Cleanup: remove unused UI_draw_roundbox_shade_y function
Marked unused 2017 f69678482c849d873b9686cd6068946205db7c2b) Remove since this remains unused, split from D10189 to allow reverting if we ever need it back.
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@ -456,15 +456,6 @@ void UI_draw_roundbox_4fv_ex(float minx,
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#if 0 /* unused */
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int UI_draw_roundbox_corner_get(void);
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void UI_draw_roundbox_shade_y(bool filled,
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float minx,
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float miny,
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float maxx,
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float maxy,
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float rad,
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float shadeleft,
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float shaderight,
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const float col[4]);
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#endif
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void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy);
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@ -540,137 +540,6 @@ void UI_draw_roundbox_shade_x(bool filled,
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GPU_blend(GPU_BLEND_NONE);
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}
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#if 0 /* unused */
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/* linear vertical shade within button or in outline */
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_y(bool filled,
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float minx,
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float miny,
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float maxx,
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float maxy,
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float rad,
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float shadeleft,
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float shaderight,
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const float col[4])
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{
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float vec[7][2] = {
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{0.195, 0.02},
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{0.383, 0.067},
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{0.55, 0.169},
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{0.707, 0.293},
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{0.831, 0.45},
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{0.924, 0.617},
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{0.98, 0.805},
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};
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const float div = maxx - minx;
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const float idiv = 1.0f / div;
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float colLeft[3], colRight[3];
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int vert_count = 0;
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int a;
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/* mult */
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for (a = 0; a < 7; a++) {
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mul_v2_fl(vec[a], rad);
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}
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
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/* 'shade' defines strength of shading */
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colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
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colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
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colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
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colRight[0] = max_ff(0.0f, col[0] + shaderight);
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colRight[1] = max_ff(0.0f, col[1] + shaderight);
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colRight[2] = max_ff(0.0f, col[2] + shaderight);
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vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
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vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
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immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_count);
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/* start with corner right-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx - rad, miny);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
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immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
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}
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round_box_shade_col(color, colLeft, colRight, rad * idiv);
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immVertex2f(pos, maxx, miny + rad);
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}
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else {
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx, miny);
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}
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/* corner right-top */
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if (roundboxtype & UI_CNR_TOP_RIGHT) {
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx, maxy - rad);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
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immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
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}
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round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
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immVertex2f(pos, maxx - rad, maxy);
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}
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else {
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round_box_shade_col(color, colLeft, colRight, 0.0);
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immVertex2f(pos, maxx, maxy);
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}
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/* corner left-top */
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if (roundboxtype & UI_CNR_TOP_LEFT) {
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round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
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immVertex2f(pos, minx + rad, maxy);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
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immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
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}
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, maxy - rad);
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}
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else {
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, maxy);
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}
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/* corner left-bottom */
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if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, miny + rad);
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for (a = 0; a < 7; a++) {
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round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
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immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
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}
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx + rad, miny);
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}
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else {
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round_box_shade_col(color, colLeft, colRight, 1.0);
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immVertex2f(pos, minx, miny);
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}
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immEnd();
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immUnbindProgram();
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}
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#endif /* unused */
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void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
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{
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const int ofs_y = 4 * U.pixelsize;
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