UI: Color-Ramp handles

- display handles with solid color.
- active handle is highlighted.
- 1/4 of the colorband draws solid.
- use old-style handles when zoomed out.

D289 by Charlie Jolly with own modifications.
This commit is contained in:
Campbell Barton 2014-03-29 15:26:29 +11:00
parent b64bdb2c1b
commit eaaacfc7b8
1 changed files with 214 additions and 80 deletions

View File

@ -912,12 +912,167 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
glDisable(GL_BLEND);
}
static void ui_draw_colorband_handle_tri_hlight(float x1, float y1, float halfwidth, float height)
{
float v[2];
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
copy_v2_fl2(v, x1 + halfwidth, y1);
glVertex2fv(v);
copy_v2_fl2(v, x1, y1 + height);
glVertex2fv(v);
copy_v2_fl2(v, x1 - halfwidth, y1);
glVertex2fv(v);
glEnd();
glDisable(GL_LINE_SMOOTH);
}
static void ui_draw_colorband_handle_tri(float x1, float y1, float halfwidth, float height, bool fill)
{
float v[2];
if (fill) {
glPolygonMode(GL_FRONT, GL_FILL);
glEnable(GL_POLYGON_SMOOTH);
}
else {
glPolygonMode(GL_FRONT, GL_LINE);
glEnable(GL_LINE_SMOOTH);
}
glBegin(GL_TRIANGLES);
copy_v2_fl2(v, x1 + halfwidth, y1);
glVertex2fv(v);
copy_v2_fl2(v, x1, y1 + height);
glVertex2fv(v);
copy_v2_fl2(v, x1 - halfwidth, y1);
glVertex2fv(v);
glEnd();
if (fill) {
glDisable(GL_POLYGON_SMOOTH);
}
else {
glDisable(GL_LINE_SMOOTH);
glPolygonMode(GL_FRONT, GL_FILL);
}
}
static void ui_draw_colorband_handle_box(float x1, float y1, float x2, float y2, bool fill)
{
float v[2];
if (fill) {
glPolygonMode(GL_FRONT, GL_FILL);
}
else {
glPolygonMode(GL_FRONT, GL_LINE);
}
glBegin(GL_QUADS);
copy_v2_fl2(v, x1, y1);
glVertex2fv(v);
copy_v2_fl2(v, x1, y2);
glVertex2fv(v);
copy_v2_fl2(v, x2, y2);
glVertex2fv(v);
copy_v2_fl2(v, x2, y1);
glVertex2fv(v);
glEnd();
if (!fill) {
glPolygonMode(GL_FRONT, GL_FILL);
}
}
static void ui_draw_colorband_handle(
const rcti *rect, float x,
const float rgb[3], struct ColorManagedDisplay *display,
bool active)
{
const float sizey = BLI_rcti_size_y(rect);
const float min_width = 3.0f;
float half_width, height, y1, y2;
float colf[3] = {UNPACK3(rgb)};
half_width = floorf(sizey / 3.5f);
height = half_width * 1.4f;
y1 = rect->ymin + (sizey * 0.16f);
y2 = rect->ymax;
/* align to pixels */
x = floorf(x + 0.5f);
y1 = floorf(y1 + 0.5f);
if (active || half_width < min_width) {
glBegin(GL_LINES);
glColor3ub(0, 0, 0);
glVertex2f(x, y1);
glVertex2f(x, y2);
glEnd();
setlinestyle(active ? 2 : 1);
glBegin(GL_LINES);
glColor3ub(200, 200, 200);
glVertex2f(x, y1);
glVertex2f(x, y2);
glEnd();
setlinestyle(0);
/* hide handles when zoomed out too far */
if (half_width < min_width) {
return;
}
}
/* shift handle down */
y1 = y1 - half_width;
glColor3ub(0, 0, 0);
ui_draw_colorband_handle_box(x - half_width, y1 - 1, x + half_width, y1 + height, false);
/* draw all triangles blended */
glEnable(GL_BLEND);
ui_draw_colorband_handle_tri(x, y1 + height, half_width, half_width, true);
if (active)
glColor3ub(196, 196, 196);
else
glColor3ub(128, 128, 128);
ui_draw_colorband_handle_tri(x, y1 + height, half_width, half_width, true);
if (active)
glColor3ub(255, 255, 255);
else
glColor3ub(196, 196, 196);
ui_draw_colorband_handle_tri_hlight(x, y1 + height - 1, (half_width - 1), (half_width - 1));
glColor3ub(0, 0, 0);
ui_draw_colorband_handle_tri_hlight(x, y1 + height, half_width, half_width);
glDisable(GL_BLEND);
glColor3ub(128, 128, 128);
ui_draw_colorband_handle_box(x - (half_width - 1), y1, x + (half_width - 1), y1 + height, true);
if (display) {
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
}
glColor3fv(colf);
ui_draw_colorband_handle_box(x - (half_width - 2), y1 + 1, x + (half_width - 2), y1 + height - 2, true);
}
void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *rect)
{
ColorBand *coba;
CBData *cbd;
float x1, y1, sizex, sizey;
float v3[2], v1[2], v2[2], v1a[2], v2a[2];
float x1, y1, sizex, sizey, sizey_solid;
float v1[2], v2[2];
int a;
float pos, colf[4] = {0, 0, 0, 0}; /* initialize in case the colorband isn't valid */
struct ColorManagedDisplay *display = NULL;
@ -929,37 +1084,32 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
display = ui_block_display_get(but->block);
x1 = rect->xmin;
y1 = rect->ymin;
sizex = rect->xmax - x1;
sizey = rect->ymax - y1;
/* first background, to show tranparency */
sizey = BLI_rcti_size_y(rect);
sizey_solid = sizey / 4;
y1 = rect->ymin;
/* layer: background, to show tranparency */
glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glRectf(x1, y1, x1 + sizex, rect->ymax);
glEnable(GL_POLYGON_STIPPLE);
glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
glPolygonStipple(stipple_checker_8px);
glRectf(x1, y1, x1 + sizex, y1 + sizey);
glRectf(x1, y1, x1 + sizex, rect->ymax);
glDisable(GL_POLYGON_STIPPLE);
/* layer: color ramp */
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
cbd = coba->data;
v1[0] = v2[0] = x1;
v1[1] = y1;
v2[1] = y1 + sizey;
v1[1] = y1 + sizey_solid;
v2[1] = rect->ymax;
glBegin(GL_QUAD_STRIP);
glColor4fv(&cbd->r);
glVertex2fv(v1);
glVertex2fv(v2);
for (a = 1; a <= sizex; a++) {
pos = ((float)a) / (sizex - 1);
for (a = 0; a <= sizex; a++) {
pos = ((float)a) / sizex;
do_colorband(coba, pos, colf);
if (display)
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
@ -970,71 +1120,55 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
glVertex2fv(v1);
glVertex2fv(v2);
}
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
/* outline */
glColor4f(0.0, 0.0, 0.0, 1.0);
fdrawbox(x1, y1, x1 + sizex, y1 + sizey);
/* help lines */
v1[0] = v2[0] = v3[0] = x1;
/* layer: color ramp without alpha for reference when manipulating ramp properties */
v1[1] = y1;
v1a[1] = y1 + 0.25f * sizey;
v2[1] = y1 + 0.5f * sizey;
v2a[1] = y1 + 0.75f * sizey;
v3[1] = y1 + sizey;
cbd = coba->data;
glBegin(GL_LINES);
for (a = 0; a < coba->tot; a++, cbd++) {
v1[0] = v2[0] = v3[0] = v1a[0] = v2a[0] = x1 + cbd->pos * sizex;
if (a == coba->cur) {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(2);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);
glVertex2fv(v1);
glVertex2fv(v3);
glEnd();
setlinestyle(0);
glBegin(GL_LINES);
#if 0
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v1a);
glColor3ub(255, 255, 255);
glVertex2fv(v1a);
glVertex2fv(v2);
glColor3ub(0, 0, 0);
glVertex2fv(v2);
glVertex2fv(v2a);
glColor3ub(255, 255, 255);
glVertex2fv(v2a);
glVertex2fv(v3);
#endif
}
else {
glColor3ub(0, 0, 0);
glVertex2fv(v1);
glVertex2fv(v2);
glColor3ub(255, 255, 255);
glVertex2fv(v2);
glVertex2fv(v3);
}
v2[1] = y1 + sizey_solid;
glBegin(GL_QUAD_STRIP);
for (a = 0; a <= sizex; a++) {
pos = ((float)a) / sizex;
do_colorband(coba, pos, colf);
if (display)
IMB_colormanagement_scene_linear_to_display_v3(colf, display);
v1[0] = v2[0] = x1 + a;
glColor4f(colf[0], colf[1], colf[2], 1.0f);
glVertex2fv(v1);
glVertex2fv(v2);
}
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_SMOOTH);
/* layer: box outline */
glColor4f(0.0, 0.0, 0.0, 1.0);
fdrawbox(x1, y1, x1 + sizex, rect->ymax);
glEnd();
/* layer: box outline */
glEnable(GL_BLEND);
glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
fdrawline(x1, y1, x1 + sizex, y1);
glColor4f(1.0f, 1.0f, 1.0f, 0.25f);
fdrawline(x1, y1 - 1, x1 + sizex, y1 - 1);
glDisable(GL_BLEND);
/* layer: draw handles */
for (a = 0; a < coba->tot; a++, cbd++) {
if (a != coba->cur) {
pos = x1 + cbd->pos * (sizex - 1) + 1;
ui_draw_colorband_handle(rect, pos, &cbd->r, display, false);
}
}
/* layer: active handle */
cbd = &coba->data[coba->cur];
pos = x1 + cbd->pos * (sizex - 1) + 1;
ui_draw_colorband_handle(rect, pos, &cbd->r, display, true);
}
void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, const rcti *rect)