Cleanup: remove unused code
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@ -295,140 +295,8 @@ static GPUBatch *batch_screen_edges_get(int *corner_len)
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return screen_edges_batch;
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}
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static void drawscredge_corner_geometry(
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int sizex, int sizey,
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int corner_x, int corner_y,
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int center_x, int center_y,
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double angle_offset,
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const float *color)
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{
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const int radius = ABS(corner_x - center_x);
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const int line_thickness = U.pixelsize;
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if (corner_x < center_x) {
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if (corner_x > 0.0f) {
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/* Left (internal) edge. */
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corner_x += line_thickness;
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center_x += line_thickness;
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}
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}
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else {
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/* Right (internal) edge. */
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if (corner_x < sizex - 1) {
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corner_x += 1 - line_thickness;
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center_x += 1 - line_thickness;
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}
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else {
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/* Corner case, extreme right edge. */
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corner_x += 1;
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center_x += 1;
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}
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}
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if (corner_y < center_y) {
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if (corner_y > 0.0f) {
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/* Bottom (internal) edge. */
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corner_y += line_thickness;
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center_y += line_thickness;
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}
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}
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else {
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/* Top (internal) edge. */
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if (corner_y < sizey) {
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corner_y += 1 - line_thickness;
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center_y += 1 - line_thickness;
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}
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}
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float tri_array[CORNER_RESOLUTION + 1][2];
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tri_array[0][0] = corner_x;
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tri_array[0][1] = corner_y;
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for (int i = 0; i < CORNER_RESOLUTION; i++) {
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double angle = angle_offset + (M_PI_2 * ((float)i / (CORNER_RESOLUTION - 1)));
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float x = center_x + (radius * cos(angle));
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float y = center_y + (radius * sin(angle));
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tri_array[i + 1][0] = x;
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tri_array[i + 1][1] = y;
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}
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UI_draw_anti_fan(tri_array, CORNER_RESOLUTION + 1, color);
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}
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#undef CORNER_RESOLUTION
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static void drawscredge_corner(ScrArea *sa, int sizex, int sizey)
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{
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int size = 10 * U.pixelsize;
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float color[4] = {0};
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UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, color);
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/* Bottom-Left. */
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drawscredge_corner_geometry(sizex, sizey,
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sa->v1->vec.x,
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sa->v1->vec.y,
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sa->v1->vec.x + size,
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sa->v1->vec.y + size,
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M_PI_2 * 2.0f,
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color);
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/* Top-Left. */
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drawscredge_corner_geometry(sizex, sizey,
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sa->v2->vec.x,
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sa->v2->vec.y,
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sa->v2->vec.x + size,
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sa->v2->vec.y - size,
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M_PI_2,
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color);
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/* Top-Right. */
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drawscredge_corner_geometry(sizex, sizey,
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sa->v3->vec.x,
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sa->v3->vec.y,
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sa->v3->vec.x - size,
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sa->v3->vec.y - size,
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0.0f,
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color);
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/* Bottom-Right. */
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drawscredge_corner_geometry(sizex, sizey,
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sa->v4->vec.x,
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sa->v4->vec.y,
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sa->v4->vec.x - size,
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sa->v4->vec.y + size,
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M_PI_2 * 3.0f,
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color);
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/* Wrap up the corners with a nice embossing. */
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rcti rect = sa->totrct;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor4fv(color);
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immBeginAtMost(GPU_PRIM_LINES, 8);
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/* Right. */
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immVertex2f(pos, rect.xmax, rect.ymax);
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immVertex2f(pos, rect.xmax, rect.ymin);
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/* Bottom. */
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immVertex2f(pos, rect.xmax, rect.ymin);
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immVertex2f(pos, rect.xmin, rect.ymin);
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/* Left. */
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immVertex2f(pos, rect.xmin, rect.ymin);
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immVertex2f(pos, rect.xmin, rect.ymax);
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/* Top. */
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immVertex2f(pos, rect.xmin, rect.ymax);
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immVertex2f(pos, rect.xmax, rect.ymax);
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immEnd();
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immUnbindProgram();
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}
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/**
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* Draw screen area darker with arrow (visualization of future joining).
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*/
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