Cleanup: remove unused UI_draw_roundbox_shade_y function

Marked unused 2017 f69678482c)

Remove since this remains unused,
split from D10189 to allow reverting if we ever need it back.
This commit is contained in:
Campbell Barton 2021-01-25 17:57:59 +11:00
parent 5a1cef2e76
commit 1ac3c861fd
2 changed files with 0 additions and 140 deletions

View File

@ -456,15 +456,6 @@ void UI_draw_roundbox_4fv_ex(float minx,
#if 0 /* unused */
int UI_draw_roundbox_corner_get(void);
void UI_draw_roundbox_shade_y(bool filled,
float minx,
float miny,
float maxx,
float maxy,
float rad,
float shadeleft,
float shaderight,
const float col[4]);
#endif
void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx, float maxy);

View File

@ -540,137 +540,6 @@ void UI_draw_roundbox_shade_x(bool filled,
GPU_blend(GPU_BLEND_NONE);
}
#if 0 /* unused */
/* linear vertical shade within button or in outline */
/* view2d scrollers use it */
void UI_draw_roundbox_shade_y(bool filled,
float minx,
float miny,
float maxx,
float maxy,
float rad,
float shadeleft,
float shaderight,
const float col[4])
{
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},
};
const float div = maxx - minx;
const float idiv = 1.0f / div;
float colLeft[3], colRight[3];
int vert_count = 0;
int a;
/* mult */
for (a = 0; a < 7; a++) {
mul_v2_fl(vec[a], rad);
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* 'shade' defines strength of shading */
colLeft[0] = min_ff(1.0f, col[0] + shadeleft);
colLeft[1] = min_ff(1.0f, col[1] + shadeleft);
colLeft[2] = min_ff(1.0f, col[2] + shadeleft);
colRight[0] = max_ff(0.0f, col[0] + shaderight);
colRight[1] = max_ff(0.0f, col[1] + shaderight);
colRight[2] = max_ff(0.0f, col[2] + shaderight);
vert_count += (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_TOP_RIGHT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
immBegin(filled ? GPU_PRIM_TRI_FAN : GPU_PRIM_LINE_LOOP, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
round_box_shade_col(color, colLeft, colRight, 0.0);
immVertex2f(pos, maxx - rad, miny);
for (a = 0; a < 7; a++) {
round_box_shade_col(color, colLeft, colRight, vec[a][0] * idiv);
immVertex2f(pos, maxx - rad + vec[a][0], miny + vec[a][1]);
}
round_box_shade_col(color, colLeft, colRight, rad * idiv);
immVertex2f(pos, maxx, miny + rad);
}
else {
round_box_shade_col(color, colLeft, colRight, 0.0);
immVertex2f(pos, maxx, miny);
}
/* corner right-top */
if (roundboxtype & UI_CNR_TOP_RIGHT) {
round_box_shade_col(color, colLeft, colRight, 0.0);
immVertex2f(pos, maxx, maxy - rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(color, colLeft, colRight, (div - rad - vec[a][0]) * idiv);
immVertex2f(pos, maxx - vec[a][1], maxy - rad + vec[a][0]);
}
round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
immVertex2f(pos, maxx - rad, maxy);
}
else {
round_box_shade_col(color, colLeft, colRight, 0.0);
immVertex2f(pos, maxx, maxy);
}
/* corner left-top */
if (roundboxtype & UI_CNR_TOP_LEFT) {
round_box_shade_col(color, colLeft, colRight, (div - rad) * idiv);
immVertex2f(pos, minx + rad, maxy);
for (a = 0; a < 7; a++) {
round_box_shade_col(color, colLeft, colRight, (div - rad + vec[a][0]) * idiv);
immVertex2f(pos, minx + rad - vec[a][0], maxy - vec[a][1]);
}
round_box_shade_col(color, colLeft, colRight, 1.0);
immVertex2f(pos, minx, maxy - rad);
}
else {
round_box_shade_col(color, colLeft, colRight, 1.0);
immVertex2f(pos, minx, maxy);
}
/* corner left-bottom */
if (roundboxtype & UI_CNR_BOTTOM_LEFT) {
round_box_shade_col(color, colLeft, colRight, 1.0);
immVertex2f(pos, minx, miny + rad);
for (a = 0; a < 7; a++) {
round_box_shade_col(color, colLeft, colRight, (vec[a][0]) * idiv);
immVertex2f(pos, minx + vec[a][1], miny + rad - vec[a][0]);
}
round_box_shade_col(color, colLeft, colRight, 1.0);
immVertex2f(pos, minx + rad, miny);
}
else {
round_box_shade_col(color, colLeft, colRight, 1.0);
immVertex2f(pos, minx, miny);
}
immEnd();
immUnbindProgram();
}
#endif /* unused */
void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const float color[4])
{
const int ofs_y = 4 * U.pixelsize;