINE, TH_BACK, 0.1, -30, alpha_offs);
uiSetRoundBox(origround);
uiRoundRectFakeAA(x1, y1, x2, y2, rad, aspect);
}
}
/* ************** STANDARD MENU DRAWING FUNCTION ************* */
static void ui_shadowbox(float minx, float miny, float maxx, float maxy, float shadsize, unsigned char alpha)
{
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* right quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glVertex2f(maxx, maxy-0.3*shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, maxy-0.75*shadsize);
glVertex2f(maxx+shadsize, miny);
glEnd();
/* corner shape */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, miny);
glVertex2f(maxx+0.7*shadsize, miny-0.7*shadsize);
glVertex2f(maxx, miny-shadsize);
glEnd();
/* bottom quad */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f(minx+0.3*shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny-shadsize);
glVertex2f(minx+0.5*shadsize, miny-shadsize);
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
}
void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy)
{
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*alpha)>>8);
}
// background for pulldowns, pullups, and other drawing temporal menus....
// has to be made themable still (now only color)
void uiDrawMenuBox(float minx, float miny, float maxx, float maxy, short flag, short direction)
{
char col[4];
int rounded = ELEM(UI_GetThemeValue(TH_BUT_DRAWTYPE), TH_ROUNDED, TH_ROUNDSHADED);
UI_GetThemeColor4ubv(TH_MENU_BACK, col);
if (rounded) {
if (flag & UI_BLOCK_POPUP) {
uiSetRoundBox(15);
miny -= 4.0;
maxy += 4.0;
}
else if (direction == UI_DOWN) {
uiSetRoundBox(12);
miny -= 4.0;
} else if (direction == UI_TOP) {
uiSetRoundBox(3);
maxy += 4.0;
} else {
uiSetRoundBox(0);
}
}
if( (flag & UI_BLOCK_NOSHADOW)==0) {
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 11.0, (20*col[3])>>8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*col[3])>>8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*col[3])>>8);
}
glEnable(GL_BLEND);
glColor4ubv((GLubyte *)col);
if (rounded) {
gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, 4.0);
} else {
glRectf(minx, miny, maxx, maxy);
}
glDisable(GL_BLEND);
}
/* pulldown menu item */
static void ui_draw_pulldown_item(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
char col[4];
UI_GetThemeColor4ubv(TH_MENU_BACK, col);
if(col[3]!=255) {
glEnable(GL_BLEND);
}
if((flag & UI_ACTIVE) && type!=LABEL) {
UI_ThemeColor4(TH_MENU_HILITE);
glRectf(x1, y1, x2, y2);
} else {
UI_ThemeColor4(colorid); // is set at TH_MENU_ITEM when pulldown opened.
glRectf(x1, y1, x2, y2);
}
glDisable(GL_BLEND);
}
/* pulldown menu calling button */
static void ui_draw_pulldown_round(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
if(flag & UI_ACTIVE) {
UI_ThemeColor(TH_MENU_HILITE);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, x1, y1+3, x2, y2-3, 7.0);
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, x1, y1+3, x2, y2-3, 7.0);
glDisable( GL_LINE_SMOOTH );
glDisable( GL_BLEND );
} else {
UI_ThemeColor(colorid); // is set at TH_MENU_ITEM when pulldown opened.
glRectf(x1-1, y1+2, x2+1, y2-2);
}
}
/* ************** TEXT AND ICON DRAWING FUNCTIONS ************* */
#define BUT_TEXT_NORMAL 0
#define BUT_TEXT_SUNKEN 1
static void ui_draw_text(uiBut *but, float x, float y, int sunken)
{
int alpha_offs= (but->flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
int col_offs = 0;
int transopts;
int len;
char *cpoin;
if (sunken) {
y -= 1.0;
col_offs = 230;
}
/* text color, with pulldown item exception */
if(but->dt==UI_EMBOSSP) {
if((but->flag & UI_ACTIVE) && but->type!=LABEL) { // LABEL = title in pulldowns
UI_ThemeColorShadeAlpha(TH_MENU_TEXT_HI, col_offs, alpha_offs);
} else {
UI_ThemeColorShadeAlpha(TH_MENU_TEXT, col_offs, alpha_offs);
}
}
else {
if(but->flag & UI_SELECT) {
UI_ThemeColorShadeAlpha(TH_BUT_TEXT_HI, col_offs, alpha_offs);
} else {
UI_ThemeColorShadeAlpha(TH_BUT_TEXT, col_offs, alpha_offs);
}
}
/* LABEL button exception */
if(but->type==LABEL && but->min!=0.0) UI_ThemeColorShade(TH_BUT_TEXT_HI, col_offs);
ui_rasterpos_safe(x, y, but->aspect);
if(but->type==IDPOIN) transopts= 0; // no translation, of course!
else transopts= ui_translate_buttons();
/* cut string in 2 parts */
cpoin= strchr(but->drawstr, '|');
if(cpoin) *cpoin= 0;
#ifdef INTERNATIONAL
if (but->type == FTPREVIEW)
FTF_DrawNewFontString (but->drawstr+but->ofs, FTF_INPUT_UTF8);
else
UI_DrawString(but->font, but->drawstr+but->ofs, transopts);
#else
UI_DrawString(but->font, but->drawstr+but->ofs, transopts);
#endif
/* part text right aligned */
if(cpoin) {
len= UI_GetStringWidth(but->font, cpoin+1, ui_translate_buttons());
ui_rasterpos_safe( but->x2 - len*but->aspect-3, y, but->aspect);
UI_DrawString(but->font, cpoin+1, ui_translate_buttons());
*cpoin= '|';
}
}
/* draws text and icons for buttons */
static void ui_draw_text_icon(uiBut *but)
{
float x, y;
short t, pos, ch;
short selsta_tmp, selend_tmp, selsta_draw, selwidth_draw;
/* check for button text label */
if (but->type == ICONTEXTROW) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd), 0);
}
else {
/* text button selection and cursor */
if(but->editstr && but->pos != -1) {
if ((but->selend - but->selsta) > 0) {
/* text button selection */
selsta_tmp = but->selsta + strlen(but->str);
selend_tmp = but->selend + strlen(but->str);
if(but->drawstr[0]!=0) {
ch= but->drawstr[selsta_tmp];
but->drawstr[selsta_tmp]= 0;
selsta_draw = but->aspect*UI_GetStringWidth(but->font, but->drawstr+but->ofs, ui_translate_buttons()) + 3;
but->drawstr[selsta_tmp]= ch;
ch= but->drawstr[selend_tmp];
but->drawstr[selend_tmp]= 0;
selwidth_draw = but->aspect*UI_GetStringWidth(but->font, but->drawstr+but->ofs, ui_translate_buttons()) + 3;
but->drawstr[selend_tmp]= ch;
UI_ThemeColor(TH_BUT_TEXTFIELD_HI);
glRects(but->x1+selsta_draw+1, but->y1+2, but->x1+selwidth_draw+1, but->y2-2);
}
} else {
/* text cursor */
pos= but->pos+strlen(but->str);
if(pos >= but->ofs) {
if(but->drawstr[0]!=0) {
ch= but->drawstr[pos];
but->drawstr[pos]= 0;
t= but->aspect*UI_GetStringWidth(but->font, but->drawstr+but->ofs, ui_translate_buttons()) + 3;
but->drawstr[pos]= ch;
}
else t= 3;
glColor3ub(255,0,0);
glRects(but->x1+t, but->y1+2, but->x1+t+2, but->y2-2);
}
}
}
if(but->type==BUT_TOGDUAL) {
int dualset= 0;
if(but->pointype==SHO)
dualset= BTST( *(((short *)but->poin)+1), but->bitnr);
else if(but->pointype==INT)
dualset= BTST( *(((int *)but->poin)+1), but->bitnr);
ui_draw_icon(but, ICON_DOT, dualset?0:-100);
}
if(but->drawstr[0]!=0) {
int tog3= 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, 0);
if(but->editstr || (but->flag & UI_TEXT_LEFT)) x= but->x1 + but->aspect*UI_icon_get_width(but->icon)+5.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
else
{
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! */
if(but->type==TOG3 && (but->flag & UI_SELECT)) {
if( but->pointype==CHA ) {
if( BTST( *(but->poin+2), but->bitnr )) tog3= 1;
}
else if( but->pointype ==SHO ) {
short *sp= (short *)but->poin;
if( BTST( sp[1], but->bitnr )) tog3= 1;
}
ui_tog3_invert(but->x1,but->y1,but->x2,but->y2, tog3);
if (tog3) glColor3ub(255, 255, 0);
}
/* position and draw */
y = (but->y1+but->y2- 9.0)/2.0;
if (ELEM(but->type, LABEL, PULLDOWN) && !(but->flag & UI_ACTIVE))
ui_draw_text(but, x, y, BUT_TEXT_SUNKEN);
ui_draw_text(but, x, y, BUT_TEXT_NORMAL);
}
/* 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), 0);
}
}
}
static void ui_draw_but_COL(uiBut *but)
{
float col[3];
char colr, colg, colb;
ui_get_but_vectorf(but, col);
colr= floor(255.0*col[0]+0.5);
colg= floor(255.0*col[1]+0.5);
colb= floor(255.0*col[2]+0.5);
/* exception... hrms, but can't simply use the emboss callback for this now. */
/* this button type needs review, and nice integration with rest of API here */
/* XXX 2.50 bad U global access */
if(but->embossfunc == ui_draw_round) {
char *cp= UI_ThemeGetColorPtr(U.themes.first, 0, TH_CUSTOM);
cp[0]= colr; cp[1]= colg; cp[2]= colb;
but->flag &= ~UI_SELECT;
but->embossfunc(but->type, TH_CUSTOM, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
}
else
{
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));
}
}
/* draws in resolution of 20x4 colors */
static void ui_draw_but_HSVCUBE(uiBut *but)
{
int a;
float h,s,v;
float dx, dy, sx1, sx2, sy, x, y;
float col0[4][3]; // left half, rect bottom to top
float col1[4][3]; // right half, rect bottom to top
h= but->hsv[0];
s= but->hsv[1];
v= but->hsv[2];
/* draw series of gouraud rects */
glShadeModel(GL_SMOOTH);
if(but->a1==0) { // H and V vary
hsv_to_rgb(0.0, s, 0.0, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(0.0, s, 0.333, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(0.0, s, 0.666, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(0.0, s, 1.0, &col1[3][0], &col1[3][1], &col1[3][2]);
x= h; y= v;
}
else if(but->a1==1) { // H and S vary
hsv_to_rgb(0.0, 0.0, v, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(0.0, 0.333, v, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(0.0, 0.666, v, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(0.0, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
x= h; y= s;
}
else if(but->a1==2) { // S and V vary
hsv_to_rgb(h, 0.0, 0.0, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(h, 0.333, 0.0, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(h, 0.666, 0.0, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(h, 1.0, 0.0, &col1[3][0], &col1[3][1], &col1[3][2]);
x= v; y= s;
}
else { // only hue slider
hsv_to_rgb(0.0, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
VECCOPY(col1[1], col1[0]);
VECCOPY(col1[2], col1[0]);
VECCOPY(col1[3], col1[0]);
x= h; y= 0.5;
}
for(dx=0.0; dx<1.0; dx+= 0.05) {
// previous color
VECCOPY(col0[0], col1[0]);
VECCOPY(col0[1], col1[1]);
VECCOPY(col0[2], col1[2]);
VECCOPY(col0[3], col1[3]);
// new color
if(but->a1==0) { // H and V vary
hsv_to_rgb(dx, s, 0.0, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(dx, s, 0.333, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(dx, s, 0.666, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(dx, s, 1.0, &col1[3][0], &col1[3][1], &col1[3][2]);
}
else if(but->a1==1) { // H and S vary
hsv_to_rgb(dx, 0.0, v, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(dx, 0.333, v, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(dx, 0.666, v, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(dx, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
}
else if(but->a1==2) { // S and V vary
hsv_to_rgb(h, 0.0, dx, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(h, 0.333, dx, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(h, 0.666, dx, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(h, 1.0, dx, &col1[3][0], &col1[3][1], &col1[3][2]);
}
else { // only H
hsv_to_rgb(dx, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
VECCOPY(col1[1], col1[0]);
VECCOPY(col1[2], col1[0]);
VECCOPY(col1[3], col1[0]);
}
// rect
sx1= but->x1 + dx*(but->x2-but->x1);
sx2= but->x1 + (dx+0.05)*(but->x2-but->x1);
sy= but->y1;
dy= (but->y2-but->y1)/3.0;
glBegin(GL_QUADS);
for(a=0; a<3; a++, sy+=dy) {
glColor3fv(col0[a]);
glVertex2f(sx1, sy);
glColor3fv(col1[a]);
glVertex2f(sx2, sy);
glColor3fv(col1[a+1]);
glVertex2f(sx2, sy+dy);
glColor3fv(col0[a+1]);
glVertex2f(sx1, sy+dy);
}
glEnd();
}
glShadeModel(GL_FLAT);
/* cursor */
x= but->x1 + x*(but->x2-but->x1);
y= but->y1 + y*(but->y2-but->y1);
CLAMP(x, but->x1+3.0, but->x2-3.0);
CLAMP(y, but->y1+3.0, but->y2-3.0);
fdrawXORcirc(x, y, 3.1);
/* outline */
glColor3ub(0, 0, 0);
fdrawbox((but->x1), (but->y1), (but->x2), (but->y2));
}
#ifdef INTERNATIONAL
static void ui_draw_but_CHARTAB(uiBut *but)
{
/* XXX 2.50 bad global access */
#if 0
/* Some local variables */
float sx, sy, ex, ey;
float width, height;
float butw, buth;
int x, y, cs;
wchar_t wstr[2];
unsigned char ustr[16];
PackedFile *pf;
int result = 0;
int charmax = G.charmax;
/* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
if(!strcmp(G.selfont->name, "<builtin>"))
{
if(G.ui_international == TRUE)
{
charmax = 0xff;
}
else
{
charmax = 0xff;
}
}
/* Category list exited without selecting the area */
if(G.charmax == 0)
charmax = G.charmax = 0xffff;
/* Calculate the size of the button */
width = abs(but->x2 - but->x1);
height = abs(but->y2 - but->y1);
butw = floor(width / 12);
buth = floor(height / 6);
/* Initialize variables */
sx = but->x1;
ex = but->x1 + butw;
sy = but->y1 + height - buth;
ey = but->y1 + height;
cs = G.charstart;
/* Set the font, in case it is not <builtin> font */
if(G.selfont && strcmp(G.selfont->name, "<builtin>"))
{
char tmpStr[256];
// Is the font file packed, if so then use the packed file
if(G.selfont->packedfile)
{
pf = G.selfont->packedfile;
FTF_SetFont(pf->data, pf->size, 14.0);
}
else
{
int err;
strcpy(tmpStr, G.selfont->name);
BLI_convertstringcode(tmpStr, G.sce);
err = FTF_SetFont((unsigned char *)tmpStr, 0, 14.0);
}
}
else
{
if(G.ui_international == TRUE)
{
FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 14.0);
}
}
/* Start drawing the button itself */
glShadeModel(GL_SMOOTH);
glColor3ub(200, 200, 200);
glRectf((but->x1), (but->y1), (but->x2), (but->y2));
glColor3ub(0, 0, 0);
for(y = 0; y < 6; y++)
{
// Do not draw more than the category allows
if(cs > charmax) break;
for(x = 0; x < 12; x++)
{
// Do not draw more than the category allows
if(cs > charmax) break;
// Draw one grid cell
glBegin(GL_LINE_LOOP);
glVertex2f(sx, sy);
glVertex2f(ex, sy);
glVertex2f(ex, ey);
glVertex2f(sx, ey);
glEnd();
// Draw character inside the cell
memset(wstr, 0, sizeof(wchar_t)*2);
memset(ustr, 0, 16);
// Set the font to be either unicode or <builtin>
wstr[0] = cs;
if(strcmp(G.selfont->name, "<builtin>"))
{
wcs2utf8s((char *)ustr, (wchar_t *)wstr);
}
else
{
if(G.ui_international == TRUE)
{
wcs2utf8s((char *)ustr, (wchar_t *)wstr);
}
else
{
ustr[0] = cs;
ustr[1] = 0;
}
}
if((G.selfont && strcmp(G.selfont->name, "<builtin>")) || (G.selfont && !strcmp(G.selfont->name, "<builtin>") && G.ui_international == TRUE))
{
float wid;
float llx, lly, llz, urx, ury, urz;
float dx, dy;
float px, py;
// Calculate the position
wid = FTF_GetStringWidth((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
FTF_GetBoundingBox((char *) ustr, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
dx = urx-llx;
dy = ury-lly;
// This isn't fully functional since the but->aspect isn't working like I suspected
px = sx + ((butw/but->aspect)-dx)/2;
py = sy + ((buth/but->aspect)-dy)/2;
// Set the position and draw the character
ui_rasterpos_safe(px, py, but->aspect);
FTF_DrawString((char *) ustr, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
}
else
{
ui_rasterpos_safe(sx + butw/2, sy + buth/2, but->aspect);
UI_DrawString(but->font, (char *) ustr, 0);
}
// Calculate the next position and character
sx += butw; ex +=butw;
cs++;
}
/* Add the y position and reset x position */
sy -= buth;
ey -= buth;
sx = but->x1;
ex = but->x1 + butw;
}
glShadeModel(GL_FLAT);
/* Return Font Settings to original */
if(U.fontsize && U.fontname[0])
{
result = FTF_SetFont((unsigned char *)U.fontname, 0, U.fontsize);
}
else if (U.fontsize)
{
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, U.fontsize);
}
if (result == 0)
{
result = FTF_SetFont((unsigned char *) datatoc_bfont_ttf, datatoc_bfont_ttf_size, 11);
}
/* resets the font size */
if(G.ui_international == TRUE)
{
uiSetCurFont(but->block, UI_HELV);
}
#endif
}
#endif // INTERNATIONAL
static void ui_draw_but_COLORBAND(uiBut *but)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin);
if(coba==NULL) return;
x1= but->x1;
y1= but->y1;
sizex= but->x2-x1;
sizey= but->y2-y1;
/* first background, to show tranparency */
dx= sizex/12.0;
v1[0]= x1;
for(a=0; a<12; a++) {
if(a & 1) glColor3f(0.3, 0.3, 0.3); else glColor3f(0.8, 0.8, 0.8);
glRectf(v1[0], y1, v1[0]+dx, y1+0.5*sizey);
if(a & 1) glColor3f(0.8, 0.8, 0.8); else glColor3f(0.3, 0.3, 0.3);
glRectf(v1[0], y1+0.5*sizey, v1[0]+dx, y1+sizey);
v1[0]+= dx;
}
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
cbd= coba->data;
v1[0]= v2[0]= x1;
v1[1]= y1;
v2[1]= y1+sizey;
glBegin(GL_QUAD_STRIP);
glColor4fv( &cbd->r );
glVertex2fv(v1); glVertex2fv(v2);
for(a=0; a<coba->tot; a++, cbd++) {
v1[0]=v2[0]= x1+ cbd->pos*sizex;
glColor4fv( &cbd->r );
glVertex2fv(v1); glVertex2fv(v2);
}
v1[0]=v2[0]= x1+ sizex;
glVertex2fv(v1); glVertex2fv(v2);
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
/* outline */
v1[0]= x1; v1[1]= y1;
cpack(0x0);
glBegin(GL_LINE_LOOP);
glVertex2fv(v1);
v1[0]+= sizex;
glVertex2fv(v1);
v1[1]+= sizey;
glVertex2fv(v1);
v1[0]-= sizex;
glVertex2fv(v1);
glEnd();
/* help lines */
v1[0]= v2[0]=v3[0]= x1;
v1[1]= y1;
v1a[1]= y1+0.25*sizey;
v2[1]= y1+0.5*sizey;
v2a[1]= y1+0.75*sizey;
v3[1]= y1+sizey;
cbd= coba->data;
glBegin(GL_LINES);
for(a=0; a<coba->tot; a++, cbd++) {
v1[0]=v2[0]=v3[0]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex;
if(a==coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
/* glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
*/
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
}
glEnd();
}
static void ui_draw_but_NORMAL(uiBut *but)
{
static GLuint displist=0;
int a, old[8];
GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
UI_ThemeColor(TH_BUT_NEUTRAL);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
/* disable blender light */
for(a=0; a<8; a++) {
old[a]= glIsEnabled(GL_LIGHT0+a);
glDisable(GL_LIGHT0+a);
}
/* own light */
glEnable(GL_LIGHT7);
glEnable(GL_LIGHTING);
VECCOPY(dir, (float *)but->poin);
dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
/* transform to button */
glPushMatrix();
glTranslatef(but->x1 + 0.5f*(but->x2-but->x1), but->y1+ 0.5f*(but->y2-but->y1), 0.0f);
size= (but->x2-but->x1)/200.f;
glScalef(size, size, size);
if(displist==0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj= gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere( qobj, 100.0, 32, 24);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else glCallList(displist);
/* restore */
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* enable blender light */
for(a=0; a<8; a++) {
if(old[a])
glEnable(GL_LIGHT0+a);
}
}
static void ui_draw_but_curve_grid(uiBut *but, float zoomx, float zoomy, float offsx, float offsy, float step)
{
float dx, dy, fx, fy;
glBegin(GL_LINES);
dx= step*zoomx;
fx= but->x1 + zoomx*(-offsx);
if(fx > but->x1) fx -= dx*( floor(fx-but->x1));
while(fx < but->x2) {
glVertex2f(fx, but->y1);
glVertex2f(fx, but->y2);
fx+= dx;
}
dy= step*zoomy;
fy= but->y1 + zoomy*(-offsy);
if(fy > but->y1) fy -= dy*( floor(fy-but->y1));
while(fy < but->y2) {
glVertex2f(but->x1, fy);
glVertex2f(but->x2, fy);
fy+= dy;
}
glEnd();
}
static void ui_draw_but_CURVE(ARegion *ar, uiBut *but)
{
CurveMapping *cumap;
CurveMap *cuma;
CurveMapPoint *cmp;
float fx, fy, dx, dy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
int a;
cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin);
cuma= cumap->cm+cumap->cur;
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
fx= but->x1; fy= but->y1;
ui_block_to_window_fl(ar, but->block, &fx, &fy);
dx= but->x2; dy= but->y2;
ui_block_to_window_fl(ar, but->block, &dx, &dy);
glScissor((int)floor(fx), (int)floor(fy), (int)ceil(dx-fx), (int)ceil(dy-fy));
/* calculate offset and zoom */
zoomx= (but->x2-but->x1-2.0*but->aspect)/(cumap->curr.xmax - cumap->curr.xmin);
zoomy= (but->y2-but->y1-2.0*but->aspect)/(cumap->curr.ymax - cumap->curr.ymin);
offsx= cumap->curr.xmin-but->aspect/zoomx;
offsy= cumap->curr.ymin-but->aspect/zoomy;
/* backdrop */
if(cumap->flag & CUMA_DO_CLIP) {
UI_ThemeColorShade(TH_BUT_NEUTRAL, -20);
glRectf(but->x1, but->y1, but->x2, but->y2);
UI_ThemeColor(TH_BUT_NEUTRAL);
glRectf(but->x1 + zoomx*(cumap->clipr.xmin-offsx),
but->y1 + zoomy*(cumap->clipr.ymin-offsy),
but->x1 + zoomx*(cumap->clipr.xmax-offsx),
but->y1 + zoomy*(cumap->clipr.ymax-offsy));
}
else {
UI_ThemeColor(TH_BUT_NEUTRAL);
glRectf(but->x1, but->y1, but->x2, but->y2);
}
/* grid, every .25 step */
UI_ThemeColorShade(TH_BUT_NEUTRAL, -16);
ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
UI_ThemeColorShade(TH_BUT_NEUTRAL, -24);
ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
UI_ThemeColorShade(TH_BUT_NEUTRAL, -50);
glBegin(GL_LINES);
glVertex2f(but->x1, but->y1 + zoomy*(-offsy));
glVertex2f(but->x2, but->y1 + zoomy*(-offsy));
glVertex2f(but->x1 + zoomx*(-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(-offsx), but->y2);
glEnd();
/* cfra option */
/* XXX 2.48
if(cumap->flag & CUMA_DRAW_CFRA) {
glColor3ub(0x60, 0xc0, 0x40);
glBegin(GL_LINES);
glVertex2f(but->x1 + zoomx*(cumap->sample[0]-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(cumap->sample[0]-offsx), but->y2);
glEnd();
}*/
/* sample option */
/* XXX 2.48
* if(cumap->flag & CUMA_DRAW_SAMPLE) {
if(cumap->cur==3) {
float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f;
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(but->x1 + zoomx*(lum-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(lum-offsx), but->y2);
glEnd();
}
else {
if(cumap->cur==0)
glColor3ub(240, 100, 100);
else if(cumap->cur==1)
glColor3ub(100, 240, 100);
else
glColor3ub(100, 100, 240);
glBegin(GL_LINES);
glVertex2f(but->x1 + zoomx*(cumap->sample[cumap->cur]-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(cumap->sample[cumap->cur]-offsx), but->y2);
glEnd();
}
}*/
/* the curve */
UI_ThemeColorBlend(TH_TEXT, TH_BUT_NEUTRAL, 0.35);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBegin(GL_LINE_STRIP);
if(cuma->table==NULL)
curvemapping_changed(cumap, 0); /* 0 = no remove doubles */
cmp= cuma->table;
/* first point */
if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
glVertex2f(but->x1, but->y1 + zoomy*(cmp[0].y-offsy));
else {
fx= but->x1 + zoomx*(cmp[0].x-offsx + cuma->ext_in[0]);
fy= but->y1 + zoomy*(cmp[0].y-offsy + cuma->ext_in[1]);
glVertex2f(fx, fy);
}
for(a=0; a<=CM_TABLE; a++) {
fx= but->x1 + zoomx*(cmp[a].x-offsx);
fy= but->y1 + zoomy*(cmp[a].y-offsy);
glVertex2f(fx, fy);
}
/* last point */
if((cuma->flag & CUMA_EXTEND_EXTRAPOLATE)==0)
glVertex2f(but->x2, but->y1 + zoomy*(cmp[CM_TABLE].y-offsy));
else {
fx= but->x1 + zoomx*(cmp[CM_TABLE].x-offsx - cuma->ext_out[0]);
fy= but->y1 + zoomy*(cmp[CM_TABLE].y-offsy - cuma->ext_out[1]);
glVertex2f(fx, fy);
}
glEnd();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* the points, use aspect to make them visible on edges */
cmp= cuma->curve;
glPointSize(3.0f);
bglBegin(GL_POINTS);
for(a=0; a<cuma->totpoint; a++) {
if(cmp[a].flag & SELECT)
UI_ThemeColor(TH_TEXT_HI);
else
UI_ThemeColor(TH_TEXT);
fac[0]= but->x1 + zoomx*(cmp[a].x-offsx);
fac[1]= but->y1 + zoomy*(cmp[a].y-offsy);
bglVertex2fv(fac);
}
bglEnd();
glPointSize(1.0f);
/* restore scissortest */
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
/* outline */
UI_ThemeColor(TH_BUT_OUTLINE);
fdrawbox(but->x1, but->y1, but->x2, but->y2);
}
static void ui_draw_sepr(uiBut *but)
{
float y = but->y1 + (but->y2 - but->y1)*0.5;
UI_ThemeColorBlend(TH_MENU_TEXT, TH_MENU_BACK, 0.85);
fdrawline(but->x1, y, but->x2, y);
}
static void ui_draw_roundbox(uiBut *but)
{
glEnable(GL_BLEND);
UI_ThemeColorShadeAlpha(but->themecol, but->a2, but->a2);
uiSetRoundBox(but->a1);
gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, but->min);
glDisable(GL_BLEND);
}
/* nothing! */
static void ui_draw_nothing(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
}
/* minimal drawing for table items */
static void ui_draw_table(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
int background= 1;
int alpha_offs= (flag & UI_BUT_DISABLED)?UI_DISABLED_ALPHA_OFFS:0;
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) glColor4f(0, 0, 0, 0.2f);
else glColor4f(0, 0, 0, 0.1f);
}
else {
if(flag & UI_ACTIVE) glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
else background= 0;
}
if(background) {
glEnable(GL_BLEND);
glRectf(x1, y1, x2, y2);
glDisable(GL_BLEND);
}
/* special type decorations */
switch(type) {
case NUM:
case NUMABS:
if(flag & UI_SELECT) UI_ThemeColorShadeAlpha(colorid, -120, alpha_offs);
else UI_ThemeColorShadeAlpha(colorid, -90, alpha_offs);
ui_num_arrows(x1, y1, x2, y2, asp);
break;
case TOG:
ui_checkmark_box(colorid, x1, y1, x2, y2);
if(flag & UI_SELECT) {
UI_ThemeColorShadeAlpha(colorid, -140, alpha_offs);
ui_checkmark(x1, y1, x2, y2);
}
break;
case ICONROW:
case ICONTEXTROW:
UI_ThemeColorShadeAlpha(colorid, -120, alpha_offs);
ui_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
case BLOCK:
UI_ThemeColorShadeAlpha(colorid, -120, alpha_offs);
ui_menu_arrows(x1, y1, x2, y2, asp);
break;
}
}
/* ************** EXTERN, called from interface.c ************* */
/* ************** MAIN CALLBACK FUNCTION ************* */
void ui_set_embossfunc(uiBut *but, int drawtype)
{
// this aded for evaluating textcolor for example
but->dt= 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->type==ROUNDBOX) but->embossfunc= ui_draw_nothing;
else if(ELEM(but->type, PULLDOWN, HMENU) && !(but->block->flag & UI_BLOCK_LOOP))
but->embossfunc= ui_draw_pulldown_round;
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_item;
else if(drawtype==UI_EMBOSSR) but->embossfunc= ui_draw_round;
else if(drawtype==UI_EMBOSST) but->embossfunc= ui_draw_table;
else {
int theme= UI_GetThemeValue(TH_BUT_DRAWTYPE);
switch(theme) {
case TH_SHADED:
but->embossfunc= ui_draw_default;
break;
case TH_ROUNDED:
but->embossfunc= ui_draw_round;
break;
case TH_OLDSKOOL:
but->embossfunc= ui_draw_oldskool;
break;
case TH_MINIMAL:
but->embossfunc= ui_draw_minimal;
break;
case TH_ROUNDSHADED:
default:
but->embossfunc= ui_draw_roundshaded;
// but->sliderfunc= ui_default_slider;
break;
}
}
// note: if you want aligning, adapt the call uiBlockEndAlign in interface.c
}
void ui_draw_but(ARegion *ar, uiBut *but)
{
double value;
float x1, x2, y1, y2, fac;
int type;
if(but==NULL) return;
/* XXX 2.50 no frontbuffer drawing allowed */
#if 0
/* signal for frontbuf flush buttons and menus, not when normal drawing */
if(but->block->in_use) ui_block_set_flush(but->block, but);
#endif
switch (but->type) {
case NUMSLI:
case HSVSLI:
type= (but->editstr)? TEX: but->type;
but->embossfunc(type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
x1= but->x1;
x2= but->x2;
y1= but->y1;
y2= but->y2;
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);
ui_draw_text_icon(but);
break;
case SEPR:
ui_draw_sepr(but);
break;
case COL:
ui_draw_but_COL(but); // black box with color
break;
case HSVCUBE:
ui_draw_but_HSVCUBE(but); // box for colorpicker, three types
break;
#ifdef INTERNATIONAL
case CHARTAB:
value= ui_get_but_val(but);
ui_draw_but_CHARTAB(but);
break;
#endif
case LINK:
case INLINK:
ui_draw_icon(but, but->icon, 0);
break;
case ROUNDBOX:
ui_draw_roundbox(but);
break;
case BUT_COLORBAND:
ui_draw_but_COLORBAND(but);
break;
case BUT_NORMAL:
ui_draw_but_NORMAL(but);
break;
case BUT_CURVE:
ui_draw_but_CURVE(ar, but);
break;
default:
type= (but->editstr)? TEX: but->type;
but->embossfunc(type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
ui_draw_text_icon(but);
}
}
void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
{
float rad;
float a;
char alpha= 2;
glEnable(GL_BLEND);
if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f)
rad= (rct->ymax-rct->ymin-10.0f)/2.0f;
else
rad= radius;
if(select) a= 12.0f*aspect; else a= 12.0f*aspect;
for(; a>0.0f; a-=aspect) {
/* alpha ranges from 2 to 20 or so */
glColor4ub(0, 0, 0, alpha);
alpha+= 2;
gl_round_box(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax-10.0f + a, rad+a);
}
/* outline emphasis */
glEnable( GL_LINE_SMOOTH );
glColor4ub(0, 0, 0, 100);
gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}