float ufac = UI_UNIT_X / 20.0f;
uiSetRoundBox(UI_CNR_ALL);
- glColor4ub(255, 255, 255, 100);
- uiRoundBox((float) *offsx - 1.5f * ufac,
- (float)ys + 2.0f * ufac,
- (float)*offsx + UI_UNIT_X - 3.0f * ufac,
+ glColor4ub(255, 255, 255, 128);
+ uiRoundBox((float) *offsx - 1.0f * ufac,
+ (float)ys + 1.0f * ufac,
+ (float)*offsx + UI_UNIT_X - 1.0f * ufac,
(float)ys + UI_UNIT_Y - 1.0f * ufac,
(float)UI_UNIT_Y / 2.0f - 2.0f * ufac);
glEnable(GL_BLEND); /* roundbox disables */
if (*starty + 2 * UI_UNIT_Y >= ar->v2d.cur.ymin && *starty <= ar->v2d.cur.ymax) {
int xmax = ar->v2d.cur.xmax;
+ unsigned char alpha = 128;
/* icons can be ui buts, we don't want it to overlap with restrict */
if ((soops->flag & SO_HIDE_RESTRICTCOLS) == 0)
{
char col[4];
UI_GetThemeColorType4ubv(TH_MATCH, SPACE_OUTLINER, col);
- col[3] = 100;
+ col[3] = alpha;
glColor4ubv((GLubyte *)col);
glRecti(startx, *starty + 1, ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
}
/* colors for active/selected data */
if (tselem->type == 0) {
+
if (te->idcode == ID_SCE) {
if (tselem->id == (ID *)scene) {
- glColor4ub(255, 255, 255, 100);
+ glColor4ub(255, 255, 255, alpha);
active = 2;
}
}
if (group_select_flag(gr)) {
char col[4];
UI_GetThemeColorType4ubv(TH_SELECT, SPACE_VIEW3D, col);
- col[3] = 100;
+ col[3] = alpha;
glColor4ubv((GLubyte *)col);
active = 2;
if (ob == OBACT) {
if (ob->flag & SELECT) {
UI_GetThemeColorType4ubv(TH_ACTIVE, SPACE_VIEW3D, col);
- col[3] = 100;
+ col[3] = alpha;
}
active = 1; /* means it draws white text */
}
else if (ob->flag & SELECT) {
UI_GetThemeColorType4ubv(TH_SELECT, SPACE_VIEW3D, col);
- col[3] = 100;
+ col[3] = alpha;
}
glColor4ubv((GLubyte *)col);
}
else if (scene->obedit && scene->obedit->data == tselem->id) {
- glColor4ub(255, 255, 255, 100);
+ glColor4ub(255, 255, 255, alpha);
active = 2;
}
else {
if (tree_element_active(C, scene, soops, te, 0)) {
- glColor4ub(220, 220, 255, 100);
+ glColor4ub(220, 220, 255, alpha);
active = 2;
}
}
}
else {
if (tree_element_type_active(NULL, scene, soops, te, tselem, 0) ) active = 2;
- glColor4ub(220, 220, 255, 100);
+ glColor4ub(220, 220, 255, alpha);
}
/* active circle */
if (active) {
uiSetRoundBox(UI_CNR_ALL);
- uiRoundBox((float)startx + UI_UNIT_X - 1.5f * ufac,
- (float)*starty + 2.0f * ufac,
- (float)startx + 2.0f * UI_UNIT_X - 3.0f * ufac,
+ uiRoundBox((float)startx + UI_UNIT_X - 1.0f * ufac,
+ (float)*starty + 1.0f * ufac,
+ (float)startx + 2.0f * UI_UNIT_X - 1.0f * ufac,
(float)*starty + UI_UNIT_Y - 1.0f * ufac,
UI_UNIT_Y / 2.0f - 2.0f * ufac);
glEnable(GL_BLEND); /* roundbox disables it */