mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 00:37:51 -06:00
Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_custom_bed
This commit is contained in:
commit
9cb1a584e1
17 changed files with 621 additions and 474 deletions
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@ -48,6 +48,7 @@ GLToolbarItem::Data::Data()
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: name("")
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, icon_filename("")
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, tooltip("")
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, additional_tooltip("")
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, sprite_id(-1)
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, visible(true)
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, visibility_callback(Default_Visibility_Callback)
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@ -131,7 +132,8 @@ const float GLToolbar::Default_Icons_Size = 40.0f;
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GLToolbar::Layout::Layout()
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: type(Horizontal)
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, orientation(Center)
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, horizontal_orientation(HO_Center)
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, vertical_orientation(VO_Center)
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, top(0.0f)
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, left(0.0f)
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, border(0.0f)
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@ -191,16 +193,6 @@ void GLToolbar::set_layout_type(GLToolbar::Layout::EType type)
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m_layout.dirty = true;
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}
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GLToolbar::Layout::EOrientation GLToolbar::get_layout_orientation() const
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{
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return m_layout.orientation;
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}
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void GLToolbar::set_layout_orientation(GLToolbar::Layout::EOrientation orientation)
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{
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m_layout.orientation = orientation;
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}
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void GLToolbar::set_position(float top, float left)
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{
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m_layout.top = top;
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@ -374,6 +366,31 @@ void GLToolbar::force_right_action(unsigned int item_id, GLCanvas3D& parent)
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do_action(GLToolbarItem::Right, item_id, parent, false);
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}
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void GLToolbar::get_additional_tooltip(unsigned int item_id, std::string& text)
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{
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if (item_id < (unsigned int)m_items.size())
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{
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GLToolbarItem* item = m_items[item_id];
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if (item != nullptr)
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{
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text = item->get_additional_tooltip();
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return;
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}
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}
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text = L("");
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}
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void GLToolbar::set_additional_tooltip(unsigned int item_id, const std::string& text)
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{
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if (item_id < (unsigned int)m_items.size())
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{
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GLToolbarItem* item = m_items[item_id];
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if (item != nullptr)
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item->set_additional_tooltip(text);
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}
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}
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bool GLToolbar::update_items_state()
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{
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bool ret = false;
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@ -403,6 +420,9 @@ void GLToolbar::render(const GLCanvas3D& parent) const
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bool GLToolbar::on_mouse(wxMouseEvent& evt, GLCanvas3D& parent)
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{
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if (!m_enabled)
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return false;
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Vec2d mouse_pos((double)evt.GetX(), (double)evt.GetY());
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bool processed = false;
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@ -433,7 +453,7 @@ bool GLToolbar::on_mouse(wxMouseEvent& evt, GLCanvas3D& parent)
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if (item_id == -1)
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{
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// mouse is outside the toolbar
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m_tooltip = "";
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m_tooltip = L("");
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}
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else
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{
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@ -600,7 +620,7 @@ void GLToolbar::do_action(GLToolbarItem::EActionType type, unsigned int item_id,
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std::string GLToolbar::update_hover_state(const Vec2d& mouse_pos, GLCanvas3D& parent)
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{
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if (!m_enabled)
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return "";
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return L("");
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switch (m_layout.type)
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{
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@ -649,7 +669,15 @@ std::string GLToolbar::update_hover_state_horizontal(const Vec2d& mouse_pos, GLC
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GLToolbarItem::EState state = item->get_state();
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bool inside = (left <= (float)scaled_mouse_pos(0)) && ((float)scaled_mouse_pos(0) <= right) && (bottom <= (float)scaled_mouse_pos(1)) && ((float)scaled_mouse_pos(1) <= top);
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if (inside)
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{
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tooltip = item->get_tooltip();
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if (!item->is_pressed())
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{
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const std::string& additional_tooltip = item->get_additional_tooltip();
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if (!additional_tooltip.empty())
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tooltip += L("\n") + additional_tooltip;
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}
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}
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switch (state)
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{
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@ -745,7 +773,15 @@ std::string GLToolbar::update_hover_state_vertical(const Vec2d& mouse_pos, GLCan
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GLToolbarItem::EState state = item->get_state();
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bool inside = (left <= (float)scaled_mouse_pos(0)) && ((float)scaled_mouse_pos(0) <= right) && (bottom <= (float)scaled_mouse_pos(1)) && ((float)scaled_mouse_pos(1) <= top);
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if (inside)
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{
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tooltip = item->get_tooltip();
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if (!item->is_pressed())
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{
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const std::string& additional_tooltip = item->get_additional_tooltip();
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if (!additional_tooltip.empty())
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tooltip += L("\n") + additional_tooltip;
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}
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}
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switch (state)
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{
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@ -966,6 +1002,84 @@ int GLToolbar::contains_mouse_vertical(const Vec2d& mouse_pos, const GLCanvas3D&
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return -1;
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}
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void GLToolbar::render_background(float left, float top, float right, float bottom, float border) const
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{
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unsigned int tex_id = m_background_texture.texture.get_id();
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float tex_width = (float)m_background_texture.texture.get_width();
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float tex_height = (float)m_background_texture.texture.get_height();
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if ((tex_id != 0) && (tex_width > 0) && (tex_height > 0))
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{
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float inv_tex_width = (tex_width != 0.0f) ? 1.0f / tex_width : 0.0f;
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float inv_tex_height = (tex_height != 0.0f) ? 1.0f / tex_height : 0.0f;
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float internal_left = left + border;
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float internal_right = right - border;
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float internal_top = top - border;
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float internal_bottom = bottom + border;
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float left_uv = 0.0f;
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float right_uv = 1.0f;
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float top_uv = 1.0f;
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float bottom_uv = 0.0f;
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float internal_left_uv = (float)m_background_texture.metadata.left * inv_tex_width;
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float internal_right_uv = 1.0f - (float)m_background_texture.metadata.right * inv_tex_width;
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float internal_top_uv = 1.0f - (float)m_background_texture.metadata.top * inv_tex_height;
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float internal_bottom_uv = (float)m_background_texture.metadata.bottom * inv_tex_height;
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// top-left corner
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if ((m_layout.horizontal_orientation == Layout::HO_Left) || (m_layout.vertical_orientation == Layout::VO_Top))
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GLTexture::render_sub_texture(tex_id, left, internal_left, internal_top, top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, left, internal_left, internal_top, top, { { left_uv, internal_top_uv }, { internal_left_uv, internal_top_uv }, { internal_left_uv, top_uv }, { left_uv, top_uv } });
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// top edge
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if (m_layout.vertical_orientation == Layout::VO_Top)
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GLTexture::render_sub_texture(tex_id, internal_left, internal_right, internal_top, top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, internal_left, internal_right, internal_top, top, { { internal_left_uv, internal_top_uv }, { internal_right_uv, internal_top_uv }, { internal_right_uv, top_uv }, { internal_left_uv, top_uv } });
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// top-right corner
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if ((m_layout.horizontal_orientation == Layout::HO_Right) || (m_layout.vertical_orientation == Layout::VO_Top))
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GLTexture::render_sub_texture(tex_id, internal_right, right, internal_top, top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, internal_right, right, internal_top, top, { { internal_right_uv, internal_top_uv }, { right_uv, internal_top_uv }, { right_uv, top_uv }, { internal_right_uv, top_uv } });
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// center-left edge
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if (m_layout.horizontal_orientation == Layout::HO_Left)
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GLTexture::render_sub_texture(tex_id, left, internal_left, internal_bottom, internal_top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, left, internal_left, internal_bottom, internal_top, { { left_uv, internal_bottom_uv }, { internal_left_uv, internal_bottom_uv }, { internal_left_uv, internal_top_uv }, { left_uv, internal_top_uv } });
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// center
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GLTexture::render_sub_texture(tex_id, internal_left, internal_right, internal_bottom, internal_top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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// center-right edge
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if (m_layout.horizontal_orientation == Layout::HO_Right)
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GLTexture::render_sub_texture(tex_id, internal_right, right, internal_bottom, internal_top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, internal_right, right, internal_bottom, internal_top, { { internal_right_uv, internal_bottom_uv }, { right_uv, internal_bottom_uv }, { right_uv, internal_top_uv }, { internal_right_uv, internal_top_uv } });
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// bottom-left corner
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if ((m_layout.horizontal_orientation == Layout::HO_Left) || (m_layout.vertical_orientation == Layout::VO_Bottom))
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GLTexture::render_sub_texture(tex_id, left, internal_left, bottom, internal_bottom, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, left, internal_left, bottom, internal_bottom, { { left_uv, bottom_uv }, { internal_left_uv, bottom_uv }, { internal_left_uv, internal_bottom_uv }, { left_uv, internal_bottom_uv } });
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// bottom edge
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if (m_layout.vertical_orientation == Layout::VO_Bottom)
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GLTexture::render_sub_texture(tex_id, internal_left, internal_right, bottom, internal_bottom, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, internal_left, internal_right, bottom, internal_bottom, { { internal_left_uv, bottom_uv }, { internal_right_uv, bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_left_uv, internal_bottom_uv } });
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// bottom-right corner
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if ((m_layout.horizontal_orientation == Layout::HO_Right) || (m_layout.vertical_orientation == Layout::VO_Bottom))
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GLTexture::render_sub_texture(tex_id, internal_right, right, bottom, internal_bottom, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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else
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GLTexture::render_sub_texture(tex_id, internal_right, right, bottom, internal_bottom, { { internal_right_uv, bottom_uv }, { right_uv, bottom_uv }, { right_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv } });
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}
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}
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void GLToolbar::render_horizontal(const GLCanvas3D& parent) const
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{
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unsigned int tex_id = m_icons_texture.get_id();
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@ -991,88 +1105,7 @@ void GLToolbar::render_horizontal(const GLCanvas3D& parent) const
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float right = left + scaled_width;
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float bottom = top - scaled_height;
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// renders background
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unsigned int bg_tex_id = m_background_texture.texture.get_id();
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float bg_tex_width = (float)m_background_texture.texture.get_width();
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float bg_tex_height = (float)m_background_texture.texture.get_height();
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if ((bg_tex_id != 0) && (bg_tex_width > 0) && (bg_tex_height > 0))
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{
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float inv_bg_tex_width = (bg_tex_width != 0.0f) ? 1.0f / bg_tex_width : 0.0f;
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float inv_bg_tex_height = (bg_tex_height != 0.0f) ? 1.0f / bg_tex_height : 0.0f;
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float bg_uv_left = 0.0f;
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float bg_uv_right = 1.0f;
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float bg_uv_top = 1.0f;
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float bg_uv_bottom = 0.0f;
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float bg_left = left;
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float bg_right = right;
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float bg_top = top;
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float bg_bottom = bottom;
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float bg_width = right - left;
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float bg_height = top - bottom;
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float bg_min_size = std::min(bg_width, bg_height);
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float bg_uv_i_left = (float)m_background_texture.metadata.left * inv_bg_tex_width;
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float bg_uv_i_right = 1.0f - (float)m_background_texture.metadata.right * inv_bg_tex_width;
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float bg_uv_i_top = 1.0f - (float)m_background_texture.metadata.top * inv_bg_tex_height;
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float bg_uv_i_bottom = (float)m_background_texture.metadata.bottom * inv_bg_tex_height;
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float bg_i_left = bg_left + scaled_border;
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float bg_i_right = bg_right - scaled_border;
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float bg_i_top = bg_top - scaled_border;
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float bg_i_bottom = bg_bottom + scaled_border;
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switch (m_layout.orientation)
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{
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case Layout::Top:
|
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{
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bg_uv_top = bg_uv_i_top;
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bg_i_top = bg_top;
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break;
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}
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case Layout::Bottom:
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{
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bg_uv_bottom = bg_uv_i_bottom;
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bg_i_bottom = bg_bottom;
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break;
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}
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case Layout::Center:
|
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{
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break;
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}
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};
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if ((m_layout.border > 0) && (bg_uv_top != bg_uv_i_top))
|
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{
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if (bg_uv_left != bg_uv_i_left)
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GLTexture::render_sub_texture(bg_tex_id, bg_left, bg_i_left, bg_i_top, bg_top, { { bg_uv_left, bg_uv_i_top }, { bg_uv_i_left, bg_uv_i_top }, { bg_uv_i_left, bg_uv_top }, { bg_uv_left, bg_uv_top } });
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GLTexture::render_sub_texture(bg_tex_id, bg_i_left, bg_i_right, bg_i_top, bg_top, { { bg_uv_i_left, bg_uv_i_top }, { bg_uv_i_right, bg_uv_i_top }, { bg_uv_i_right, bg_uv_top }, { bg_uv_i_left, bg_uv_top } });
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if (bg_uv_right != bg_uv_i_right)
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GLTexture::render_sub_texture(bg_tex_id, bg_i_right, bg_right, bg_i_top, bg_top, { { bg_uv_i_right, bg_uv_i_top }, { bg_uv_right, bg_uv_i_top }, { bg_uv_right, bg_uv_top }, { bg_uv_i_right, bg_uv_top } });
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}
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|
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if ((m_layout.border > 0) && (bg_uv_left != bg_uv_i_left))
|
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GLTexture::render_sub_texture(bg_tex_id, bg_left, bg_i_left, bg_i_bottom, bg_i_top, { { bg_uv_left, bg_uv_i_bottom }, { bg_uv_i_left, bg_uv_i_bottom }, { bg_uv_i_left, bg_uv_i_top }, { bg_uv_left, bg_uv_i_top } });
|
||||
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_left, bg_i_right, bg_i_bottom, bg_i_top, { { bg_uv_i_left, bg_uv_i_bottom }, { bg_uv_i_right, bg_uv_i_bottom }, { bg_uv_i_right, bg_uv_i_top }, { bg_uv_i_left, bg_uv_i_top } });
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||||
|
||||
if ((m_layout.border > 0) && (bg_uv_right != bg_uv_i_right))
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_right, bg_right, bg_i_bottom, bg_i_top, { { bg_uv_i_right, bg_uv_i_bottom }, { bg_uv_right, bg_uv_i_bottom }, { bg_uv_right, bg_uv_i_top }, { bg_uv_i_right, bg_uv_i_top } });
|
||||
|
||||
if ((m_layout.border > 0) && (bg_uv_bottom != bg_uv_i_bottom))
|
||||
{
|
||||
if (bg_uv_left != bg_uv_i_left)
|
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GLTexture::render_sub_texture(bg_tex_id, bg_left, bg_i_left, bg_bottom, bg_i_bottom, { { bg_uv_left, bg_uv_bottom }, { bg_uv_i_left, bg_uv_bottom }, { bg_uv_i_left, bg_uv_i_bottom }, { bg_uv_left, bg_uv_i_bottom } });
|
||||
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_left, bg_i_right, bg_bottom, bg_i_bottom, { { bg_uv_i_left, bg_uv_bottom }, { bg_uv_i_right, bg_uv_bottom }, { bg_uv_i_right, bg_uv_i_bottom }, { bg_uv_i_left, bg_uv_i_bottom } });
|
||||
|
||||
if (bg_uv_right != bg_uv_i_right)
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_right, bg_right, bg_bottom, bg_i_bottom, { { bg_uv_i_right, bg_uv_bottom }, { bg_uv_right, bg_uv_bottom }, { bg_uv_right, bg_uv_i_bottom }, { bg_uv_i_right, bg_uv_i_bottom } });
|
||||
}
|
||||
}
|
||||
render_background(left, top, right, bottom, scaled_border);
|
||||
|
||||
left += scaled_border;
|
||||
top -= scaled_border;
|
||||
|
@ -1121,88 +1154,7 @@ void GLToolbar::render_vertical(const GLCanvas3D& parent) const
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|||
float right = left + scaled_width;
|
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float bottom = top - scaled_height;
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||||
|
||||
// renders background
|
||||
unsigned int bg_tex_id = m_background_texture.texture.get_id();
|
||||
float bg_tex_width = (float)m_background_texture.texture.get_width();
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||||
float bg_tex_height = (float)m_background_texture.texture.get_height();
|
||||
if ((bg_tex_id != 0) && (bg_tex_width > 0) && (bg_tex_height > 0))
|
||||
{
|
||||
float inv_bg_tex_width = (bg_tex_width != 0.0f) ? 1.0f / bg_tex_width : 0.0f;
|
||||
float inv_bg_tex_height = (bg_tex_height != 0.0f) ? 1.0f / bg_tex_height : 0.0f;
|
||||
|
||||
float bg_uv_left = 0.0f;
|
||||
float bg_uv_right = 1.0f;
|
||||
float bg_uv_top = 1.0f;
|
||||
float bg_uv_bottom = 0.0f;
|
||||
|
||||
float bg_left = left;
|
||||
float bg_right = right;
|
||||
float bg_top = top;
|
||||
float bg_bottom = bottom;
|
||||
float bg_width = right - left;
|
||||
float bg_height = top - bottom;
|
||||
float bg_min_size = std::min(bg_width, bg_height);
|
||||
|
||||
float bg_uv_i_left = (float)m_background_texture.metadata.left * inv_bg_tex_width;
|
||||
float bg_uv_i_right = 1.0f - (float)m_background_texture.metadata.right * inv_bg_tex_width;
|
||||
float bg_uv_i_top = 1.0f - (float)m_background_texture.metadata.top * inv_bg_tex_height;
|
||||
float bg_uv_i_bottom = (float)m_background_texture.metadata.bottom * inv_bg_tex_height;
|
||||
|
||||
float bg_i_left = bg_left + scaled_border;
|
||||
float bg_i_right = bg_right - scaled_border;
|
||||
float bg_i_top = bg_top - scaled_border;
|
||||
float bg_i_bottom = bg_bottom + scaled_border;
|
||||
|
||||
switch (m_layout.orientation)
|
||||
{
|
||||
case Layout::Left:
|
||||
{
|
||||
bg_uv_left = bg_uv_i_left;
|
||||
bg_i_left = bg_left;
|
||||
break;
|
||||
}
|
||||
case Layout::Right:
|
||||
{
|
||||
bg_uv_right = bg_uv_i_right;
|
||||
bg_i_right = bg_right;
|
||||
break;
|
||||
}
|
||||
case Layout::Center:
|
||||
{
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
if ((m_layout.border > 0) && (bg_uv_top != bg_uv_i_top))
|
||||
{
|
||||
if (bg_uv_left != bg_uv_i_left)
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_left, bg_i_left, bg_i_top, bg_top, { { bg_uv_left, bg_uv_i_top }, { bg_uv_i_left, bg_uv_i_top }, { bg_uv_i_left, bg_uv_top }, { bg_uv_left, bg_uv_top } });
|
||||
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_left, bg_i_right, bg_i_top, bg_top, { { bg_uv_i_left, bg_uv_i_top }, { bg_uv_i_right, bg_uv_i_top }, { bg_uv_i_right, bg_uv_top }, { bg_uv_i_left, bg_uv_top } });
|
||||
|
||||
if (bg_uv_right != bg_uv_i_right)
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_right, bg_right, bg_i_top, bg_top, { { bg_uv_i_right, bg_uv_i_top }, { bg_uv_right, bg_uv_i_top }, { bg_uv_right, bg_uv_top }, { bg_uv_i_right, bg_uv_top } });
|
||||
}
|
||||
|
||||
if ((m_layout.border > 0) && (bg_uv_left != bg_uv_i_left))
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_left, bg_i_left, bg_i_bottom, bg_i_top, { { bg_uv_left, bg_uv_i_bottom }, { bg_uv_i_left, bg_uv_i_bottom }, { bg_uv_i_left, bg_uv_i_top }, { bg_uv_left, bg_uv_i_top } });
|
||||
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_left, bg_i_right, bg_i_bottom, bg_i_top, { { bg_uv_i_left, bg_uv_i_bottom }, { bg_uv_i_right, bg_uv_i_bottom }, { bg_uv_i_right, bg_uv_i_top }, { bg_uv_i_left, bg_uv_i_top } });
|
||||
|
||||
if ((m_layout.border > 0) && (bg_uv_right != bg_uv_i_right))
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_right, bg_right, bg_i_bottom, bg_i_top, { { bg_uv_i_right, bg_uv_i_bottom }, { bg_uv_right, bg_uv_i_bottom }, { bg_uv_right, bg_uv_i_top }, { bg_uv_i_right, bg_uv_i_top } });
|
||||
|
||||
if ((m_layout.border > 0) && (bg_uv_bottom != bg_uv_i_bottom))
|
||||
{
|
||||
if (bg_uv_left != bg_uv_i_left)
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_left, bg_i_left, bg_bottom, bg_i_bottom, { { bg_uv_left, bg_uv_bottom }, { bg_uv_i_left, bg_uv_bottom }, { bg_uv_i_left, bg_uv_i_bottom }, { bg_uv_left, bg_uv_i_bottom } });
|
||||
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_left, bg_i_right, bg_bottom, bg_i_bottom, { { bg_uv_i_left, bg_uv_bottom }, { bg_uv_i_right, bg_uv_bottom }, { bg_uv_i_right, bg_uv_i_bottom }, { bg_uv_i_left, bg_uv_i_bottom } });
|
||||
|
||||
if (bg_uv_right != bg_uv_i_right)
|
||||
GLTexture::render_sub_texture(bg_tex_id, bg_i_right, bg_right, bg_bottom, bg_i_bottom, { { bg_uv_i_right, bg_uv_bottom }, { bg_uv_right, bg_uv_bottom }, { bg_uv_right, bg_uv_i_bottom }, { bg_uv_i_right, bg_uv_i_bottom } });
|
||||
}
|
||||
}
|
||||
render_background(left, top, right, bottom, scaled_border);
|
||||
|
||||
left += scaled_border;
|
||||
top -= scaled_border;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue