mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-08 00:40:02 +01:00
Changed colors a bit
Selection area, group and pain tools matching the highlight color. White mask tool.
This commit is contained in:
44
View.cpp
44
View.cpp
@@ -265,15 +265,15 @@ MixingView::MixingView() : View(MIXING), limbo_scale_(1.3f)
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mixingCircle_->shader()->color = glm::vec4( 1.f, 1.f, 1.f, 1.f );
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scene.bg()->attach(mixingCircle_);
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tmp = new Mesh("mesh/circle.ply");
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tmp->shader()->color = glm::vec4( COLOR_FRAME, 0.9f );
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scene.bg()->attach(tmp);
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circle_ = new Mesh("mesh/circle.ply");
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circle_->shader()->color = glm::vec4( COLOR_CIRCLE, 0.9f );
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scene.bg()->attach(circle_);
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// Mixing scene foreground
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tmp = new Mesh("mesh/disk.ply");
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tmp->scale_ = glm::vec3(0.033f, 0.033f, 1.f);
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tmp->translation_ = glm::vec3(0.f, 1.f, 0.f);
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tmp->shader()->color = glm::vec4( COLOR_FRAME, 0.9f );
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tmp->shader()->color = glm::vec4( COLOR_CIRCLE, 0.9f );
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scene.fg()->attach(tmp);
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button_white_ = new Disk();
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@@ -285,7 +285,7 @@ MixingView::MixingView() : View(MIXING), limbo_scale_(1.3f)
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tmp = new Mesh("mesh/disk.ply");
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tmp->scale_ = glm::vec3(0.033f, 0.033f, 1.f);
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tmp->translation_ = glm::vec3(0.f, -1.f, 0.f);
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tmp->shader()->color = glm::vec4( COLOR_FRAME, 0.9f );
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tmp->shader()->color = glm::vec4( COLOR_CIRCLE, 0.9f );
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scene.fg()->attach(tmp);
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button_black_ = new Disk();
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@@ -300,7 +300,7 @@ MixingView::MixingView() : View(MIXING), limbo_scale_(1.3f)
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tmp = new Mesh("mesh/disk.ply");
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tmp->scale_ = glm::vec3(0.08f, 0.08f, 1.f);
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tmp->translation_ = glm::vec3(0.0f, 1.0f, 0.f);
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tmp->shader()->color = glm::vec4( COLOR_FRAME, 0.9f );
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tmp->shader()->color = glm::vec4( COLOR_CIRCLE, 0.9f );
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slider_root_->attach(tmp);
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slider_ = new Disk();
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@@ -959,7 +959,7 @@ void GeometryView::draw()
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| ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus ))
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{
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// style grey
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.95f, 0.76f, 0.95f, 1.f)); // 1
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(COLOR_FRAME_LIGHT, 1.f)); // 1
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ImGui::PushStyleColor(ImGuiCol_PopupBg, ImVec4(0.14f, 0.14f, 0.14f, 0.9f));
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ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.14f, 0.14f, 0.14f, 0.00f));
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ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.14f, 0.14f, 0.14f, 0.46f));
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@@ -1549,13 +1549,13 @@ LayerView::LayerView() : View(LAYER), aspect_ratio(1.f)
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scene.bg()->attach(frame_);
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persp_left_ = new Mesh("mesh/perspective_axis_left.ply");
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persp_left_->shader()->color = glm::vec4( COLOR_FRAME_LIGHT, 0.9f );
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persp_left_->shader()->color = glm::vec4( COLOR_FRAME_LIGHT, 1.f );
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persp_left_->scale_.x = LAYER_PERSPECTIVE;
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persp_left_->translation_.z = -0.1f;
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scene.bg()->attach(persp_left_);
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persp_right_ = new Mesh("mesh/perspective_axis_right.ply");
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persp_right_->shader()->color = glm::vec4( COLOR_FRAME_LIGHT, 0.9f );
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persp_right_->shader()->color = glm::vec4( COLOR_FRAME_LIGHT, 1.f );
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persp_right_->scale_.x = LAYER_PERSPECTIVE;
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persp_right_->translation_.z = -0.1f;
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scene.bg()->attach(persp_right_);
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@@ -1564,7 +1564,7 @@ LayerView::LayerView() : View(LAYER), aspect_ratio(1.f)
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overlay_group_->visible_ = false;
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overlay_group_icon_ = new Handles(Handles::MENU);
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overlay_group_->attach(overlay_group_icon_);
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overlay_group_frame_ = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
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overlay_group_frame_ = new Frame(Frame::SHARP, Frame::LARGE, Frame::NONE);
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overlay_group_frame_->scale_ = glm::vec3(1.05f, 1.1f, 1.f);
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overlay_group_->attach(overlay_group_frame_);
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scene.fg()->attach(overlay_group_);
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@@ -2364,8 +2364,8 @@ AppearanceView::AppearanceView() : View(APPEARANCE), edit_source_(nullptr), need
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mask_cursor_square_->visible_ = false;
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scene.fg()->attach(mask_cursor_square_);
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mask_cursor_crop_ = new Mesh("mesh/icon_crop.ply");
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mask_cursor_crop_->scale_ = glm::vec3(1.2f, 1.2f, 1.f);
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mask_cursor_crop_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 0.8f );
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mask_cursor_crop_->scale_ = glm::vec3(1.4f, 1.4f, 1.f);
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mask_cursor_crop_->shader()->color = glm::vec4( COLOR_APPEARANCE_MASK, 0.9f );
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mask_cursor_crop_->visible_ = false;
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scene.fg()->attach(mask_cursor_crop_);
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@@ -2465,11 +2465,17 @@ View::Cursor AppearanceView::over (glm::vec2 pos)
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mask_cursor_square_->visible_ = Settings::application.brush.z > 0.0;
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edit_source_->maskShader()->option = mask_cursor_paint_;
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if (mask_cursor_paint_ > 1) {
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mask_cursor_circle_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK_DISABLE, 0.9f );
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mask_cursor_square_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK_DISABLE, 0.9f );
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ImVec4 c = ImGuiToolkit::HighlightColor(false);
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mask_cursor_circle_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f );
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mask_cursor_square_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f );
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// mask_cursor_circle_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK_DISABLE, 0.9f );
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// mask_cursor_square_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK_DISABLE, 0.9f );
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} else {
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mask_cursor_circle_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK, 0.9f );
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mask_cursor_square_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK, 0.9f );
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ImVec4 c = ImGuiToolkit::HighlightColor();
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mask_cursor_circle_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f );
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mask_cursor_square_->shader()->color = glm::vec4(c.x, c.y, c.z, 0.8f );
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// mask_cursor_circle_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK, 0.9f );
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// mask_cursor_square_->shader()->color = glm::vec4(COLOR_APPEARANCE_MASK, 0.9f );
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}
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}
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else {
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@@ -2480,7 +2486,8 @@ View::Cursor AppearanceView::over (glm::vec2 pos)
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// show crop cursor
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else if (edit_source_->maskShader()->mode == MaskShader::SHAPE) {
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if (mask_cursor_shape_ > 0) {
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mask_cursor_crop_->visible_ = true;
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mask_cursor_crop_->visible_ = true;
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mask_cursor_crop_->scale_ = glm::vec3(1.4f /scene.root()->scale_.x, 1.4f / scene.root()->scale_.x, 1.f);
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}
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}
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}
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@@ -2591,6 +2598,7 @@ void AppearanceView::adjustBackground()
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mask_node_->scale_ = glm::vec3(scale.x, 1.f, 1.f);
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mask_node_->translation_ = glm::vec3(0.f, edit_source_->maskShader()->size.y * scale.y, 0.f);
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}
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}
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// background scene
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@@ -2700,7 +2708,7 @@ void AppearanceView::draw()
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{
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// style grey
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.00f, 1.00f, 0.90f, 1.0f)); // 1
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(COLOR_APPEARANCE_LIGHT, 1.0f)); // 1
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ImGui::PushStyleColor(ImGuiCol_PopupBg, ImVec4(0.14f, 0.14f, 0.14f, 0.9f));
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ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.14f, 0.14f, 0.14f, 0.f));
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ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.24f, 0.24f, 0.24f, 0.46f));
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