/* * * Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * Further, this software is distributed without any warranty that it is * free of the rightful claim of any third person regarding infringement * or the like. Any license provided herein, whether implied or * otherwise, applies only to this software file. Patent licenses, if * any, provided herein do not apply to combinations of this program with * other software, or any other product whatsoever. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy, * Mountain View, CA 94043, or: * * http://www.sgi.com * * For further information regarding this notice, see: * * http://oss.sgi.com/projects/GenInfo/NoticeExplan/ * */ /* * Copyright (C) 1990,91 Silicon Graphics, Inc. * _______________________________________________________________________ ______________ S I L I C O N G R A P H I C S I N C . ____________ | | $Revision: 1.1 $ | | Author(s) : Alain Dumesny | | ______________ S I L I C O N G R A P H I C S I N C . ____________ _______________________________________________________________________ */ #include "_SoXtUIRegion.h" #include // ??? doing a GL_LINE_LOOP seems to be missing the top right // ??? pixel due to subpixel == TRUE in openGL. #define RECT(x1, y1, x2, y2) \ glBegin(GL_LINE_STRIP); \ glVertex2s(x2, y2); glVertex2s(x1, y2); \ glVertex2s(x1, y1); glVertex2s(x2, y1); \ glVertex2s(x2, y2+1); \ glEnd(); void SoDrawDownUIBorders(short x1, short y1, short x2, short y2, SbBool blackLast) { DARK1_UI_COLOR; glBegin(GL_LINE_STRIP); glVertex2s(x1, y1+1); glVertex2s(x1, y2); glVertex2s(x2+1, y2); glEnd(); LIGHT1_UI_COLOR; glBegin(GL_LINE_STRIP); glVertex2s(x1, y1); glVertex2s(x2, y1); glVertex2s(x2, y2); glEnd(); x1++; y1++; x2--; y2--; DARK2_UI_COLOR; glBegin(GL_LINE_STRIP); glVertex2s(x1, y1+1); glVertex2s(x1, y2); glVertex2s(x2+1, y2); glEnd(); WHITE_UI_COLOR; glBegin(GL_LINE_STRIP); glVertex2s(x1, y1); glVertex2s(x2, y1); glVertex2s(x2, y2); glEnd(); x1++; y1++; x2--; y2--; if (blackLast) { BLACK_UI_COLOR; RECT(x1, y1, x2, y2); } else { DARK3_UI_COLOR; glBegin(GL_LINE_STRIP); glVertex2s(x1, y1+1); glVertex2s(x1, y2); glVertex2s(x2+1, y2); glEnd(); DARK2_UI_COLOR; glBegin(GL_LINE_STRIP); glVertex2s(x1, y1); glVertex2s(x2, y1); glVertex2s(x2, y2); glEnd(); } } void SoDrawDownUIRegion(short x1, short y1, short x2, short y2) { SoDrawDownUIBorders(x1, y1, x2, y2); MAIN_UI_COLOR; x1+=UI_THICK; y1+=UI_THICK; x2-=UI_THICK; y2-=UI_THICK; RECT(x1, y1, x2, y2); x1++; y1++; x2--; y2--; RECT(x1, y1, x2, y2); x1++; y1++; x2--; y2--; SoDrawDownUIBorders(x1, y1, x2, y2, TRUE); } void SoDrawThumbUIRegion(short x1, short y1, short x2, short y2) { short v[3][2]; short x = (x1 + x2) / 2; v[0][0] = x1; v[0][1] = v[2][1] = y1; v[1][0] = x; v[1][1] = y2; v[2][0] = x2; MAIN_UI_COLOR; glBegin(GL_POLYGON); glVertex2sv(v[0]); glVertex2sv(v[1]); glVertex2sv(v[2]); glEnd(); glBegin(GL_LINES); BLACK_UI_COLOR; glVertex2s(x1, y1); glVertex2s(x, y2); DARK3_UI_COLOR; glVertex2s(x, y2); glVertex2s(x2, y1); glVertex2s(x2, y1); glVertex2s(x1+1, y1); x1++; y1++; x2--; y2--; WHITE_UI_COLOR; glVertex2s(x1, y1); glVertex2s(x, y2); DARK2_UI_COLOR; glVertex2s(x, y2); glVertex2s(x2, y1); DARK1_UI_COLOR; glVertex2s(x2, y1); glVertex2s(x1+1, y1); x1++; y1++; x2--; y2--; WHITE_UI_COLOR; glVertex2s(x1, y1); glVertex2s(x, y2); DARK2_UI_COLOR; glVertex2s(x, y2); glVertex2s(x2, y1); glEnd(); }