[Bf-blender-cvs] [4e50c5f4fb7] temp-ui-tweaks: Merge branch 'master' into temp-ui-tweaks

Pablo Vazquez noreply at git.blender.org
Mon Oct 4 12:58:52 CEST 2021


Commit: 4e50c5f4fb7d0439fd26f5b1064433e4bef5f70c
Author: Pablo Vazquez
Date:   Mon Oct 4 12:58:42 2021 +0200
Branches: temp-ui-tweaks
https://developer.blender.org/rB4e50c5f4fb7d0439fd26f5b1064433e4bef5f70c

Merge branch 'master' into temp-ui-tweaks

# Conflicts:
#	source/blender/editors/animation/time_scrub_ui.c

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



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

diff --cc source/blender/editors/animation/time_scrub_ui.c
index 4dec54f0835,b0eb014c5d9..9b84209eb43
--- a/source/blender/editors/animation/time_scrub_ui.c
+++ b/source/blender/editors/animation/time_scrub_ui.c
@@@ -107,33 -105,18 +106,48 @@@ static void draw_current_frame(const Sc
    float bg_color[4];
    UI_GetThemeColorShade4fv(TH_CFRAME, -5, bg_color);
  
++<<<<<<< HEAD
 +  if (draw_line) {
 +    /* Draw vertical line to from the bottom of the current frame box to the bottom of the screen.
 +     */
 +    const float subframe_x = UI_view2d_view_to_region_x(v2d, BKE_scene_ctime_get(scene));
 +    GPUVertFormat *format = immVertexFormat();
 +    uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 +
 +    immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 +    GPU_blend(GPU_BLEND_ALPHA);
 +
 +    immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
 +    immRectf(pos,
 +             subframe_x - U.pixelsize - outline,
 +             scrub_region_rect->ymax - box_padding,
 +             subframe_x + U.pixelsize + outline,
 +             0.0f);
 +
 +    immUniformThemeColor(TH_CFRAME);
 +    immRectf(pos,
 +             subframe_x - U.pixelsize,
 +             scrub_region_rect->ymax - box_padding,
 +             subframe_x + U.pixelsize,
 +             0.0f);
 +
 +    GPU_blend(GPU_BLEND_NONE);
 +    immUnbindProgram();
 +  }
++=======
+   /* Draw vertical line from the bottom of the current frame box to the bottom of the screen. */
+   const float subframe_x = UI_view2d_view_to_region_x(v2d, BKE_scene_ctime_get(scene));
+   GPUVertFormat *format = immVertexFormat();
+   uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+   immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+   immUniformThemeColor(TH_CFRAME);
+   immRectf(pos,
+            subframe_x - U.pixelsize,
+            scrub_region_rect->ymax - box_padding,
+            subframe_x + U.pixelsize,
+            0.0f);
+   immUnbindProgram();
++>>>>>>> master
  
    UI_draw_roundbox_corner_set(UI_CNR_ALL);



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