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blender-archive/source/blender/src/interface_draw.c
2004-11-30 13:06:00 +00:00

1796 lines
44 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>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_vec_types.h"
#include "BKE_blender.h"
#include "BKE_utildefines.h"
#include "BKE_global.h"
#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_butspace.h"
#include "BIF_language.h"
#include "BSE_view.h"
#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);
}
/* ************** 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 ************* */
static void ui_draw_icon(uiBut *but, BIFIconID icon)
{
void BIF_icon_pos(float xs, float ys);
int blend= 0;
float xs=0, ys=0;
// this icon doesn't need draw...
if(icon==ICON_BLANK1) return;
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+4.0;
}
else {
xs= but->x1+6.0;
}
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
if(but->flag & UI_ICON_RIGHT) {
xs= but->x2-17.0;
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) {
xs= (but->x1+but->x2- BIF_get_icon_width(icon))/2.0;
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
glRasterPos2f(xs, ys);
// BIF_icon_pos(xs, ys);
if(but->aspect>1.1) glPixelZoom(1.0/but->aspect, 1.0/but->aspect);
else if(but->aspect<0.9) glPixelZoom(1.0/but->aspect, 1.0/but->aspect);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* calculate blend color */
if ELEM4(but->type, ICONTOG, TOG, ROW, TOGN) {
if(but->flag & UI_SELECT);
else if(but->flag & UI_ACTIVE);
else blend= -60;
}
BIF_draw_icon_blended(icon, but->themecol, blend);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
glPixelZoom(1.0, 1.0);
}
/* ************** 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 );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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 );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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 );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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)))) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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)))) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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 );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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)
{
x1+= asp;
x2-= asp;
y1+= asp;
y2-= 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)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_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);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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 );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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;
/* check for button text label */
if (but->type == ICONTEXTROW) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
else {
// text button cursor
if(but->pos != -1) {
short t, pos, ch;
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+3, but->y2-2);
}
}
if(but->drawstr[0]!=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+24.0;
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;
}
/* text color, with pulldown item exception */
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);
}
}
/* tog3 button exception */
if(but->type==TOG3 && (but->flag & UI_SELECT)) {
int ok= 0;
if( but->pointype==CHA ) {
if( BTST( *(but->poin+2), but->bitnr )) ok= 1;
}
else if( but->pointype ==SHO ) {
short *sp= (short *)but->poin;
if( BTST( sp[1], but->bitnr )) ok= 1;
}
ui_tog3_invert(but->x1,but->y1,but->x2,but->y2, ok);
if (ok) glColor3ub(255, 255, 0);
}
/* 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);
BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & USER_TR_BUTTONS));
/* 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));
}
/* 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->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 {
int theme= BIF_GetThemeValue(TH_BUT_DRAWTYPE);
// and the themes
if(theme==1) {
but->embossfunc= ui_draw_default;
but->sliderfunc= ui_default_slider;
}
else if(theme==2) {
but->embossfunc= ui_draw_round;
}
else if(theme==3) {
but->embossfunc= ui_draw_oldskool;
}
else {
but->embossfunc= ui_draw_minimal;
}
}
// 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;
case LINK:
case INLINK:
ui_draw_icon(but, but->icon);
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);
}
}