Fix T58090: Selected curve vertex should stand out

D4002 by @slumber w/ edits.

Use text colors, blending to background if they don't contrast.
This commit is contained in:
Campbell Barton 2019-02-15 11:58:36 +11:00
parent 986d480566
commit 796abc90a8
Notes: blender-bot 2023-02-14 04:56:39 +01:00
Referenced by issue #58090, Active Curves UI point should stand out
3 changed files with 55 additions and 14 deletions

View File

@ -345,6 +345,10 @@ void UI_GetThemeColorBlendShade3ubv(int colorid1, int colorid2, float fac, int o
// get four color values, scaled to 0.0-1.0 range
void UI_GetThemeColor4fv(int colorid, float col[4]);
/* get four color values from specified space type, scaled to 0.0-1.0 range */
void UI_GetThemeColorType4fv(int colorid, int spacetype, float col[4]);
// get four color values, range 0.0-1.0, complete with shading offset for the RGB components
void UI_GetThemeColorShade4fv(int colorid, int offset, float col[4]);
void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4]);

View File

@ -1606,12 +1606,26 @@ static void ui_draw_but_curve_grid(uint pos, const rcti *rect, float zoomx, floa
}
static void gl_shaded_color(uchar *col, int shade)
static void gl_shaded_color_get(const uchar color[3], int shade, uchar r_color[3])
{
immUniformColor3ub(
col[0] - shade > 0 ? col[0] - shade : 0,
col[1] - shade > 0 ? col[1] - shade : 0,
col[2] - shade > 0 ? col[2] - shade : 0);
r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0;
r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0;
r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0;
}
static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[3])
{
uchar color_shaded[3];
gl_shaded_color_get(color, shade, color_shaded);
rgb_uchar_to_float(r_color, color_shaded);
}
static void gl_shaded_color(uchar *color, int shade)
{
uchar color_shaded[3];
gl_shaded_color_get(color, shade, color_shaded);
immUniformColor3ubv(color_shaded);
}
void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, const rcti *rect)
@ -1672,17 +1686,21 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* backdrop */
float color_backdrop[4] = {0, 0, 0, 1};
if (but->a1 == UI_GRAD_H) {
/* grid, hsv uses different grid */
GPU_blend(true);
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
immUniformColor4ub(0, 0, 0, 48);
ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0);
immUniformColor4fv(color_backdrop);
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
GPU_blend(false);
}
else {
if (cumap->flag & CUMA_DO_CLIP) {
gl_shaded_color((uchar *)wcol->inner, -20);
gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop);
immUniformColor3fv(color_backdrop);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
immUniformColor3ubv((uchar *)wcol->inner);
immRectf(pos,
@ -1692,7 +1710,8 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
}
else {
immUniformColor3ubv((uchar *)wcol->inner);
rgb_uchar_to_float(color_backdrop, (const uchar *)wcol->inner);
immUniformColor3fv(color_backdrop);
immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
}
@ -1831,18 +1850,25 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
/* Calculate vertex colors based on text theme. */
float color_vert[4], color_vert_select[4];
UI_GetThemeColor4fv(TH_TEXT_HI, color_vert);
UI_GetThemeColor4fv(TH_TEXT, color_vert_select);
if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) {
interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f);
}
if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) {
/* Ensure brightest text color is used for selection. */
swap_v3_v3(color_vert, color_vert_select);
}
cmp = cuma->curve;
GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f)));
immBegin(GPU_PRIM_POINTS, cuma->totpoint);
for (int a = 0; a < cuma->totpoint; a++) {
float color[4];
if (cmp[a].flag & CUMA_SELECT)
UI_GetThemeColor4fv(TH_TEXT_HI, color);
else
UI_GetThemeColor4fv(TH_TEXT, color);
float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
immAttr4fv(col, color);
immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert);
immVertex2f(pos, fx, fy);
}
immEnd();

View File

@ -933,6 +933,17 @@ void UI_GetThemeColor4fv(int colorid, float col[4])
col[3] = ((float)cp[3]) / 255.0f;
}
void UI_GetThemeColorType4fv(int colorid, int spacetype, float col[4])
{
const unsigned char *cp;
cp = UI_ThemeGetColorPtr(theme_active, spacetype, colorid);
col[0] = ((float)cp[0]) / 255.0f;
col[1] = ((float)cp[1]) / 255.0f;
col[2] = ((float)cp[2]) / 255.0f;
col[3] = ((float)cp[3]) / 255.0f;
}
/* get the color, range 0.0-1.0, complete with shading offset */
void UI_GetThemeColorShade3fv(int colorid, int offset, float col[3])
{