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blender-archive/source/blender/src/interface_draw.c
Matt Ebb 5428f2eb6c * Object level restrictions in outliner
This adds the ability to restrict an individual object from:
- being visible in the 3D View
- being selectable in the 3D View
- being renderable
with 3 columns of buttons in the outliner.

These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation.

The 3 columns of icons can be turned off in the Outliner View menu.

Along with this is some small cleaning up in interface_icons.c and outliner.c.
2006-11-20 05:12:58 +00:00

2386 lines
57 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
/*
a full doc with API notes can be found in bf-blender/blender/doc/interface_API.txt
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "DNA_color_types.h"
#include "DNA_key_types.h"
#include "DNA_packedFile_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "DNA_vec_types.h"
#include "DNA_vfont_types.h"
#include "BKE_blender.h"
#include "BKE_colortools.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_utildefines.h"
#include "datatoc.h" /* std font */
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_keyval.h"
#include "BIF_mainqueue.h"
#include "BIF_screen.h"
#include "BIF_toolbox.h"
#include "BIF_mywindow.h"
#include "BIF_space.h"
#include "BIF_glutil.h"
#include "BIF_interface.h"
#include "BIF_interface_icons.h"
#include "BIF_butspace.h"
#include "BIF_language.h"
#include "BSE_view.h"
#ifdef INTERNATIONAL
#include "FTF_Api.h"
#endif
#include "mydevice.h"
#include "interface.h"
#include "blendef.h"
// globals
extern float UIwinmat[4][4];
/* ************** 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);
BIF_RasterPos(x, y);
BIF_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)
{
float xs=0, ys=0, aspect, height;
int blend= 0;
/* 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==BUTM) {
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;
}
BIF_icon_draw_aspect_blended(xs, ys, icon, aspect, blend);
glDisable(GL_BLEND);
}
/* ************** DEFAULT THEME, SHADED BUTTONS ************* */
#define M_WHITE BIF_ThemeColorShade(colorid, 80)
#define M_ACT_LIGHT BIF_ThemeColorShade(colorid, 55)
#define M_LIGHT BIF_ThemeColorShade(colorid, 45)
#define M_HILITE BIF_ThemeColorShade(colorid, 25)
#define M_LMEDIUM BIF_ThemeColorShade(colorid, 10)
#define M_MEDIUM BIF_ThemeColor(colorid)
#define M_LGREY BIF_ThemeColorShade(colorid, -20)
#define M_GREY BIF_ThemeColorShade(colorid, -45)
#define M_DARK BIF_ThemeColorShade(colorid, -80)
#define M_NUMTEXT BIF_ThemeColorShade(colorid, 25)
#define M_NUMTEXT_ACT_LIGHT BIF_ThemeColorShade(colorid, 35)
#define MM_WHITE BIF_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 glColor4ub(255, 255, 255, 60)
#define MM_WHITE_TR glColor4ub(255, 255, 255, 0)
*/
#define MM_WHITE_OP BIF_ThemeColorShadeAlpha(TH_BACK, 55, -100)
#define MM_WHITE_TR BIF_ThemeColorShadeAlpha(TH_BACK, 55, -255)
#define MM_LIGHT BIF_ThemeColorShade(TH_BUT_OUTLINE, 45)
#define MM_MEDIUM BIF_ThemeColor(TH_BUT_OUTLINE)
#define MM_GREY BIF_ThemeColorShade(TH_BUT_OUTLINE, -45)
#define MM_DARK BIF_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 */
}
/* small side double arrow for iconrow */
static void ui_default_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_default_menu_arrows(float x1, float y1, float x2, float y2)
{
glEnable( GL_POLYGON_SMOOTH );
glEnable( GL_BLEND );
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x2-4,(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 );
}
/* left/right arrows for number fields */
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();
/* 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 );
}
}
/* 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);
glColor4ub(0, 0, 0, alpha);
glRectf(x2-6, y1, x2, (y1+(y2-y1)/2));
glColor4ub(255, 255, 255, alpha);
glRectf(x2-6, (y1+(y2-y1)/2), x2, y2);
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glColor4ub(255, 255, 255, alpha);
glRectf(x2-6, y1, x2, (y1+(y2-y1)/2));
glColor4ub(0, 0, 0, alpha);
glRectf(x2-6, (y1+(y2-y1)/2), x2, y2);
glDisable(GL_BLEND);
}
}
/* 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);
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 */
M_DARK;
ui_default_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 */
M_DARK;
ui_default_menu_arrows(x1, y1, x2, y2);
/* 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);
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:
/* SIDE ARROWS */
/* left */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) M_DARK;
else M_DARK;
} else {
if(flag & UI_ACTIVE) M_GREY;
else M_LGREY;
}
ui_default_num_arrows(x1, y1, x2, y2);
/* END SIDE ARROWS */
}
}
static void ui_default_slider(int colorid, float fac, float aspect, float x1, float y1, float x2, float y2, int flag)
{
float ymid, yc;
/* the slider background line */
ymid= (y1+y2)/2.0;
//yc= 2.5*aspect; // height of center line
yc = 2.3; // height of center line
if(flag & UI_SELECT)
BIF_ThemeColorShade(TH_BUT_NUM, -5);
else
if(flag & UI_ACTIVE)
BIF_ThemeColorShade(TH_BUT_NUM, +35);
else
BIF_ThemeColorShade(TH_BUT_NUM, +25);
glRectf(x1, ymid-yc, x2, ymid+yc);
/* top inner bevel */
if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, -40);
else BIF_ThemeColorShade(TH_BUT_NUM, -5);
fdrawline(x1+1, ymid+yc, x2, ymid+yc);
/* bottom inner bevel */
if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, +15);
else BIF_ThemeColorShade(TH_BUT_NUM, +45);
fdrawline(x1+1, ymid-yc, x2, ymid-yc);
/* the movable slider */
if(flag & UI_SELECT) BIF_ThemeColorShade(TH_BUT_NUM, +80);
else BIF_ThemeColorShade(TH_BUT_NUM, -45);
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
BIF_ThemeColorShade(TH_BUT_NUM, -45);
glVertex2f(x1, y1+2.5);
glVertex2f(x1+fac, y1+2.5);
BIF_ThemeColor(TH_BUT_NUM);
glVertex2f(x1+fac, y2-2.5);
glVertex2f(x1, y2-2.5);
glEnd();
/* slider handle center */
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
BIF_ThemeColor(TH_BUT_NUM);
glVertex2f(x1+fac-3, y1+2);
glVertex2f(x1+fac, y1+4);
BIF_ThemeColorShade(TH_BUT_NUM, +80);
glVertex2f(x1+fac, y2-2);
glVertex2f(x1+fac-3, y2-2);
glEnd();
/* slider handle left bevel */
BIF_ThemeColorShade(TH_BUT_NUM, +70);
fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2);
/* slider handle right bevel */
BIF_ThemeColorShade(TH_BUT_NUM, -35);
fdrawline(x1+fac, y2-2, x1+fac, y1+2);
glShadeModel(GL_FLAT);
}
/* 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:
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)
{
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, -40);
else BIF_ThemeColorShade(colorid, -30);
}
else {
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, +30);
else BIF_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) BIF_ThemeColorShade(colorid, 0);
else BIF_ThemeColorShade(colorid, -30);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if(flag & UI_SELECT) BIF_ThemeColorShade(colorid, -30);
else BIF_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:
if(flag & UI_SELECT) BIF_ThemeColorShade(colorid, -60);
else BIF_ThemeColorShade(colorid, -30);
ui_default_num_arrows(x1, y1, x2, y2);
break;
case ICONROW:
case ICONTEXTROW:
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0);
else BIF_ThemeColorShade(colorid, -10);
glRectf(x2-9, y1+asp, x2-asp, y2-asp);
BIF_ThemeColorShade(colorid, -50);
ui_default_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0);
else BIF_ThemeColorShade(colorid, -10);
glRectf(x2-17, y1+asp, x2-asp, y2-asp);
BIF_ThemeColorShade(colorid, -50);
ui_default_menu_arrows(x1, y1, x2, y2);
break;
}
}
/* *************** BASIC ROUNDED THEME ***************** */
static void round_button(float x1, float y1, float x2, float y2, float asp,
int colorid, int round, int menudeco, int curshade)
{
float rad;
char col[4];
rad= (y2-y1)/2.0;
if(rad>7.0) rad= 7.0;
uiSetRoundBox(round);
gl_round_box(GL_POLYGON, x1, y1, x2, y2, rad);
if(menudeco) {
uiSetRoundBox(round & ~9);
BIF_ThemeColorShade(colorid, curshade-20);
gl_round_box(GL_POLYGON, x2-menudeco, y1, x2, y2, rad);
}
/* fake AA */
uiSetRoundBox(round);
glEnable( GL_BLEND );
BIF_GetThemeColor3ubv(colorid, col);
if(col[0]<100) col[0]= 0; else col[0]-= 100;
if(col[1]<100) col[1]= 0; else col[1]-= 100;
if(col[2]<100) col[2]= 0; else col[2]-= 100;
col[3]= 80;
glColor4ubv(col);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad - asp);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad + asp);
col[3]= 180;
glColor4ubv(col);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, rad);
glDisable( GL_BLEND );
}
/* button in midst of alignment row */
static void round_button_mid(float x1, float y1, float x2, float y2, float asp,
int colorid, int align, int menudeco, int curshade)
{
glRectf(x1, y1, x2, y2);
if(menudeco) {
BIF_ThemeColorShade(colorid, curshade-20);
glRectf(x2-menudeco, y1, x2, y2);
}
BIF_ThemeColorBlendShade(colorid, TH_BACK, 0.5, -70);
// we draw full outline, its not AA, and it works better button mouse-over hilite
// left right
fdrawline(x1, y1, x1, y2);
fdrawline(x2, y1, x2, y2);
// top down
fdrawline(x1, y2, x2, y2);
fdrawline(x1, y1, x2, y1);
}
static void ui_draw_round(int type, int colorid, float asp, float x1, float y1, float x2, float y2, int flag)
{
int align= (flag & UI_BUT_ALIGN);
int curshade= 0, menudeco= 0;
if(type==ICONROW || type==ICONTEXTROW) menudeco= 9;
else if((type==MENU || type==BLOCK) && x2-x1>24) menudeco= 16;
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) curshade= -40;
else curshade= -30;
}
else {
if(flag & UI_ACTIVE) curshade= 30;
else curshade= +20;
}
BIF_ThemeColorShade(colorid, curshade);
if(align) {
switch(align) {
case UI_BUT_ALIGN_TOP:
round_button(x1, y1, x2, y2, asp, colorid, 12, menudeco, curshade);
break;
case UI_BUT_ALIGN_DOWN:
round_button(x1, y1, x2, y2, asp, colorid, 3, menudeco, curshade);
break;
case UI_BUT_ALIGN_LEFT:
round_button(x1, y1, x2, y2, asp, colorid, 6, menudeco, curshade);
break;
case UI_BUT_ALIGN_RIGHT:
round_button(x1, y1, x2, y2, asp, colorid, 9, menudeco, curshade);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT:
round_button(x1, y1, x2, y2, asp, colorid, 1, menudeco, curshade);
break;
case UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT:
round_button(x1, y1, x2, y2, asp, colorid, 2, menudeco, curshade);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT:
round_button(x1, y1, x2, y2, asp, colorid, 8, menudeco, curshade);
break;
case UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT:
round_button(x1, y1, x2, y2, asp, colorid, 4, menudeco, curshade);
break;
default:
round_button_mid(x1, y1, x2, y2, asp, colorid, align, menudeco, curshade);
break;
}
}
else {
round_button(x1, y1, x2, y2, asp, colorid, 15, menudeco, curshade);
}
/* special type decorations */
switch(type) {
case NUM:
BIF_ThemeColorShade(colorid, curshade-60);
ui_default_num_arrows(x1, y1, x2, y2);
break;
case ICONROW:
case ICONTEXTROW:
BIF_ThemeColorShade(colorid, curshade-60);
ui_default_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
case BLOCK:
BIF_ThemeColorShade(colorid, curshade-60);
ui_default_menu_arrows(x1, y1, x2, y2);
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)
{
/* too much space between buttons */
/*
x1+= asp;
x2-= asp;
y1+= asp;
y2-= asp;
*/
/* Less space between buttons looks nicer */
y2-= asp;
x2-= asp;
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, -40);
else BIF_ThemeColorShade(colorid, -30);
}
else {
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, +20);
else BIF_ThemeColorShade(colorid, +10);
}
glRectf(x1, y1, x2, y2);
if(flag & UI_SELECT) {
BIF_ThemeColorShade(colorid, -60);
/* top */
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
BIF_ThemeColorShade(colorid, +40);
/* below */
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
}
else {
BIF_ThemeColorShade(colorid, +40);
/* top */
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
BIF_ThemeColorShade(colorid, -60);
/* below */
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
}
/* special type decorations */
switch(type) {
case NUM:
if(flag & UI_SELECT) BIF_ThemeColorShade(colorid, -60);
else BIF_ThemeColorShade(colorid, -30);
ui_default_num_arrows(x1, y1, x2, y2);
break;
case ICONROW:
case ICONTEXTROW:
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0);
else BIF_ThemeColorShade(colorid, -10);
glRectf(x2-9, y1+asp, x2-asp, y2-asp);
BIF_ThemeColorShade(colorid, -50);
ui_default_iconrow_arrows(x1, y1, x2, y2);
break;
case MENU:
case BLOCK:
if(flag & UI_ACTIVE) BIF_ThemeColorShade(colorid, 0);
else BIF_ThemeColorShade(colorid, -10);
glRectf(x2-17, y1+asp, x2-asp, y2-asp);
BIF_ThemeColorShade(colorid, -50);
ui_default_menu_arrows(x1, y1, x2, y2);
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)
{
float ymid, yc;
/* the slider background line */
ymid= (y1+y2)/2.0;
yc= 1.7*aspect;
if(flag & UI_ACTIVE)
BIF_ThemeColorShade(colorid, -50);
else
BIF_ThemeColorShade(colorid, -40);
/* left part */
glRectf(x1, ymid-2.0*yc, x1+fac, ymid+2.0*yc);
/* right part */
glRectf(x1+fac, ymid-yc, x2, ymid+yc);
/* the movable slider */
BIF_ThemeColorShade(colorid, +70);
glRectf(x1+fac-aspect, ymid-2.0*yc, x1+fac+aspect, ymid+2.0*yc);
}
/* ************** 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-shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, maxy-shadsize-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+shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny-shadsize);
glVertex2f(minx+shadsize+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, 6.0, (30*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 4.0, (70*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 2.0, (100*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)
{
char col[4];
BIF_GetThemeColor4ubv(TH_MENU_BACK, col);
if( (flag & UI_BLOCK_NOSHADOW)==0) {
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(minx, miny, maxx, maxy, 6.0, (30*col[3])>>8);
ui_shadowbox(minx, miny, maxx, maxy, 4.0, (70*col[3])>>8);
ui_shadowbox(minx, miny, maxx, maxy, 2.0, (100*col[3])>>8);
glEnable(GL_BLEND);
glColor4ubv(col);
glRectf(minx-1, miny, minx, maxy); // 1 pixel on left, to distinguish sublevel menus
}
glEnable(GL_BLEND);
glColor4ubv(col);
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];
BIF_GetThemeColor4ubv(TH_MENU_BACK, col);
if(col[3]!=255) {
glEnable(GL_BLEND);
}
if((flag & UI_ACTIVE) && type!=LABEL) {
BIF_ThemeColor4(TH_MENU_HILITE);
glRectf(x1, y1, x2, y2);
} else {
BIF_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) {
BIF_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 {
BIF_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 ************* */
/* draws text and icons for buttons */
static void ui_draw_text_icon(uiBut *but)
{
float x;
int len;
char *cpoin;
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));
}
else {
/* text button selection and cursor */
if(but->pos != -1) {
if (SELWIDTH > 0) {
/* text button selection */
selsta_tmp = but->selsta + strlen(but->str);
selend_tmp = but->selend + strlen(but->str);
if (but->ofs >= strlen(but->str))
selsta_tmp += (but->ofs - strlen(but->str));
if(but->drawstr[0]!=0) {
ch= but->drawstr[selsta_tmp];
but->drawstr[selsta_tmp]= 0;
selsta_draw = but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & USER_TR_BUTTONS)) + 3;
but->drawstr[selsta_tmp]= ch;
ch= but->drawstr[selend_tmp];
but->drawstr[selend_tmp]= 0;
selwidth_draw = but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & USER_TR_BUTTONS)) + 3;
but->drawstr[selend_tmp]= ch;
BIF_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*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & USER_TR_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);
if(dualset) {
ui_draw_icon(but, ICON_DOT);
}
}
if(but->drawstr[0]!=0) {
int transopts;
int tog3= 0;
// cut string in 2 parts
cpoin= strchr(but->drawstr, '|');
if(cpoin) *cpoin= 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);
if(but->flag & UI_TEXT_LEFT) x= but->x1 + but->aspect*BIF_icon_get_width(but->icon)+5.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
else {
if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
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);
}
/* text color, with pulldown item exception */
if(tog3); // color already set
else if(but->dt==UI_EMBOSSP) {
if((but->flag & (UI_SELECT|UI_ACTIVE)) && but->type!=LABEL) { // LABEL = title in pulldowns
BIF_ThemeColor(TH_MENU_TEXT_HI);
} else {
BIF_ThemeColor(TH_MENU_TEXT);
}
}
else {
if(but->flag & UI_SELECT) {
BIF_ThemeColor(TH_BUT_TEXT_HI);
} else {
BIF_ThemeColor(TH_BUT_TEXT);
}
}
/* LABEL button exception */
if(but->type==LABEL && but->min!=0.0) BIF_ThemeColor(TH_BUT_TEXT_HI);
ui_rasterpos_safe(x, (but->y1+but->y2- 9.0)/2.0, but->aspect);
if(but->type==IDPOIN) transopts= 0; // no translation, of course!
else transopts= (U.transopts & USER_TR_BUTTONS);
BIF_DrawString(but->font, but->drawstr+but->ofs, transopts);
/* part text right aligned */
if(cpoin) {
len= BIF_GetStringWidth(but->font, cpoin+1, (U.transopts & USER_TR_BUTTONS));
ui_rasterpos_safe( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0, but->aspect);
BIF_DrawString(but->font, cpoin+1, (U.transopts & USER_TR_BUTTONS));
*cpoin= '|';
}
}
/* 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));
}
}
}
static void ui_draw_but_COL(uiBut *but)
{
float *fp;
char colr, colg, colb;
if( but->pointype==FLO ) {
fp= (float *)but->poin;
colr= floor(255.0*fp[0]+0.5);
colg= floor(255.0*fp[1]+0.5);
colb= floor(255.0*fp[2]+0.5);
}
else {
char *cp= (char *)but->poin;
colr= cp[0];
colg= cp[1];
colb= cp[2];
}
/* 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 */
if(but->embossfunc == ui_draw_round) {
char *cp= BIF_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)
{
/* 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, 0);
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);
BIF_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);
}
}
#endif // INTERNATIONAL
static void ui_draw_but_COLORBAND(uiBut *but)
{
ColorBand *coba= (ColorBand *)but->poin;
CBData *cbd;
float x1, y1, sizex, sizey;
float dx, v3[2], v1[2], v2[2];
int a;
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;
v2[1]= y1+0.5*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]= x1+ cbd->pos*sizex;
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
if(a==coba->cur) {
glVertex2f(v1[0]-1, v1[1]);
glVertex2f(v2[0]-1, v2[1]);
glVertex2f(v1[0]+1, v1[1]);
glVertex2f(v2[0]+1, v2[1]);
}
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
if(a==coba->cur) {
if(cbd->pos>0.01) {
glVertex2f(v2[0]-1, v2[1]);
glVertex2f(v3[0]-1, v3[1]);
}
if(cbd->pos<0.99) {
glVertex2f(v2[0]+1, v2[1]);
glVertex2f(v3[0]+1, v3[1]);
}
}
}
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 */
BIF_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(uiBut *but)
{
CurveMapping *cumap= (CurveMapping *)but->poin;
CurveMap *cuma= cumap->cm+cumap->cur;
CurveMapPoint *cmp;
float fx, fy, dx, dy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
int a;
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
fx= but->x1; fy= but->y1;
ui_graphics_to_window(but->win, &fx, &fy);
dx= but->x2; dy= but->y2;
ui_graphics_to_window(but->win, &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) {
BIF_ThemeColorShade(TH_BUT_NEUTRAL, -20);
glRectf(but->x1, but->y1, but->x2, but->y2);
BIF_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 {
BIF_ThemeColor(TH_BUT_NEUTRAL);
glRectf(but->x1, but->y1, but->x2, but->y2);
}
/* grid, every .25 step */
BIF_ThemeColorShade(TH_BUT_NEUTRAL, -16);
ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
BIF_ThemeColorShade(TH_BUT_NEUTRAL, -24);
ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
BIF_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();
/* the curve */
BIF_ThemeColor(TH_TEXT);
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();
/* 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)
BIF_ThemeColor(TH_TEXT_HI);
else
BIF_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 */
BIF_ThemeColor(TH_BUT_OUTLINE);
fdrawbox(but->x1, but->y1, but->x2, but->y2);
}
static void ui_draw_roundbox(uiBut *but)
{
glEnable(GL_BLEND);
BIF_ThemeColorShadeAlpha(TH_PANEL, 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)
{
}
/* ************** 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(but->type==PULLDOWN) 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 {
int theme= BIF_GetThemeValue(TH_BUT_DRAWTYPE);
switch(theme) {
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_SHADED:
default:
but->embossfunc= ui_draw_default;
but->sliderfunc= ui_default_slider;
break;
}
}
// note: if you want aligning, adapt the call uiBlockEndAlign in interface.c
}
void ui_draw_but(uiBut *but)
{
double value;
float x1, x2, y1, y2, fac;
if(but==NULL) return;
/* signal for frontbuf flush buttons and menus, not when normal drawing */
if(but->block->in_use) ui_block_set_flush(but->block, but);
switch (but->type) {
case NUMSLI:
case HSVSLI:
but->embossfunc(but->type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
ui_draw_text_icon(but);
x1= (but->x1+but->x2)/2;
x2= but->x2 - 5.0*but->aspect;
y1= but->y1 + 2.0*but->aspect;
y2= but->y2 - 2.0*but->aspect;
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);
break;
case SEPR:
// only background
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);
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(but);
break;
default:
but->embossfunc(but->type, but->themecol, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
ui_draw_text_icon(but);
}
}