Files
test2/source/blender/editors/interface/interface_draw.c
Ton Roosendaal 4e81404d7e 2.5
Grand cleanup: 
- removal of FTF and ftfont dir
- removal of text.c which wrapped it
- wrapped old text drawing code temporarily, need to decide how 'style'
  will behave per editor when you draw strings outside interface code.... 
  wouldn't be very useful to set fonts locally all over?
2009-04-10 16:30:28 +00:00

1142 lines
27 KiB
C

/**
* $Id: interface_draw.c 15733 2008-07-24 09:23:13Z aligorith $
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "DNA_color_types.h"
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "BLI_arithb.h"
#include "BKE_colortools.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "interface_intern.h"
#define UI_RB_ALPHA 16
#define UI_DISABLED_ALPHA_OFFS -160
static int roundboxtype= 15;
void uiSetRoundBox(int type)
{
/* Not sure the roundbox function is the best place to change this
* if this is undone, its not that big a deal, only makes curves edges
* square for the */
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) == TH_MINIMAL)
roundboxtype= 0;
else
roundboxtype= type;
/* flags to set which corners will become rounded:
1------2
| |
8------4
*/
}
int uiGetRoundBox(void)
{
if (ELEM3(UI_GetThemeValue(TH_BUT_DRAWTYPE), TH_MINIMAL, TH_SHADED, TH_OLDSKOOL))
return 0;
else
return roundboxtype;
}
void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
glBegin(mode);
/* start with corner right-bottom */
if(roundboxtype & 4) {
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
glVertex2f(maxx, miny+rad);
}
else glVertex2f(maxx, miny);
/* corner right-top */
if(roundboxtype & 2) {
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
glVertex2f(maxx-rad, maxy);
}
else glVertex2f(maxx, maxy);
/* corner left-top */
if(roundboxtype & 1) {
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
glVertex2f(minx, maxy-rad);
}
else glVertex2f(minx, maxy);
/* corner left-bottom */
if(roundboxtype & 8) {
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
glVertex2f(minx+rad, miny);
}
else glVertex2f(minx, miny);
glEnd();
}
static void round_box_shade_col(float *col1, float *col2, float fac)
{
float col[3];
col[0]= (fac*col1[0] + (1.0-fac)*col2[0]);
col[1]= (fac*col1[1] + (1.0-fac)*col2[1]);
col[2]= (fac*col1[2] + (1.0-fac)*col2[2]);
glColor3fv(col);
}
/* linear horizontal shade within button or in outline */
/* view2d scrollers use it */
void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
float div= maxy-miny;
float coltop[3], coldown[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0]= color[0]+shadetop; if(coltop[0]>1.0) coltop[0]= 1.0;
coltop[1]= color[1]+shadetop; if(coltop[1]>1.0) coltop[1]= 1.0;
coltop[2]= color[2]+shadetop; if(coltop[2]>1.0) coltop[2]= 1.0;
coldown[0]= color[0]+shadedown; if(coldown[0]<0.0) coldown[0]= 0.0;
coldown[1]= color[1]+shadedown; if(coldown[1]<0.0) coldown[1]= 0.0;
coldown[2]= color[2]+shadedown; if(coldown[2]<0.0) coldown[2]= 0.0;
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
glShadeModel(GL_SMOOTH);
glBegin(mode);
}
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, vec[a][1]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-rad+vec[a][1])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (div-vec[a][1])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(coltop, coldown, (div-rad)/div);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(coltop, coldown, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(coltop, coldown, rad/div);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(coltop, coldown, (rad-vec[a][1])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(coltop, coldown, 0.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
float div= maxx-minx;
float colLeft[3], colRight[3], color[4];
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
colLeft[0]= color[0]+shadeLeft; if(colLeft[0]>1.0) colLeft[0]= 1.0;
colLeft[1]= color[1]+shadeLeft; if(colLeft[1]>1.0) colLeft[1]= 1.0;
colLeft[2]= color[2]+shadeLeft; if(colLeft[2]>1.0) colLeft[2]= 1.0;
colRight[0]= color[0]+shadeRight; if(colRight[0]<0.0) colRight[0]= 0.0;
colRight[1]= color[1]+shadeRight; if(colRight[1]<0.0) colRight[1]= 0.0;
colRight[2]= color[2]+shadeRight; if(colRight[2]<0.0) colRight[2]= 0.0;
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
glShadeModel(GL_SMOOTH);
glBegin(mode);
}
/* start with corner right-bottom */
if(roundboxtype & 4) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx-rad, miny);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, vec[a][0]/div);
glVertex2f(maxx-rad+vec[a][0], miny+vec[a][1]);
}
round_box_shade_col(colLeft, colRight, rad/div);
glVertex2f(maxx, miny+rad);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, miny);
}
/* corner right-top */
if(roundboxtype & 2) {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy-rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad-vec[a][0])/div);
glVertex2f(maxx-vec[a][1], maxy-rad+vec[a][0]);
}
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(maxx-rad, maxy);
}
else {
round_box_shade_col(colLeft, colRight, 0.0);
glVertex2f(maxx, maxy);
}
/* corner left-top */
if(roundboxtype & 1) {
round_box_shade_col(colLeft, colRight, (div-rad)/div);
glVertex2f(minx+rad, maxy);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (div-rad+vec[a][0])/div);
glVertex2f(minx+rad-vec[a][0], maxy-vec[a][1]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy-rad);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, maxy);
}
/* corner left-bottom */
if(roundboxtype & 8) {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny+rad);
for(a=0; a<7; a++) {
round_box_shade_col(colLeft, colRight, (vec[a][0])/div);
glVertex2f(minx+vec[a][1], miny+rad-vec[a][0]);
}
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx+rad, miny);
}
else {
round_box_shade_col(colLeft, colRight, 1.0);
glVertex2f(minx, miny);
}
glEnd();
glShadeModel(GL_FLAT);
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
}
/* set antialias line */
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
}
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* plain fake antialiased unfilled round rectangle */
void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad, float asp)
{
float color[4], alpha;
float raddiff;
int i, passes=4;
/* get the colour and divide up the alpha */
glGetFloatv(GL_CURRENT_COLOR, color);
alpha = 1; //color[3];
color[3]= 0.5*alpha/(float)passes;
glColor4fv(color);
/* set the 'jitter amount' */
raddiff = (1/(float)passes) * asp;
glEnable( GL_BLEND );
/* draw lots of lines on top of each other */
for (i=passes; i>=(-passes); i--) {
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
}
glDisable( GL_BLEND );
color[3] = alpha;
glColor4fv(color);
}
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
}
/* solid part */
gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad);
/* set antialias line */
if (UI_GetThemeValue(TH_BUT_DRAWTYPE) != TH_MINIMAL) {
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
}
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* ************** generic embossed rect, for window sliders etc ************* */
/* text_draw.c uses this */
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);
}
/* ************** TEXT AND ICON DRAWING FUNCTIONS ************* */
#if 0
#ifdef INTERNATIONAL
static void ui_draw_but_CHARTAB(uiBut *but)
{
/* XXX 2.50 bad global access */
/* 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);
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);
UI_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);
}
/* resets the font size */
if(G.ui_international == TRUE)
{
uiSetCurFont(but->block, UI_HELV);
}
}
#endif // INTERNATIONAL
#endif
void ui_draw_but_COLORBAND(uiBut *but)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float dx, v3[2], v1[2], v2[2], v1a[2], v2a[2];
int a;
coba= (ColorBand *)(but->editcoba? but->editcoba: but->poin);
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;
v1a[1]= y1+0.25*sizey;
v2[1]= y1+0.5*sizey;
v2a[1]= y1+0.75*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]=v1a[0]=v2a[0]= x1+ cbd->pos*sizex;
if(a==coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
/* glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
*/
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
}
glEnd();
}
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 */
UI_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();
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but)
{
CurveMapping *cumap;
CurveMap *cuma;
CurveMapPoint *cmp;
float fx, fy, dx, dy, fac[2], zoomx, zoomy, offsx, offsy;
GLint scissor[4];
int a;
cumap= (CurveMapping *)(but->editcumap? but->editcumap: but->poin);
cuma= cumap->cm+cumap->cur;
/* need scissor test, curve can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
fx= but->x1; fy= but->y1;
ui_block_to_window_fl(ar, but->block, &fx, &fy);
dx= but->x2; dy= but->y2;
ui_block_to_window_fl(ar, but->block, &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) {
UI_ThemeColorShade(TH_BUT_NEUTRAL, -20);
glRectf(but->x1, but->y1, but->x2, but->y2);
UI_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 {
UI_ThemeColor(TH_BUT_NEUTRAL);
glRectf(but->x1, but->y1, but->x2, but->y2);
}
/* grid, every .25 step */
UI_ThemeColorShade(TH_BUT_NEUTRAL, -16);
ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 0.25f);
/* grid, every 1.0 step */
UI_ThemeColorShade(TH_BUT_NEUTRAL, -24);
ui_draw_but_curve_grid(but, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
UI_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();
/* cfra option */
/* XXX 2.48
if(cumap->flag & CUMA_DRAW_CFRA) {
glColor3ub(0x60, 0xc0, 0x40);
glBegin(GL_LINES);
glVertex2f(but->x1 + zoomx*(cumap->sample[0]-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(cumap->sample[0]-offsx), but->y2);
glEnd();
}*/
/* sample option */
/* XXX 2.48
* if(cumap->flag & CUMA_DRAW_SAMPLE) {
if(cumap->cur==3) {
float lum= cumap->sample[0]*0.35f + cumap->sample[1]*0.45f + cumap->sample[2]*0.2f;
glColor3ub(240, 240, 240);
glBegin(GL_LINES);
glVertex2f(but->x1 + zoomx*(lum-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(lum-offsx), but->y2);
glEnd();
}
else {
if(cumap->cur==0)
glColor3ub(240, 100, 100);
else if(cumap->cur==1)
glColor3ub(100, 240, 100);
else
glColor3ub(100, 100, 240);
glBegin(GL_LINES);
glVertex2f(but->x1 + zoomx*(cumap->sample[cumap->cur]-offsx), but->y1);
glVertex2f(but->x1 + zoomx*(cumap->sample[cumap->cur]-offsx), but->y2);
glEnd();
}
}*/
/* the curve */
UI_ThemeColorBlend(TH_TEXT, TH_BUT_NEUTRAL, 0.35);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
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();
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
/* 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)
UI_ThemeColor(TH_TEXT_HI);
else
UI_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 */
UI_ThemeColor(TH_BUT_OUTLINE);
fdrawbox(but->x1, but->y1, but->x2, but->y2);
}
void ui_draw_roundbox(uiBut *but)
{
glEnable(GL_BLEND);
UI_ThemeColorShadeAlpha(but->themecol, but->a2, but->a2);
uiSetRoundBox(but->a1);
gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, but->hardmin);
glDisable(GL_BLEND);
}
/* ****************************************************** */
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-0.3*shadsize);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx+shadsize, maxy-0.75*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+0.3*shadsize, miny);
glVertex2f(maxx, miny);
glColor4ub(0, 0, 0, 0);
glVertex2f(maxx, miny-shadsize);
glVertex2f(minx+0.5*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, 11.0, (20*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 7.0, (40*alpha)>>8);
ui_shadowbox(minx, miny, maxx, maxy, 5.0, (80*alpha)>>8);
}
void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
{
float rad;
float a;
char alpha= 2;
glEnable(GL_BLEND);
if(radius > (rct->ymax-rct->ymin-10.0f)/2.0f)
rad= (rct->ymax-rct->ymin-10.0f)/2.0f;
else
rad= radius;
if(select) a= 12.0f*aspect; else a= 12.0f*aspect;
for(; a>0.0f; a-=aspect) {
/* alpha ranges from 2 to 20 or so */
glColor4ub(0, 0, 0, alpha);
alpha+= 2;
gl_round_box(GL_POLYGON, rct->xmin - a, rct->ymin - a, rct->xmax + a, rct->ymax-10.0f + a, rad+a);
}
/* outline emphasis */
glEnable( GL_LINE_SMOOTH );
glColor4ub(0, 0, 0, 100);
gl_round_box(GL_LINE_LOOP, rct->xmin-0.5f, rct->ymin-0.5f, rct->xmax+0.5f, rct->ymax+0.5f, radius);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);
}