Cleanup: Remove unused functions, make functions static
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@ -424,10 +424,6 @@ typedef enum eButGradientType {
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* Functions to draw various shapes, taking theme settings into account.
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* Used for code that draws its own UI style elements. */
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void UI_draw_anti_tria(
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float x1, float y1, float x2, float y2, float x3, float y3, const float color[4]);
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void UI_draw_anti_fan(float tri_array[][2], unsigned int length, const float color[4]);
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void UI_draw_roundbox_corner_set(int type);
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void UI_draw_roundbox_aa(const struct rctf *rect, bool filled, float rad, const float color[4]);
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void UI_draw_roundbox_4fv(const struct rctf *rect, bool filled, float rad, const float col[4]);
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@ -438,12 +434,6 @@ void UI_draw_roundbox_3ub_alpha(const struct rctf *rect,
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unsigned char alpha);
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void UI_draw_roundbox_3fv_alpha(
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const struct rctf *rect, bool filled, float rad, const float col[3], float alpha);
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void UI_draw_roundbox_shade_x(const struct rctf *rect,
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bool filled,
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float rad,
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float shadetop,
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float shadedown,
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const float col[4]);
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void UI_draw_roundbox_4fv_ex(const struct rctf *rect,
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const float inner1[4],
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const float inner2[4],
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@ -178,35 +178,6 @@ void UI_draw_roundbox_4fv(const rctf *rect, bool filled, float rad, const float
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UI_draw_roundbox_4fv_ex(rect, (filled) ? col : NULL, NULL, 1.0f, col, U.pixelsize, rad);
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}
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/* linear horizontal shade within button or in outline */
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/* view2d scrollers use it */
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void UI_draw_roundbox_shade_x(
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const rctf *rect, bool filled, float rad, float shadetop, float shadedown, const float col[4])
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{
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float inner1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float inner2[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float outline[4];
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if (filled) {
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inner1[0] = min_ff(1.0f, col[0] + shadetop);
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inner1[1] = min_ff(1.0f, col[1] + shadetop);
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inner1[2] = min_ff(1.0f, col[2] + shadetop);
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inner1[3] = 1.0f;
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inner2[0] = max_ff(0.0f, col[0] + shadedown);
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inner2[1] = max_ff(0.0f, col[1] + shadedown);
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inner2[2] = max_ff(0.0f, col[2] + shadedown);
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inner2[3] = 1.0f;
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}
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/* TODO: non-filled box don't have gradients. Just use middle color. */
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outline[0] = clamp_f(col[0] + shadetop + shadedown, 0.0f, 1.0f);
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outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f);
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outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f);
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outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f);
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UI_draw_roundbox_4fv_ex(rect, inner1, inner2, 1.0f, outline, U.pixelsize, rad);
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}
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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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@ -1031,7 +1031,6 @@ enum {
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struct GPUBatch *ui_batch_roundbox_widget_get(void);
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struct GPUBatch *ui_batch_roundbox_shadow_get(void);
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void ui_draw_anti_tria_rect(const rctf *rect, char dir, const float color[4]);
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void ui_draw_menu_back(struct uiStyle *style, uiBlock *block, rcti *rect);
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void ui_draw_popover_back(struct ARegion *region,
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struct uiStyle *style,
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@ -518,7 +518,7 @@ GPUBatch *ui_batch_roundbox_shadow_get(void)
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/** \name Draw Triangle Arrow
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* \{ */
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void UI_draw_anti_tria(
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static void draw_anti_tria(
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float x1, float y1, float x2, float y2, float x3, float y3, const float color[4])
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{
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const float tri_arr[3][2] = {{x1, y1}, {x2, y2}, {x3, y3}};
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@ -559,66 +559,31 @@ void UI_draw_icon_tri(float x, float y, char dir, const float color[4])
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const float f7 = 0.25 * U.widget_unit;
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if (dir == 'h') {
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UI_draw_anti_tria(x - f3, y - f5, x - f3, y + f5, x + f7, y, color);
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draw_anti_tria(x - f3, y - f5, x - f3, y + f5, x + f7, y, color);
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}
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else if (dir == 't') {
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UI_draw_anti_tria(x - f5, y - f7, x + f5, y - f7, x, y + f3, color);
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draw_anti_tria(x - f5, y - f7, x + f5, y - f7, x, y + f3, color);
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}
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else { /* 'v' = vertical, down. */
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UI_draw_anti_tria(x - f5, y + f3, x + f5, y + f3, x, y - f7, color);
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draw_anti_tria(x - f5, y + f3, x + f5, y + f3, x, y - f7, color);
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}
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}
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/* triangle 'icon' inside rect */
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void ui_draw_anti_tria_rect(const rctf *rect, char dir, const float color[4])
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static void draw_anti_tria_rect(const rctf *rect, char dir, const float color[4])
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{
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if (dir == 'h') {
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const float half = 0.5f * BLI_rctf_size_y(rect);
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UI_draw_anti_tria(
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draw_anti_tria(
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rect->xmin, rect->ymin, rect->xmin, rect->ymax, rect->xmax, rect->ymin + half, color);
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}
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else {
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const float half = 0.5f * BLI_rctf_size_x(rect);
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UI_draw_anti_tria(
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draw_anti_tria(
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rect->xmin, rect->ymax, rect->xmax, rect->ymax, rect->xmin + half, rect->ymin, color);
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}
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}
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void UI_draw_anti_fan(float tri_array[][2], uint length, const float color[4])
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{
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float draw_color[4];
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copy_v4_v4(draw_color, color);
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draw_color[3] *= 2.0f / WIDGET_AA_JITTER;
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GPU_blend(GPU_BLEND_ALPHA);
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const uint pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(draw_color);
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/* for each AA step */
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for (int j = 0; j < WIDGET_AA_JITTER; j++) {
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immBegin(GPU_PRIM_TRI_FAN, length);
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immVertex2f(pos, tri_array[0][0], tri_array[0][1]);
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immVertex2f(pos, tri_array[1][0], tri_array[1][1]);
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/* We jitter only the middle of the fan, the extremes are pinned. */
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for (int i = 2; i < length - 1; i++) {
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immVertex2f(pos, tri_array[i][0] + jit[j][0], tri_array[i][1] + jit[j][1]);
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}
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immVertex2f(pos, tri_array[length - 1][0], tri_array[length - 1][1]);
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immEnd();
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}
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immUnbindProgram();
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GPU_blend(GPU_BLEND_NONE);
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}
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static void widget_init(uiWidgetBase *wtb)
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{
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wtb->totvert = wtb->halfwayvert = 0;
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@ -1494,7 +1459,7 @@ static void widget_draw_submenu_tria(const uiBut *but,
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GPU_blend(GPU_BLEND_ALPHA);
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UI_widgetbase_draw_cache_flush();
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GPU_blend(GPU_BLEND_NONE);
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ui_draw_anti_tria_rect(&tria_rect, 'h', col);
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draw_anti_tria_rect(&tria_rect, 'h', col);
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}
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static void ui_text_clip_give_prev_off(uiBut *but, const char *str)
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