[Bf-blender-cvs] [2ae0736] workspaces: Remove accidentally committed files

Julian Eisel noreply at git.blender.org
Thu Jan 5 20:34:12 CET 2017


Commit: 2ae07365916176c3dd5b7ff39633aefa46c18bf0
Author: Julian Eisel
Date:   Thu Jan 5 20:33:03 2017 +0100
Branches: workspaces
https://developer.blender.org/rB2ae07365916176c3dd5b7ff39633aefa46c18bf0

Remove accidentally committed files

===================================================================

D	source/blender/editors/workspace/screen_draw.c.orig
D	source/blender/editors/workspace/screen_edit.c.orig
D	source/blender/editors/workspace/screen_intern.h.orig

===================================================================

diff --git a/source/blender/editors/workspace/screen_draw.c.orig b/source/blender/editors/workspace/screen_draw.c.orig
deleted file mode 100644
index 55863a1..0000000
--- a/source/blender/editors/workspace/screen_draw.c.orig
+++ /dev/null
@@ -1,455 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program 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 General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/editors/screen/screen_draw.c
- *  \ingroup edscr
- */
-
-#include "ED_screen.h"
-
-#include "GPU_framebuffer.h"
-#include "GPU_immediate.h"
-
-#include "WM_api.h"
-#include "WM_types.h"
-
-#include "screen_intern.h"
-
-
-/**
- * Draw vertical shape visualizing future joining (left as well right direction of future joining).
- */
-static void draw_horizontal_join_shape(ScrArea *sa, char dir)
-{
-	vec2f points[10];
-	short i;
-	float w, h;
-	float width = sa->v3->vec.x - sa->v1->vec.x;
-	float height = sa->v3->vec.y - sa->v1->vec.y;
-
-	if (height < width) {
-		h = height / 8;
-		w = height / 4;
-	}
-	else {
-		h = width / 8;
-		w = width / 4;
-	}
-
-	points[0].x = sa->v1->vec.x;
-	points[0].y = sa->v1->vec.y + height / 2;
-
-	points[1].x = sa->v1->vec.x;
-	points[1].y = sa->v1->vec.y;
-
-	points[2].x = sa->v4->vec.x - w;
-	points[2].y = sa->v4->vec.y;
-
-	points[3].x = sa->v4->vec.x - w;
-	points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
-
-	points[4].x = sa->v4->vec.x - 2 * w;
-	points[4].y = sa->v4->vec.y + height / 2;
-
-	points[5].x = sa->v4->vec.x - w;
-	points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
-
-	points[6].x = sa->v3->vec.x - w;
-	points[6].y = sa->v3->vec.y;
-
-	points[7].x = sa->v2->vec.x;
-	points[7].y = sa->v2->vec.y;
-
-	points[8].x = sa->v4->vec.x;
-	points[8].y = sa->v4->vec.y + height / 2 - h;
-
-	points[9].x = sa->v4->vec.x;
-	points[9].y = sa->v4->vec.y + height / 2 + h;
-
-	if (dir == 'l') {
-		/* when direction is left, then we flip direction of arrow */
-		float cx = sa->v1->vec.x + width;
-		for (i = 0; i < 10; i++) {
-			points[i].x -= cx;
-			points[i].x = -points[i].x;
-			points[i].x += sa->v1->vec.x;
-		}
-	}
-
-	glBegin(GL_POLYGON);
-	for (i = 0; i < 5; i++)
-		glVertex2f(points[i].x, points[i].y);
-	glEnd();
-	glBegin(GL_POLYGON);
-	for (i = 4; i < 8; i++)
-		glVertex2f(points[i].x, points[i].y);
-	glVertex2f(points[0].x, points[0].y);
-	glEnd();
-
-	glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
-	glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
-}
-
-/**
- * Draw vertical shape visualizing future joining (up/down direction).
- */
-static void draw_vertical_join_shape(ScrArea *sa, char dir)
-{
-	vec2f points[10];
-	short i;
-	float w, h;
-	float width = sa->v3->vec.x - sa->v1->vec.x;
-	float height = sa->v3->vec.y - sa->v1->vec.y;
-
-	if (height < width) {
-		h = height / 4;
-		w = height / 8;
-	}
-	else {
-		h = width / 4;
-		w = width / 8;
-	}
-
-	points[0].x = sa->v1->vec.x + width / 2;
-	points[0].y = sa->v3->vec.y;
-
-	points[1].x = sa->v2->vec.x;
-	points[1].y = sa->v2->vec.y;
-
-	points[2].x = sa->v1->vec.x;
-	points[2].y = sa->v1->vec.y + h;
-
-	points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
-	points[3].y = sa->v1->vec.y + h;
-
-	points[4].x = sa->v1->vec.x + width / 2;
-	points[4].y = sa->v1->vec.y + 2 * h;
-
-	points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
-	points[5].y = sa->v1->vec.y + h;
-
-	points[6].x = sa->v4->vec.x;
-	points[6].y = sa->v4->vec.y + h;
-
-	points[7].x = sa->v3->vec.x;
-	points[7].y = sa->v3->vec.y;
-
-	points[8].x = sa->v1->vec.x + width / 2 - w;
-	points[8].y = sa->v1->vec.y;
-
-	points[9].x = sa->v1->vec.x + width / 2 + w;
-	points[9].y = sa->v1->vec.y;
-
-	if (dir == 'u') {
-		/* when direction is up, then we flip direction of arrow */
-		float cy = sa->v1->vec.y + height;
-		for (i = 0; i < 10; i++) {
-			points[i].y -= cy;
-			points[i].y = -points[i].y;
-			points[i].y += sa->v1->vec.y;
-		}
-	}
-
-	glBegin(GL_POLYGON);
-	for (i = 0; i < 5; i++)
-		glVertex2f(points[i].x, points[i].y);
-	glEnd();
-	glBegin(GL_POLYGON);
-	for (i = 4; i < 8; i++)
-		glVertex2f(points[i].x, points[i].y);
-	glVertex2f(points[0].x, points[0].y);
-	glEnd();
-
-	glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
-	glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
-}
-
-/**
- * Draw join shape due to direction of joining.
- */
-static void draw_join_shape(ScrArea *sa, char dir)
-{
-	if (dir == 'u' || dir == 'd')
-		draw_vertical_join_shape(sa, dir);
-	else
-		draw_horizontal_join_shape(sa, dir);
-}
-
-/**
- * Draw screen area darker with arrow (visualization of future joining).
- */
-static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
-{
-	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-	glColor4ub(0, 0, 0, 50);
-	draw_join_shape(sa, dir);
-}
-
-/**
- * Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
- */
-static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
-{
-	glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
-	/* value 181 was hardly computed: 181~105 */
-	glColor4ub(255, 255, 255, 50);
-	/* draw_join_shape(sa, dir); */
-	glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
-}
-
-static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
-{
-	/* right border area */
-	if (x2 < sizex - 1) {
-		glVertex2s(x2, y1);
-		glVertex2s(x2, y2);
-	}
-
-	/* left border area */
-	if (x1 > 0) { /* otherwise it draws the emboss of window over */
-		glVertex2s(x1, y1);
-		glVertex2s(x1, y2);
-	}
-
-	/* top border area */
-	if (y2 < sizey - 1) {
-		glVertex2s(x1, y2);
-		glVertex2s(x2, y2);
-	}
-
-	/* bottom border area */
-	if (y1 > 0) {
-		glVertex2s(x1, y1);
-		glVertex2s(x2, y1);
-	}
-}
-
-/**
- * \brief Screen edges drawing.
- */
-static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
-{
-	short x1 = sa->v1->vec.x;
-	short y1 = sa->v1->vec.y;
-	short x2 = sa->v3->vec.x;
-	short y2 = sa->v3->vec.y;
-
-	drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
-}
-
-/**
- * Only for edge lines between areas, and the blended join arrows.
- */
-void ED_screen_draw(wmWindow *win)
-{
-<<<<<<< HEAD
-	bScreen *screen = WM_window_get_active_screen(win);
-=======
->>>>>>> blender2.8
-	const int winsize_x = WM_window_pixels_x(win);
-	const int winsize_y = WM_window_pixels_y(win);
-
-	ScrArea *sa;
-	ScrArea *sa1 = NULL;
-	ScrArea *sa2 = NULL;
-	ScrArea *sa3 = NULL;
-
-<<<<<<< HEAD
-	wmSubWindowSet(win, screen->mainwin);
-=======
-	wmSubWindowSet(win, win->screen->mainwin);
->>>>>>> blender2.8
-
-	/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
-	if (U.pixelsize > 1.0f) {
-		/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
-		glLineWidth((2.0f * U.pixelsize) - 1);
-		glColor3ub(0x50, 0x50, 0x50);
-		glBegin(GL_LINES);
-<<<<<<< HEAD
-		for (sa = screen->areabase.first; sa; sa = sa->next)
-=======
-		for (sa = win->screen->areabase.first; sa; sa = sa->next)
->>>>>>> blender2.8
-			drawscredge_area(sa, winsize_x, winsize_y);
-		glEnd();
-	}
-
-	glLineWidth(1);
-	glColor3ub(0, 0, 0);
-	glBegin(GL_LINES);
-<<<<<<< HEAD
-	for (sa = screen->areabase.first; sa; sa = sa->next) {
-=======
-	for (sa = win->screen->areabase.first; sa; sa = sa->next) {
->>>>>>> blender2.8
-		drawscredge_area(sa, winsize_x, winsize_y);
-
-		/* gather area split/join info */
-		if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
-		if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
-		if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
-	}
-	glEnd();
-
-	/* blended join arrow */
-	if (sa1 && sa2) {
-		int dir = area_getorientation(sa1, sa2);
-		int dira = -1;
-		if (dir != -1) {
-			switch (dir) {
-				case 0: /* W */
-					dir = 'r';
-					dira = 'l';
-					break;
-				case 1: /* N */
-					dir = 'd';
-					dira = 'u';
-					break;
-				case 2: /* E */
-					dir = 'l';
-					dira = 'r';
-					break;
-				case 3: /* S */
-					dir = 'u';
-					dira = 'd';
-					break;
-			}
-		}
-		glEnable(GL_BLEND);
-		scrarea_draw_shape_dark(sa2, dir);
-		scrarea_draw_shape_light(sa1, dira);
-		glDisable(GL_BLEND);
-	}
-
-	/* splitpoint */
-	if (sa3) {
-		glEnable(GL_BLEND);
-		glBegin(GL_LINES);
-		glColor4ub(255, 255, 255, 100);
-
-		if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
-			glVertex2s(sa3->totrct.xmin, win->eventstate->y);
-			glVertex2s(sa3->totrct.xmax, win->eventstate->y);
-			glColor4ub(0, 0, 0, 100);
-			glVertex2s(sa3->totrct.xmin, win->eventstate->y + 1);
-			glVertex2s(sa3->totrct.xmax, win->eventstate->y + 1);
-		}
-		else {
-			glVertex2s(win->eventstate->x, sa3->totrct.ymin);
-			glVertex2s(win->eventstate->x, sa3->totrct.ymax);
-			glColor4ub(0, 0, 0, 100);
-			glVertex2s(win->eventstate->x + 1, sa3->totrct.ymin);
-			glVertex2s(win->eventstate->x + 1, sa3->totrct.ymax);
-		}
-		glEnd();
-		glDisable(GL_BLEND);
-	}
-
-<<<<<<< HEAD
-	screen->do_draw = false;
-=======
-	win->screen->do_draw = false;
->>>>>>> blender2.8
-}
-
-
-/* -------------------------------------------------------------------- */
-/* Screen Thumbnail Preview */
-
-/**
- * Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
- */
-static void screen_preview_scale_get(
-        const bScreen *screen, float size_x, float size_y,
-        const float asp[2],
-        float r_scale[2])
-{
-	float max_x = 0, max_y = 0;
-
-	for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
-		max_x = MAX2(max_x, sa->totrct.xmax);
-		max_y = MAX2(max_y, sa->totrct.ymax);
-	}
-	r_scale[0] = (size_x * asp[0]) / max_x;
-	r_scale[1] = (size_y * asp[1])

@@ Diff output truncated at 10240 characters. @@




More information about the Bf-blender-cvs mailing list