Fix T58090: Selected curve vertex should stand out
D4002 by @slumber w/ edits. Use text colors, blending to background if they don't contrast.
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blender-bot
2023-02-14 04:56:39 +01:00
Referenced by issue #58090, Active Curves UI point should stand out
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@ -345,6 +345,10 @@ void UI_GetThemeColorBlendShade3ubv(int colorid1, int colorid2, float fac, int o
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// get four color values, scaled to 0.0-1.0 range
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void UI_GetThemeColor4fv(int colorid, float col[4]);
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/* get four color values from specified space type, scaled to 0.0-1.0 range */
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void UI_GetThemeColorType4fv(int colorid, int spacetype, float col[4]);
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// get four color values, range 0.0-1.0, complete with shading offset for the RGB components
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void UI_GetThemeColorShade4fv(int colorid, int offset, float col[4]);
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void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4]);
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@ -1606,12 +1606,26 @@ static void ui_draw_but_curve_grid(uint pos, const rcti *rect, float zoomx, floa
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}
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static void gl_shaded_color(uchar *col, int shade)
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static void gl_shaded_color_get(const uchar color[3], int shade, uchar r_color[3])
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{
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immUniformColor3ub(
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col[0] - shade > 0 ? col[0] - shade : 0,
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col[1] - shade > 0 ? col[1] - shade : 0,
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col[2] - shade > 0 ? col[2] - shade : 0);
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r_color[0] = color[0] - shade > 0 ? color[0] - shade : 0;
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r_color[1] = color[1] - shade > 0 ? color[1] - shade : 0;
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r_color[2] = color[2] - shade > 0 ? color[2] - shade : 0;
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}
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static void gl_shaded_color_get_fl(const uchar *color, int shade, float r_color[3])
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{
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uchar color_shaded[3];
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gl_shaded_color_get(color, shade, color_shaded);
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rgb_uchar_to_float(r_color, color_shaded);
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}
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static void gl_shaded_color(uchar *color, int shade)
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{
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uchar color_shaded[3];
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gl_shaded_color_get(color, shade, color_shaded);
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immUniformColor3ubv(color_shaded);
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}
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void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, const rcti *rect)
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@ -1672,17 +1686,21 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* backdrop */
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float color_backdrop[4] = {0, 0, 0, 1};
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if (but->a1 == UI_GRAD_H) {
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/* grid, hsv uses different grid */
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GPU_blend(true);
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GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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immUniformColor4ub(0, 0, 0, 48);
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ARRAY_SET_ITEMS(color_backdrop, 0, 0, 0, 48.0 / 255.0);
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immUniformColor4fv(color_backdrop);
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ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 0.1666666f);
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GPU_blend(false);
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}
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else {
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if (cumap->flag & CUMA_DO_CLIP) {
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gl_shaded_color((uchar *)wcol->inner, -20);
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gl_shaded_color_get_fl((uchar *)wcol->inner, -20, color_backdrop);
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immUniformColor3fv(color_backdrop);
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immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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immUniformColor3ubv((uchar *)wcol->inner);
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immRectf(pos,
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@ -1692,7 +1710,8 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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rect->ymin + zoomy * (cumap->clipr.ymax - offsy));
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}
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else {
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immUniformColor3ubv((uchar *)wcol->inner);
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rgb_uchar_to_float(color_backdrop, (const uchar *)wcol->inner);
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immUniformColor3fv(color_backdrop);
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immRectf(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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}
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@ -1831,18 +1850,25 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, const uiWidgetColors *wcol, cons
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uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
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/* Calculate vertex colors based on text theme. */
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float color_vert[4], color_vert_select[4];
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UI_GetThemeColor4fv(TH_TEXT_HI, color_vert);
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UI_GetThemeColor4fv(TH_TEXT, color_vert_select);
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if (len_squared_v3v3(color_vert, color_vert_select) < 0.1f) {
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interp_v3_v3v3(color_vert, color_vert_select, color_backdrop, 0.75f);
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}
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if (len_squared_v3(color_vert) > len_squared_v3(color_vert_select)) {
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/* Ensure brightest text color is used for selection. */
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swap_v3_v3(color_vert, color_vert_select);
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}
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cmp = cuma->curve;
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GPU_point_size(max_ff(1.0f, min_ff(UI_DPI_FAC / but->block->aspect * 4.0f, 4.0f)));
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immBegin(GPU_PRIM_POINTS, cuma->totpoint);
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for (int a = 0; a < cuma->totpoint; a++) {
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float color[4];
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if (cmp[a].flag & CUMA_SELECT)
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UI_GetThemeColor4fv(TH_TEXT_HI, color);
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else
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UI_GetThemeColor4fv(TH_TEXT, color);
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float fx = rect->xmin + zoomx * (cmp[a].x - offsx);
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float fy = rect->ymin + zoomy * (cmp[a].y - offsy);
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immAttr4fv(col, color);
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immAttr4fv(col, (cmp[a].flag & CUMA_SELECT) ? color_vert_select : color_vert);
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immVertex2f(pos, fx, fy);
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}
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immEnd();
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@ -933,6 +933,17 @@ void UI_GetThemeColor4fv(int colorid, float col[4])
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col[3] = ((float)cp[3]) / 255.0f;
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}
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void UI_GetThemeColorType4fv(int colorid, int spacetype, float col[4])
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{
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const unsigned char *cp;
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cp = UI_ThemeGetColorPtr(theme_active, spacetype, colorid);
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col[0] = ((float)cp[0]) / 255.0f;
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col[1] = ((float)cp[1]) / 255.0f;
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col[2] = ((float)cp[2]) / 255.0f;
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col[3] = ((float)cp[3]) / 255.0f;
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}
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/* get the color, range 0.0-1.0, complete with shading offset */
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void UI_GetThemeColorShade3fv(int colorid, int offset, float col[3])
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{
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