cleanup: style

to match my earlier commit in temp_viewport_fx_merge branch
https://developer.blender.org/rBc3f3b958dc0b

plus more

no functional changes
This commit is contained in:
Mike Erwin 2015-04-13 16:56:43 -04:00
parent 057c7c6fab
commit 27ded012d6
3 changed files with 47 additions and 61 deletions

View File

@ -70,7 +70,7 @@
* - return: array of [size][2][x,y] points, the edges of the roundbox, + UV coords
*
* - draw black box with alpha 0 on exact button boundbox
* - for ever AA step:
* - for every AA step:
* - draw the inner part for a round filled box, with color blend codes or texture coords
* - draw outline in outline color
* - draw outer part, bottom half, extruded 1 pixel to bottom, for emboss shadow
@ -547,12 +547,12 @@ static void widget_menu_trias(uiWidgetTrias *tria, const rcti *rect)
{
float centx, centy, size;
int a;
/* center position and size */
centx = rect->xmax - 0.32f * BLI_rcti_size_y(rect);
centy = rect->ymin + 0.50f * BLI_rcti_size_y(rect);
size = 0.4f * (float)BLI_rcti_size_y(rect);
size = 0.4f * BLI_rcti_size_y(rect);
for (a = 0; a < 6; a++) {
tria->vec[a][0] = size * menu_tria_vert[a][0] + centx;
tria->vec[a][1] = size * menu_tria_vert[a][1] + centy;
@ -585,7 +585,6 @@ static void widget_check_trias(uiWidgetTrias *tria, const rcti *rect)
/* prepares shade colors */
static void shadecolors4(char coltop[4], char coldown[4], const char *color, short shadetop, short shadedown)
{
coltop[0] = CLAMPIS(color[0] + shadetop, 0, 255);
coltop[1] = CLAMPIS(color[1] + shadetop, 0, 255);
coltop[2] = CLAMPIS(color[2] + shadetop, 0, 255);
@ -781,6 +780,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
wcol->item[1],
wcol->item[2],
(unsigned char)((float)wcol->item[3] / WIDGET_AA_JITTER)};
/* for each AA step */
for (j = 0; j < WIDGET_AA_JITTER; j++) {
glTranslatef(jit[j][0], jit[j][1], 0.0f);
@ -799,7 +799,6 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
}
glDisable(GL_BLEND);
}
/* *********************** text/icon ************************************** */
@ -1215,7 +1214,6 @@ static void ui_text_clip_right_label(uiFontStyle *fstyle, uiBut *but, const rcti
but->strwidth = BLF_width(fstyle->uifont_id, but->drawstr + but->ofs, sizeof(but->drawstr) - but->ofs);
if (but->strwidth < 10) break;
}
}
@ -1382,7 +1380,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
t = 0;
}
glColor3f(0.20, 0.6, 0.9);
glColor3f(0.2, 0.6, 0.9);
tx = rect->xmin + t + 2;
ty = rect->ymin + 2;
@ -2188,7 +2186,6 @@ static void widget_menu_back(uiWidgetColors *wcol, rcti *rect, int flag, int dir
static void ui_hsv_cursor(float x, float y)
{
glPushMatrix();
glTranslatef(x, y, 0.0f);
@ -2203,7 +2200,6 @@ static void ui_hsv_cursor(float x, float y)
glDisable(GL_LINE_SMOOTH);
glPopMatrix();
}
void ui_hsvcircle_vals_from_pos(float *val_rad, float *val_dist, const rcti *rect,
@ -2278,12 +2274,12 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
* Useful for color correction tools where you're only interested in hue. */
if (but->flag & UI_BUT_COLOR_LOCK) {
if (U.color_picker_type == USER_CP_CIRCLE_HSV)
hsv[2] = 1.f;
hsv[2] = 1.0f;
else
hsv[2] = 0.5f;
}
ui_color_picker_to_rgb(0.f, 0.f, hsv[2], colcent, colcent + 1, colcent + 2);
ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
glShadeModel(GL_SMOOTH);
@ -2329,7 +2325,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, const float alpha)
{
/* allows for 4 steps (red->yellow) */
const float color_step = (1.0 / 48.0);
const float color_step = 1.0f / 48.0f;
int a;
float h = hsv[0], s = hsv[1], v = hsv[2];
float dx, dy, sx1, sx2, sy;
@ -2359,26 +2355,26 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
hsv_to_rgb(0.0, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
break;
case UI_GRAD_H:
hsv_to_rgb(0.0, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(0.0, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
copy_v3_v3(col1[1], col1[0]);
copy_v3_v3(col1[2], col1[0]);
copy_v3_v3(col1[3], col1[0]);
break;
case UI_GRAD_S:
hsv_to_rgb(1.0, 0.0, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(1.0, 0.0, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
copy_v3_v3(col1[0], col1[1]);
copy_v3_v3(col1[2], col1[1]);
copy_v3_v3(col1[3], col1[1]);
break;
case UI_GRAD_V:
hsv_to_rgb(1.0, 1.0, 0.0, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(1.0, 1.0, 0.0, &col1[2][0], &col1[2][1], &col1[2][2]);
copy_v3_v3(col1[0], col1[2]);
copy_v3_v3(col1[1], col1[2]);
copy_v3_v3(col1[3], col1[2]);
break;
default:
assert(!"invalid 'type' argument");
hsv_to_rgb(1.0, 1.0, 1.0, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(1.0, 1.0, 1.0, &col1[2][0], &col1[2][1], &col1[2][2]);
copy_v3_v3(col1[0], col1[2]);
copy_v3_v3(col1[1], col1[2]);
copy_v3_v3(col1[3], col1[2]);
@ -2417,23 +2413,21 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
hsv_to_rgb(dx_next, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
break;
case UI_GRAD_H:
{
/* annoying but without this the color shifts - could be solved some other way
* - campbell */
hsv_to_rgb(dx_next, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
hsv_to_rgb(dx_next, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
copy_v3_v3(col1[1], col1[0]);
copy_v3_v3(col1[2], col1[0]);
copy_v3_v3(col1[3], col1[0]);
break;
}
case UI_GRAD_S:
hsv_to_rgb(h, dx, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
hsv_to_rgb(h, dx, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
copy_v3_v3(col1[0], col1[1]);
copy_v3_v3(col1[2], col1[1]);
copy_v3_v3(col1[3], col1[1]);
break;
case UI_GRAD_V:
hsv_to_rgb(h, 1.0, dx, &col1[2][0], &col1[2][1], &col1[2][2]);
hsv_to_rgb(h, 1.0, dx, &col1[2][0], &col1[2][1], &col1[2][2]);
copy_v3_v3(col1[0], col1[2]);
copy_v3_v3(col1[1], col1[2]);
copy_v3_v3(col1[3], col1[2]);
@ -2462,9 +2456,8 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
}
glEnd();
}
glShadeModel(GL_FLAT);
}
bool ui_but_is_colorpicker_display_space(uiBut *but)
@ -2507,11 +2500,10 @@ void ui_hsvcube_pos_from_vals(uiBut *but, const rcti *rect, float *hsv, float *x
y = (hsv[2] - but->softmin) / (but->softmax - but->softmin);
break;
}
/* cursor */
*xp = rect->xmin + x * BLI_rcti_size_x(rect);
*yp = rect->ymin + y * BLI_rcti_size_y(rect);
}
static void ui_draw_but_HSVCUBE(uiBut *but, const rcti *rect)
@ -2592,9 +2584,8 @@ static void ui_draw_but_HSV_v(uiBut *but, const rcti *rect)
x = rect->xmin + 0.5f * BLI_rcti_size_x(rect);
y = rect->ymin + v * BLI_rcti_size_y(rect);
CLAMP(y, rect->ymin + 3.0f, rect->ymax - 3.0f);
ui_hsv_cursor(x, y);
}
@ -2679,7 +2670,8 @@ bool ui_link_bezier_points(const rcti *rect, float coord_array[][2], int resol)
BKE_curve_forward_diff_bezier(vec[0][0], vec[1][0], vec[2][0], vec[3][0], &coord_array[0][0], resol, sizeof(float[2]));
BKE_curve_forward_diff_bezier(vec[0][1], vec[1][1], vec[2][1], vec[3][1], &coord_array[0][1], resol, sizeof(float[2]));
return 1;
/* TODO: why return anything if always true? */
return true;
}
#define LINK_RESOL 24
@ -2688,9 +2680,10 @@ void ui_draw_link_bezier(const rcti *rect)
float coord_array[LINK_RESOL + 1][2];
if (ui_link_bezier_points(rect, coord_array, LINK_RESOL)) {
#if 0 /* unused */
/* we can reuse the dist variable here to increment the GL curve eval amount*/
// const float dist = 1.0f / (float)LINK_RESOL; // UNUSED
const float dist = 1.0f / (float)LINK_RESOL;
#endif
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
@ -2701,7 +2694,6 @@ void ui_draw_link_bezier(const rcti *rect)
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH);
}
}
@ -2965,7 +2957,6 @@ static void widget_numslider(uiBut *but, uiWidgetColors *wcol, rcti *rect, int s
rect->xmax -= toffs;
rect->xmin += toffs;
}
}
/* I think 3 is sufficient border to indicate keyed status */
@ -3080,7 +3071,6 @@ static void widget_textbut(uiWidgetColors *wcol, rcti *rect, int state, int roun
round_box_edges(&wtb, roundboxalign, rect, rad);
widgetbase_draw(&wtb, wcol);
}
@ -3276,7 +3266,6 @@ static void widget_radiobut(uiWidgetColors *wcol, rcti *rect, int UNUSED(state),
round_box_edges(&wtb, roundboxalign, rect, rad);
widgetbase_draw(&wtb, wcol);
}
static void widget_box(uiBut *but, uiWidgetColors *wcol, rcti *rect, int UNUSED(state), int roundboxalign)
@ -3317,7 +3306,6 @@ static void widget_but(uiWidgetColors *wcol, rcti *rect, int UNUSED(state), int
round_box_edges(&wtb, roundboxalign, rect, rad);
widgetbase_draw(&wtb, wcol);
}
static void widget_roundbut(uiWidgetColors *wcol, rcti *rect, int UNUSED(state), int roundboxalign)
@ -3361,7 +3349,6 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
wtb.outline = 1;
wtb.inner = 0;
widgetbase_draw(&wtb, &wt->wcol);
}
static uiWidgetType *widget_type(uiWidgetTypeEnum type)
@ -3928,7 +3915,6 @@ static void draw_disk_shaded(
glVertex2f(c * radius_ext, s * radius_ext);
}
glEnd();
}
void ui_draw_pie_center(uiBlock *block)
@ -4017,7 +4003,6 @@ void ui_draw_search_back(uiStyle *UNUSED(style), uiBlock *block, rcti *rect)
wt->draw(&wt->wcol, rect, block->flag, UI_CNR_ALL);
else
wt->draw(&wt->wcol, rect, 0, UI_CNR_ALL);
}

View File

@ -403,13 +403,13 @@ static const float cosval[CIRCLE_RESOL] = {
static void draw_xyz_wire(const float c[3], float size, int axis)
{
float v1[3] = {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
float v1[3] = {0.0f, 0.0f, 0.0f}, v2[3] = {0.0f, 0.0f, 0.0f};
float dim = size * 0.1f;
float dx[3], dy[3], dz[3];
dx[0] = dim; dx[1] = 0.f; dx[2] = 0.f;
dy[0] = 0.f; dy[1] = dim; dy[2] = 0.f;
dz[0] = 0.f; dz[1] = 0.f; dz[2] = dim;
dx[0] = dim; dx[1] = 0.0f; dx[2] = 0.0f;
dy[0] = 0.0f; dy[1] = dim; dy[2] = 0.0f;
dz[0] = 0.0f; dz[1] = 0.0f; dz[2] = dim;
switch (axis) {
case 0: /* x axis */
@ -425,7 +425,7 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
glVertex3fv(v2);
/* top left to bottom right */
mul_v3_fl(dy, 2.f);
mul_v3_fl(dy, 2.0f);
add_v3_v3(v1, dy);
sub_v3_v3(v2, dy);
@ -448,7 +448,7 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
glVertex3fv(v2);
/* top left to center */
mul_v3_fl(dy, 2.f);
mul_v3_fl(dy, 2.0f);
add_v3_v3(v1, dy);
copy_v3_v3(v2, c);
@ -466,12 +466,12 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
glVertex3fv(v1);
mul_v3_fl(dx, 2.f);
mul_v3_fl(dx, 2.0f);
add_v3_v3(v1, dx);
glVertex3fv(v1);
mul_v3_fl(dz, 2.f);
mul_v3_fl(dz, 2.0f);
sub_v3_v3(v1, dx);
sub_v3_v3(v1, dz);
@ -484,7 +484,6 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
glEnd();
break;
}
}
void drawaxes(float size, char drawtype)
@ -1619,7 +1618,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glColor3ubv(ob_wire_col);
}
glLineWidth(2.f);
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@ -1627,7 +1626,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLineWidth(1.f);
glLineWidth(1.0f);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
@ -5240,7 +5239,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
BLI_assert(0);
break;
}
CLAMP(intensity, 0.f, 1.f);
CLAMP(intensity, 0.0f, 1.0f);
weight_to_rgb(ma_col, intensity);
}
}

View File

@ -657,7 +657,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glEnable(GL_POINT_SMOOTH);
glDepthMask(0); /* don't overwrite zbuf */
if (rv3d->rot_angle != 0.f) {
if (rv3d->rot_angle != 0.0f) {
/* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
@ -665,19 +665,21 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glBegin(GL_LINE_STRIP);
color[3] = 0.f; /* more transparent toward the ends */
color[3] = 0.0f; /* more transparent toward the ends */
glColor4fv(color);
add_v3_v3v3(end, o, scaled_axis);
glVertex3fv(end);
// color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
// ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
#if 0
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
#endif
color[3] = 0.5f; /* more opaque toward the center */
glColor4fv(color);
glVertex3fv(o);
color[3] = 0.f;
color[3] = 0.0f;
glColor4fv(color);
sub_v3_v3v3(end, o, scaled_axis);
glVertex3fv(end);
@ -688,14 +690,14 @@ static void draw_rotation_guide(RegionView3D *rv3d)
#define ROT_AXIS_DETAIL 13
const float s = 0.05f * scale;
const float step = 2.f * (float)(M_PI / ROT_AXIS_DETAIL);
const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
float angle;
int i;
float q[4]; /* rotate ring so it's perpendicular to axis */
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
if (!upright) {
const float up[3] = {0.f, 0.f, 1.f};
const float up[3] = {0.0f, 0.0f, 1.0f};
float vis_angle, vis_axis[3];
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
@ -706,7 +708,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
color[3] = 0.25f; /* somewhat faint */
glColor4fv(color);
glBegin(GL_LINE_LOOP);
for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
for (i = 0, angle = 0.0f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
if (!upright) {
@ -732,12 +734,12 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glVertex3fv(o);
glEnd();
/* find screen coordinates for rotation center, then draw pretty icon */
#if 0
/* find screen coordinates for rotation center, then draw pretty icon */
mul_m4_v3(rv3d->persinv, rot_center);
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
#endif
/* ^^ just playing around, does not work */
#endif
glDisable(GL_BLEND);
glDisable(GL_POINT_SMOOTH);