static void datadropper_draw_cb(const struct bContext *C, ARegion *ar, void *arg)
{
	DataDropper *ddr = arg;
	int width;
	const char *name = ddr->name;
	wmWindow *win = CTX_wm_window(C);
	int x = win->eventstate->x;
	int y = win->eventstate->y;

	if ((name[0] == '\0') ||
	    (BLI_rcti_isect_pt(&ar->winrct, x, y) == false))
	{
		return;
	}

	width = UI_GetStringWidth(name);
	x = x - ar->winrct.xmin;
	y = y - ar->winrct.ymin;

	y += 20;

	glColor4ub(0, 0, 0, 50);

	uiSetRoundBox(UI_CNR_ALL | UI_RB_ALPHA);
	uiRoundBox(x, y, x + width + 8, y + 15, 4);

	glColor4ub(255, 255, 255, 255);
	UI_DrawString(x + 4, y + 4, name);
}
Esempio n. 2
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static void wm_drop_operator_draw(char *name, int x, int y)
{
	int width= UI_GetStringWidth(name);
	
	glColor4ub(0, 0, 0, 50);
	
	uiSetRoundBox(UI_CNR_ALL | UI_RB_ALPHA);
	uiRoundBox(x, y, x + width + 8, y + 15, 4);
	
	glColor4ub(255, 255, 255, 255);
	UI_DrawString(x+4, y+4, name);
}
Esempio n. 3
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static void draw_textscroll(SpaceText *st, rcti *scroll, rcti *back)
{
	bTheme *btheme = UI_GetTheme();
	uiWidgetColors wcol = btheme->tui.wcol_scroll;
	unsigned char col[4];
	float rad;
	
	UI_ThemeColor(TH_BACK);
	glRecti(back->xmin, back->ymin, back->xmax, back->ymax);

	uiWidgetScrollDraw(&wcol, scroll, &st->txtbar, (st->flags & ST_SCROLL_SELECT) ? UI_SCROLL_PRESSED : 0);

	uiSetRoundBox(UI_CNR_ALL);
	rad = 0.4f * min_ii(BLI_rcti_size_x(&st->txtscroll), BLI_rcti_size_y(&st->txtscroll));
	UI_GetThemeColor3ubv(TH_HILITE, col);
	col[3] = 48;
	glColor4ubv(col);
	glEnable(GL_BLEND);
	uiRoundBox(st->txtscroll.xmin + 1, st->txtscroll.ymin, st->txtscroll.xmax - 1, st->txtscroll.ymax, rad);
	glDisable(GL_BLEND);
}
Esempio n. 4
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static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg)
{
	Scene *scene = CTX_data_scene(C);
	UnitSettings *unit = &scene->unit;
	RulerItem *ruler_item;
	RulerInfo *ruler_info = arg;
	RegionView3D *rv3d = ruler_info->ar->regiondata;
//	ARegion *ar = ruler_info->ar;
	const float cap_size = 4.0f;
	const float bg_margin = 4.0f * U.pixelsize;
	const float bg_radius = 4.0f * U.pixelsize;
	const float arc_size = 64.0f * U.pixelsize;
#define ARC_STEPS 24
	const int arc_steps = ARC_STEPS;
	int i;
	//unsigned int color_act = 0x666600;
	unsigned int color_act = 0xffffff;
	unsigned int color_base = 0x0;
	unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
	unsigned char color_text[3];
	unsigned char color_wire[3];

	/* anti-aliased lines for more consistent appearance */
	glEnable(GL_LINE_SMOOTH);

	BLF_enable(blf_mono_font, BLF_ROTATION);
	BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi);
	BLF_rotation(blf_mono_font, 0.0f);

	UI_GetThemeColor3ubv(TH_TEXT, color_text);
	UI_GetThemeColor3ubv(TH_WIRE, color_wire);

	for (ruler_item = ruler_info->items.first, i = 0; ruler_item; ruler_item = ruler_item->next, i++) {
		const bool is_act = (i == ruler_info->item_active);
		float dir_ruler[2];
		float co_ss[3][2];
		int j;

		/* should these be checked? - ok for now not to */
		for (j = 0; j < 3; j++) {
			ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
		}

		glEnable(GL_BLEND);

		cpack(is_act ? color_act : color_base);

		if (ruler_item->flag & RULERITEM_USE_ANGLE) {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j++) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			cpack(0xaaaaaa);
			setlinestyle(3);
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j++) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			setlinestyle(0);

			/* arc */
			{
				float dir_tmp[3];
				float co_tmp[3];
				float arc_ss_coords[ARC_STEPS + 1][2];

				float dir_a[3];
				float dir_b[3];
				float quat[4];
				float axis[3];
				float angle;
				const float px_scale = (ED_view3d_pixel_size(rv3d, ruler_item->co[1]) *
				                        min_fff(arc_size,
				                                len_v2v2(co_ss[0], co_ss[1]) / 2.0f,
				                                len_v2v2(co_ss[2], co_ss[1]) / 2.0f));

				sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]);
				sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]);
				normalize_v3(dir_a);
				normalize_v3(dir_b);

				cross_v3_v3v3(axis, dir_a, dir_b);
				angle = angle_normalized_v3v3(dir_a, dir_b);

				axis_angle_to_quat(quat, axis, angle / arc_steps);

				copy_v3_v3(dir_tmp, dir_a);

				glColor3ubv(color_wire);

				for (j = 0; j <= arc_steps; j++) {
					madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
					ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
					mul_qt_v3(quat, dir_tmp);
				}

				glEnableClientState(GL_VERTEX_ARRAY);
				glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
				glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
				glDisableClientState(GL_VERTEX_ARRAY);
			}

			/* text */
			{
				char numstr[256];
				float numstr_size[2];
				float pos[2];
				const int prec = 2;  /* XXX, todo, make optional */

				ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);

				BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);

				pos[0] = co_ss[1][0] + (cap_size * 2.0f);
				pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);

				/* draw text (bg) */
				glColor4ubv(color_back);
				uiSetRoundBox(UI_CNR_ALL);
				uiRoundBox(pos[0] - bg_margin,                  pos[1] - bg_margin,
				           pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
				           bg_radius);
				/* draw text */
				glColor3ubv(color_text);
				BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
				BLF_rotation(blf_mono_font, 0.0f);
				BLF_draw(blf_mono_font, numstr, sizeof(numstr));
			}

			/* capping */
			{
				float rot_90_vec_a[2];
				float rot_90_vec_b[2];
				float cap[2];

				sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]);
				rot_90_vec_a[0] = -dir_ruler[1];
				rot_90_vec_a[1] =  dir_ruler[0];
				normalize_v2(rot_90_vec_a);

				sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]);
				rot_90_vec_b[0] = -dir_ruler[1];
				rot_90_vec_b[1] =  dir_ruler[0];
				normalize_v2(rot_90_vec_b);

				glEnable(GL_BLEND);

				glColor3ubv(color_wire);

				glBegin(GL_LINES);

				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
				glVertex2fv(cap);

				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
				glVertex2fv(cap);

				/* angle vertex */
				glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
				glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
				glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
				glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
				glEnd();

				glDisable(GL_BLEND);
			}
		}
		else {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j += 2) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			cpack(0xaaaaaa);
			setlinestyle(3);
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j += 2) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			setlinestyle(0);

			sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);

			/* text */
			{
				char numstr[256];
				float numstr_size[2];
				const int prec = 6;  /* XXX, todo, make optional */
				float pos[2];

				ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);

				BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);

				mid_v2_v2v2(pos, co_ss[0], co_ss[2]);

				/* center text */
				pos[0] -= numstr_size[0] / 2.0f;
				pos[1] -= numstr_size[1] / 2.0f;

				/* draw text (bg) */
				glColor4ubv(color_back);
				uiSetRoundBox(UI_CNR_ALL);
				uiRoundBox(pos[0] - bg_margin,                  pos[1] - bg_margin,
				           pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
				           bg_radius);
				/* draw text */
				glColor3ubv(color_text);
				BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
				BLF_draw(blf_mono_font, numstr, sizeof(numstr));
			}

			/* capping */
			{
				float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]};
				float cap[2];

				normalize_v2(rot_90_vec);

				glEnable(GL_BLEND);
				glColor3ubv(color_wire);

				glBegin(GL_LINES);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
				glVertex2fv(cap);

				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
				glVertex2fv(cap);
				glEnd();

				glDisable(GL_BLEND);
			}
		}
	}

	glDisable(GL_LINE_SMOOTH);

	BLF_disable(blf_mono_font, BLF_ROTATION);

#undef ARC_STEPS

	/* draw snap */
	if ((ruler_info->snap_flag & RULER_SNAP_OK) && (ruler_info->state == RULER_STATE_DRAG)) {
		ruler_item = ruler_item_active_get(ruler_info);
		if (ruler_item) {
			/* size from drawSnapping */
			const float size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
			float co_ss[3];
			ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);

			cpack(color_act);
			circ(co_ss[0], co_ss[1], size * U.pixelsize);
		}
	}

}
Esempio n. 5
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static void draw_tile(int sx, int sy, int width, int height, int colorid, int shade)
{
	UI_ThemeColorShade(colorid, shade);
	uiSetRoundBox(UI_CNR_ALL);
	uiRoundBox((float)sx, (float)(sy - height), (float)(sx + width), (float)sy, 5.0f);
}