extern const unsigned char stipple_quarttone[128];
extern const unsigned char stipple_diag_stripes_pos[128];
extern const unsigned char stipple_diag_stripes_neg[128];
+extern const unsigned char stipple_checker_8px[128];
/**
* Draw a lined (non-looping) arc with the given
#define UI_LAYOUT_MENU 2
#define UI_LAYOUT_TOOLBAR 3
-#define UI_UNIT_X U.widget_unit
-#define UI_UNIT_Y U.widget_unit
+#define UI_UNIT_X ((void)0, U.widget_unit)
+#define UI_UNIT_Y ((void)0, U.widget_unit)
#define UI_LAYOUT_ALIGN_EXPAND 0
#define UI_LAYOUT_ALIGN_LEFT 1
#define UI_LAYOUT_OP_SHOW_TITLE 1
#define UI_LAYOUT_OP_SHOW_EMPTY 2
+/* used for transp checkers */
+#define UI_ALPHA_CHECKER_DARK 100
+#define UI_ALPHA_CHECKER_LIGHT 160
+
/* flags to set which corners will become rounded:
*
* 1------2
/* first background, to show tranparency */
- glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
+ glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glEnable(GL_POLYGON_STIPPLE);
- glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
- glPolygonStipple(checker_stipple_sml);
+ glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
+ glPolygonStipple(stipple_checker_8px);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glDisable(GL_POLYGON_STIPPLE);
void ui_draw_menu_item(struct uiFontStyle *fstyle, rcti *rect, const char *name, int iconid, int state, bool use_sep);
void ui_draw_preview_item(struct uiFontStyle *fstyle, rcti *rect, const char *name, int iconid, int state);
-extern const unsigned char checker_stipple_sml[32 * 32 / 8];
-/* used for transp checkers */
-#define UI_TRANSP_DARK 100
-#define UI_TRANSP_LIGHT 160
-
#define UI_TEXT_MARGIN_X 0.4f
/* interface_style.c */
{3, 2, 4}, {3, 4, 5}, {1, 0, 3}, {0, 2, 3}
};
-GLubyte const checker_stipple_sml[32 * 32 / 8] =
-{
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
-};
-
/* ************************************************* */
void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3)
float x_mid = 0.0f; /* used for dumb clamping of values */
/* dark checkers */
- glColor4ub(UI_TRANSP_DARK, UI_TRANSP_DARK, UI_TRANSP_DARK, 255);
+ glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
glDrawArrays(GL_POLYGON, 0, wtb->totvert);
/* light checkers */
glEnable(GL_POLYGON_STIPPLE);
- glColor4ub(UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, UI_TRANSP_LIGHT, 255);
- glPolygonStipple(checker_stipple_sml);
+ glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
+ glPolygonStipple(stipple_checker_8px);
glVertexPointer(2, GL_FLOAT, 0, wtb->inner_v);
glDrawArrays(GL_POLYGON, 0, wtb->totvert);
0x0f, 0xf0, 0x0f, 0xf0, 0x1f, 0xe0, 0x1f, 0xe0,
0x3f, 0xc0, 0x3f, 0xc0, 0x7f, 0x80, 0x7f, 0x80};
+const GLubyte stipple_checker_8px[128] = {
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
+ 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
+
void fdrawbezier(float vec[4][3])
{
{
unsigned char col1[4] = {40, 40, 40}, col2[4] = {50, 50, 50};
- GLubyte checker_stipple[32 * 32 / 8] = {
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
- 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
-
glColor3ubv(col1);
glRectf(x1, y1, x2, y2);
glColor3ubv(col2);
glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(checker_stipple);
+ glPolygonStipple(stipple_checker_8px);
glRectf(x1, y1, x2, y2);
glDisable(GL_POLYGON_STIPPLE);
}
void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_default_view, int channels, int x, int y,
const unsigned char cp[4], const float fp[4], const float linearcol[4], int *zp, float *zpf)
{
+ rcti color_rect;
char str[256];
int dx = 6;
const int dy = 0.3f * UI_UNIT_Y;
}
glDisable(GL_BLEND);
- glColor3fv(finalcol);
dx += 0.25f * UI_UNIT_X;
- glBegin(GL_QUADS);
- glVertex2f(dx, 0.15f * UI_UNIT_Y);
- glVertex2f(dx, 0.85f * UI_UNIT_Y);
- glVertex2f(dx + 1.5f * UI_UNIT_X, 0.85 * UI_UNIT_Y);
- glVertex2f(dx + 1.5f * UI_UNIT_X, 0.15f * UI_UNIT_Y);
- glEnd();
+
+ BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y);
+
+ if (channels == 4) {
+ rcti color_rect_half;
+ int color_quater_x, color_quater_y;
+
+ color_rect_half = color_rect;
+ color_rect_half.xmax = BLI_rcti_cent_x(&color_rect);
+ glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
+
+ color_rect_half = color_rect;
+ color_rect_half.xmin = BLI_rcti_cent_x(&color_rect);
+
+ color_quater_x = BLI_rcti_cent_x(&color_rect_half);
+ color_quater_y = BLI_rcti_cent_y(&color_rect_half);
+
+ glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
+ glRecti(color_rect_half.xmin, color_rect_half.ymin, color_rect_half.xmax, color_rect_half.ymax);
+
+ glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
+ glRecti(color_quater_x, color_quater_y, color_rect_half.xmax, color_rect_half.ymax);
+ glRecti(color_rect_half.xmin, color_rect_half.ymin, color_quater_x, color_quater_y);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4f(UNPACK3(finalcol), fp ? fp[3] : (cp[3] / 255.0f));
+ glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
+ glDisable(GL_BLEND);
+ }
+ else {
+ glColor3fv(finalcol);
+ glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
+ }
/* draw outline */
glColor3ub(128, 128, 128);
- glBegin(GL_LINE_LOOP);
- glVertex2f(dx, 0.15f * UI_UNIT_Y);
- glVertex2f(dx, 0.85f * UI_UNIT_Y);
- glVertex2f(dx + 1.5f * UI_UNIT_X, 0.85f * UI_UNIT_Y);
- glVertex2f(dx + 1.5f * UI_UNIT_X, 0.15f * UI_UNIT_Y);
- glEnd();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glRecti(color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
dx += 1.75f * UI_UNIT_X;