Apply patch [#23779] Small cleanup with gl_roundbox*

By Luca Bonavita (mindrones)

The patch renames and moves gl_round_box, gl_round_box_shade and gl_round_box_vertical_shade to UI_interface.h, so the extern usages are not needed anymore.
This commit is contained in:
Nathan Letwory 2010-09-15 12:18:50 +00:00
parent d97d727d09
commit 2ac0a5637c
8 changed files with 33 additions and 45 deletions

@ -83,11 +83,6 @@
}
/* XXX */
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
/* *********************************************** */
/* Generic Functions (Type independent) */
@ -115,7 +110,7 @@ static void acf_generic_root_backdrop(bAnimContext *ac, bAnimListElem *ale, floa
/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
uiSetRoundBox((expanded)? (1):(1|8));
gl_round_box(GL_POLYGON, offset, yminc, v2d->cur.xmax+EXTRA_SCROLL_PAD, ymaxc, 8);
uiDrawBox(GL_POLYGON, offset, yminc, v2d->cur.xmax+EXTRA_SCROLL_PAD, ymaxc, 8);
}
@ -405,7 +400,7 @@ static void acf_summary_backdrop(bAnimContext *ac, bAnimListElem *ale, float ymi
* - special hack: make the top a bit higher, since we are first...
*/
uiSetRoundBox((1|8));
gl_round_box(GL_POLYGON, 0, yminc-2, v2d->cur.xmax+EXTRA_SCROLL_PAD, ymaxc, 8);
uiDrawBox(GL_POLYGON, 0, yminc-2, v2d->cur.xmax+EXTRA_SCROLL_PAD, ymaxc, 8);
}
/* name for summary entries */
@ -755,7 +750,7 @@ static void acf_group_backdrop(bAnimContext *ac, bAnimListElem *ale, float yminc
/* rounded corners on LHS only - top only when expanded, but bottom too when collapsed */
uiSetRoundBox((expanded)? (1):(1|8));
gl_round_box(GL_POLYGON, offset, yminc, v2d->cur.xmax+EXTRA_SCROLL_PAD, ymaxc, 8);
uiDrawBox(GL_POLYGON, offset, yminc, v2d->cur.xmax+EXTRA_SCROLL_PAD, ymaxc, 8);
}
/* name for group entries */

@ -250,6 +250,9 @@ int uiGetRoundBox(void);
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad);
void uiDrawMenuBox(float minx, float miny, float maxx, float maxy, short flag, short direction);
void uiDrawBoxShadow(unsigned char alpha, float minx, float miny, float maxx, float maxy);
void uiDrawBox(int mode, float minx, float miny, float maxx, float maxy, float rad);
void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight);
/* state for scrolldrawing */
#define UI_SCROLL_PRESSED 1

@ -48,6 +48,7 @@
#include "UI_interface.h"
/* own include */
#include "interface_intern.h"
#define UI_RB_ALPHA 16
@ -76,7 +77,7 @@ int uiGetRoundBox(void)
return roundboxtype;
}
void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad)
void uiDrawBox(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}};
@ -146,7 +147,7 @@ static void round_box_shade_col(float *col1, float *col2, float fac)
/* 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)
void uiDrawBoxShade(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}};
@ -253,7 +254,7 @@ void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy
/* 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)
void uiDrawBoxVerticalShade(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}};
@ -371,7 +372,7 @@ void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
@ -397,7 +398,7 @@ void uiRoundRectFakeAA(float minx, float miny, float maxx, float maxy, float rad
/* 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));
uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad+(i*raddiff));
}
glDisable( GL_BLEND );
@ -419,13 +420,13 @@ void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
}
/* solid part */
gl_round_box(GL_POLYGON, minx, miny, maxx, maxy, rad);
uiDrawBox(GL_POLYGON, minx, miny, maxx, maxy, rad);
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
gl_round_box(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
uiDrawBox(GL_LINE_LOOP, minx, miny, maxx, maxy, rad);
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
@ -710,7 +711,7 @@ static void draw_scope_end(rctf *rect, GLint *scissor)
/* outline */
glColor4f(0.f, 0.f, 0.f, 0.5f);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, rect->xmin-1, rect->ymin, rect->xmax+1, rect->ymax+1, 3.0f);
uiDrawBox(GL_LINE_LOOP, rect->xmin-1, rect->ymin, rect->xmax+1, rect->ymax+1, 3.0f);
}
void histogram_draw_one(float r, float g, float b, float alpha, float x, float y, float w, float h, float *data, int res)
@ -771,7 +772,7 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
glColor4f(1.f, 1.f, 1.f, 0.08f);
/* draw grid lines here */
@ -840,7 +841,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti *r
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
/* need scissor test, waveform can draw outside of boundary */
@ -1051,7 +1052,7 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, rcti
glColor4f(0.f, 0.f, 0.f, 0.3f);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
uiDrawBox(GL_POLYGON, rect.xmin-1, rect.ymin-1, rect.xmax+1, rect.ymax+1, 3.0f);
/* need scissor test, hvectorscope can draw outside of boundary */
glGetIntegerv(GL_VIEWPORT, scissor);
@ -1237,7 +1238,7 @@ void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
/* backdrop */
glColor3ubv((unsigned char*)wcol->inner);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
uiDrawBox(GL_POLYGON, rect->xmin, rect->ymin, rect->xmax, rect->ymax, 5.0f);
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
@ -1584,13 +1585,13 @@ void ui_dropshadow(rctf *rct, float radius, float aspect, int select)
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);
uiDrawBox(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);
uiDrawBox(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);

@ -440,10 +440,6 @@ extern void ui_draw_aligned_panel(struct ARegion *ar, struct uiStyle *style, uiB
/* interface_draw.c */
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
extern void gl_round_box_vertical_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadeLeft, float shadeRight);
void ui_draw_gradient(rcti *rect, float *rgb, int type, float alpha);
void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, struct uiWidgetColors *wcol, rcti *rect);

@ -64,9 +64,6 @@
#include "nla_intern.h" // own include
/* XXX */
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
/* *********************************************** */
/* Strips */
@ -347,7 +344,7 @@ static void nla_draw_strip (SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStr
/* draw 'inside' of strip itself */
glColor3fv(color);
uiSetRoundBox(15); /* all corners rounded */
gl_round_box_shade(GL_POLYGON, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1);
uiDrawBoxShade(GL_POLYGON, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1);
/* draw strip's control 'curves'
@ -373,7 +370,7 @@ static void nla_draw_strip (SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStr
setlinestyle(4);
/* draw outline */
gl_round_box_shade(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1);
uiDrawBoxShade(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1);
/* if action-clip strip, draw lines delimiting repeats too (in the same color as outline) */
if ((strip->type == NLASTRIP_TYPE_CLIP) && IS_EQ(strip->repeat, 1.0f)==0) {
@ -708,7 +705,7 @@ static void draw_nla_channel_list_gl (bAnimContext *ac, ListBase *anim_data, Vie
/* draw slightly shifted up vertically to look like it has more separtion from other channels,
* but we then need to slightly shorten it so that it doesn't look like it overlaps
*/
gl_round_box(GL_POLYGON, x+offset, yminc+NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc+NLACHANNEL_SKIP-1, 8);
uiDrawBox(GL_POLYGON, x+offset, yminc+NLACHANNEL_SKIP, (float)v2d->cur.xmax, ymaxc+NLACHANNEL_SKIP-1, 8);
/* clear group value, otherwise we cause errors... */
group = 0;

@ -67,7 +67,6 @@
// XXX interface.h
extern void ui_dropshadow(rctf *rct, float radius, float aspect, int select);
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void ui_draw_tria_icon(float x, float y, char dir);
void ED_node_changed_update(ID *id, bNode *node)
@ -749,7 +748,7 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
glEnable(GL_BLEND);
glColor4ub(200, 200, 200, 140);
uiSetRoundBox(15-4);
gl_round_box(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, BASIS_RAD);
glDisable(GL_BLEND);
}
@ -857,7 +856,7 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
if(node->flag & NODE_ACTIVE) {
glEnable(GL_BLEND);
glColor4ub(200, 200, 200, 140);
gl_round_box(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
uiDrawBox(GL_LINE_LOOP, rct->xmin, rct->ymin, rct->xmax, rct->ymax, hiddenrad);
glDisable(GL_BLEND);
}
@ -1009,18 +1008,18 @@ static void node_draw_group(const bContext *C, ARegion *ar, SpaceNode *snode, bN
glEnable(GL_BLEND);
uiSetRoundBox(3);
UI_ThemeColorShadeAlpha(TH_NODE_GROUP, 0, -70);
gl_round_box(GL_POLYGON, rect.xmin, rect.ymax, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
uiDrawBox(GL_POLYGON, rect.xmin, rect.ymax, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
/* backdrop body */
UI_ThemeColorShadeAlpha(TH_BACK, -8, -70);
uiSetRoundBox(12);
gl_round_box(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, BASIS_RAD);
uiDrawBox(GL_POLYGON, rect.xmin, rect.ymin, rect.xmax, rect.ymax, BASIS_RAD);
/* selection outline */
uiSetRoundBox(15);
glColor4ub(200, 200, 200, 140);
glEnable( GL_LINE_SMOOTH );
gl_round_box(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
uiDrawBox(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax+NODE_DY, BASIS_RAD);
glDisable( GL_LINE_SMOOTH );
glDisable(GL_BLEND);

@ -63,6 +63,7 @@
/* own include */
#include "sequencer_intern.h"
#define SEQ_LEFTHANDLE 1
#define SEQ_RIGHTHANDLE 2
@ -587,8 +588,6 @@ so wave file sample drawing precision is zoom adjusted
*/
static void draw_seq_strip(Scene *scene, ARegion *ar, SpaceSeq *sseq, Sequence *seq, int outline_tint, float pixelx)
{
// XXX
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
View2D *v2d= &ar->v2d;
float x1, x2, y1, y2;
char col[3], background_col[3], is_single_image;
@ -645,7 +644,7 @@ static void draw_seq_strip(Scene *scene, ARegion *ar, SpaceSeq *sseq, Sequence *
glLineStipple(1, 0x8888);
}
gl_round_box_shade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
uiDrawBoxShade(GL_LINE_LOOP, x1, y1, x2, y2, 0.0, 0.1, 0.0);
if (seq->flag & SEQ_MUTE) {
glDisable(GL_LINE_STIPPLE);
@ -684,7 +683,6 @@ void set_special_seq_update(int val)
void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq, int cfra, int frame_ofs)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
struct Main *bmain= CTX_data_main(C);
struct ImBuf *ibuf = 0;
struct ImBuf *scope = 0;
@ -845,7 +843,7 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

@ -974,7 +974,6 @@ static void drawviewborder_flymode(ARegion *ar)
static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
{
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c
float fac, a;
float x1, x2, y1, y2;
float x1i, x2i, y1i, y2i;
@ -1061,7 +1060,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
uiSetRoundBox(15);
gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
uiDrawBox(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
}
setlinestyle(0);