Cleanup: naming (make it clear vars are squared)
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@@ -1104,10 +1104,13 @@ void ED_screen_set_subwinactive(bContext *C, const wmEvent *event)
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int oldswin = scr->subwinactive;
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for (sa = scr->areabase.first; sa; sa = sa->next) {
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if (event->x > sa->totrct.xmin && event->x < sa->totrct.xmax)
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if (event->y > sa->totrct.ymin && event->y < sa->totrct.ymax)
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if (NULL == ED_area_actionzone_refresh_xy(sa, &event->x))
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if (event->x > sa->totrct.xmin && event->x < sa->totrct.xmax) {
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if (event->y > sa->totrct.ymin && event->y < sa->totrct.ymax) {
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if (NULL == ED_area_actionzone_refresh_xy(sa, &event->x)) {
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break;
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}
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}
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}
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}
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if (sa) {
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/* make overlap active when mouse over */
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@@ -673,10 +673,10 @@ static AZone *area_actionzone_refresh_xy(ScrArea *sa, const int xy[2], const boo
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if (BLI_rcti_isect_pt_v(&az->rect, xy)) {
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if (az->type == AZONE_AREA) {
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/* no triangle intersect but a hotspot circle based on corner */
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int radius = (xy[0] - az->x1) * (xy[0] - az->x1) + (xy[1] - az->y1) * (xy[1] - az->y1);
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if (radius <= AZONESPOT * AZONESPOT)
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int radius_sq = SQUARE(xy[0] - az->x1) + SQUARE(xy[1] - az->y1);
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if (radius_sq <= SQUARE(AZONESPOT)) {
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break;
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}
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}
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else if (az->type == AZONE_REGION) {
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break;
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@@ -692,26 +692,23 @@ static AZone *area_actionzone_refresh_xy(ScrArea *sa, const int xy[2], const boo
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}
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}
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else {
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int mouse_radius, spot_radius, fadein_radius, fadeout_radius;
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fullscreen_click_rcti_init(&click_rect, az->x1, az->y1, az->x2, az->y2);
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if (click_isect) {
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az->alpha = 1.0f;
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}
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else {
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mouse_radius = (xy[0] - az->x2) * (xy[0] - az->x2) + (xy[1] - az->y2) * (xy[1] - az->y2);
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spot_radius = AZONESPOT * AZONESPOT;
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fadein_radius = AZONEFADEIN * AZONEFADEIN;
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fadeout_radius = AZONEFADEOUT * AZONEFADEOUT;
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const int mouse_sq = SQUARE(xy[0] - az->x2) + SQUARE(xy[1] - az->y2);
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const int spot_sq = SQUARE(AZONESPOT);
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const int fadein_sq = SQUARE(AZONEFADEIN);
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const int fadeout_sq = SQUARE(AZONEFADEOUT);
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if (mouse_radius < spot_radius) {
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if (mouse_sq < spot_sq) {
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az->alpha = 1.0f;
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}
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else if (mouse_radius < fadein_radius) {
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else if (mouse_sq < fadein_sq) {
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az->alpha = 1.0f;
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}
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else if (mouse_radius < fadeout_radius) {
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az->alpha = 1.0f - ((float)(mouse_radius - fadein_radius)) / ((float)(fadeout_radius - fadein_radius));
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else if (mouse_sq < fadeout_sq) {
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az->alpha = 1.0f - ((float)(mouse_sq - fadein_sq)) / ((float)(fadeout_sq - fadein_sq));
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}
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else {
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az->alpha = 0.0f;
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