UI: Draw round corners between the editors

This makes easier to distinguish between different editors
(as oppose to an editor and its regions).

Note action zones look a bit strange with this. I recommend we do next:
* Make sure all 4 corners can be used as action zones.
* Remove their drawing code (or show them only on mouse hover).
This commit is contained in:
Dalai Felinto 2018-04-22 18:56:06 +02:00
parent 90068773db
commit 8733ad4d2a
3 changed files with 144 additions and 1 deletions

View File

@ -317,6 +317,7 @@ typedef enum {
* Used for code that draws its own UI style elements. */
void UI_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3, const float color[4]);
void UI_draw_anti_fan(float tri_array[][2], unsigned int length, const float color[4]);
void UI_draw_roundbox_corner_set(int type);
void UI_draw_roundbox_aa(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4]);

View File

@ -526,6 +526,40 @@ void UI_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y
glDisable(GL_BLEND);
}
void UI_draw_anti_fan(float tri_array[][2], unsigned int length, const float color[4])
{
float draw_color[4];
copy_v4_v4(draw_color, color);
draw_color[3] *= 2.0f / WIDGET_AA_JITTER;
glEnable(GL_BLEND);
unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(draw_color);
/* for each AA step */
for (int j = 0; j < WIDGET_AA_JITTER; j++) {
immBegin(GWN_PRIM_TRI_FAN, length);
immVertex2f(pos, tri_array[0][0], tri_array[0][1]);
immVertex2f(pos, tri_array[1][0], tri_array[1][1]);
/* We jitter only the middle of the fan, the extremes are pinned. */
for (int i = 2; i < length - 1; i++) {
immVertex2f(pos, tri_array[i][0] + jit[j][0], tri_array[i][1] + jit[j][1]);
}
immVertex2f(pos, tri_array[length - 1][0], tri_array[length - 1][1]);
immEnd();
}
immUnbindProgram();
glDisable(GL_BLEND);
}
static void widget_init(uiWidgetBase *wtb)
{
wtb->totvert = wtb->halfwayvert = 0;

View File

@ -28,9 +28,13 @@
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "BLI_math.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "screen_intern.h"
/**
@ -208,6 +212,106 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
#define CORNER_RESOLUTION 10
static void drawscredge_corner_geometry(
int sizex, int sizey,
int corner_x, int corner_y,
int center_x, int center_y,
double angle_offset)
{
const int radius = ABS(corner_x - center_x);
const float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
const int line_thickness = U.pixelsize;
if (corner_x < center_x) {
if (corner_x > 0.0f) {
/* Left (internal) edge. */
corner_x += line_thickness;
center_x += line_thickness;
}
}
else {
/* Right (internal) edge. */
if (corner_x < sizex - 1) {
corner_x += 1 - line_thickness;
center_x += 1 - line_thickness;
}
else {
/* Corner case, extreme right edge. */
corner_x += 1;
center_x += 1;
}
}
if (corner_y < center_y) {
if (corner_y > 0.0f) {
/* Bottom (internal) edge. */
corner_y += line_thickness;
center_y += line_thickness;
}
}
else {
/* Top (internal) edge. */
if (corner_y < sizey) {
corner_y += 1 - line_thickness;
center_y += 1 - line_thickness;
}
}
float tri_array[CORNER_RESOLUTION + 1][2];
tri_array[0][0] = corner_x;
tri_array[0][1] = corner_y;
for (int i = 0; i < CORNER_RESOLUTION; i++) {
double angle = angle_offset + (M_PI_2 * ((float)i / (CORNER_RESOLUTION - 1)));
float x = center_x + (radius * cos(angle));
float y = center_y + (radius * sin(angle));
tri_array[i + 1][0] = x;
tri_array[i + 1][1] = y;
}
UI_draw_anti_fan(tri_array, CORNER_RESOLUTION + 1, color);
}
#undef CORNER_RESOLUTION
static void drawscredge_corner(ScrArea *sa, int sizex, int sizey)
{
int size = 10 * U.pixelsize;
/* Bottom-Left. */
drawscredge_corner_geometry(sizex, sizey,
sa->v1->vec.x,
sa->v1->vec.y,
sa->v1->vec.x + size,
sa->v1->vec.y + size,
M_PI_2 * 2.0f);
/* Top-Left. */
drawscredge_corner_geometry(sizex, sizey,
sa->v2->vec.x,
sa->v2->vec.y,
sa->v2->vec.x + size,
sa->v2->vec.y - size,
M_PI_2);
/* Top-Right. */
drawscredge_corner_geometry(sizex, sizey,
sa->v3->vec.x,
sa->v3->vec.y,
sa->v3->vec.x - size,
sa->v3->vec.y - size,
0.0f);
/* Bottom-Right. */
drawscredge_corner_geometry(sizex, sizey,
sa->v4->vec.x,
sa->v4->vec.y,
sa->v4->vec.x - size,
sa->v4->vec.y + size,
M_PI_2 * 3.0f);
}
/**
* Draw screen area darker with arrow (visualization of future joining).
*/
@ -307,7 +411,7 @@ void ED_screen_draw_edges(wmWindow *win)
if (U.pixelsize > 1.0f) {
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
immUniformColor3ub(0x50, 0x50, 0x50);
immUniformColor3ub(0, 0, 0);
for (sa = screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y, pos);
@ -323,6 +427,10 @@ void ED_screen_draw_edges(wmWindow *win)
immUnbindProgram();
for (sa = screen->areabase.first; sa; sa = sa->next) {
drawscredge_corner(sa, winsize_x, winsize_y);
}
screen->do_draw = false;
}