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More consts for UI job
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2 changed files with 25 additions and 21 deletions
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@ -2469,29 +2469,23 @@ void Application::displayOverlay() {
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TextRenderer textRenderer(SANS_FONT_FAMILY, 11, 50);
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const char line1[] = "Assign this color to a swatch";
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const char line2[] = "by choosing a key from 1 to 8.";
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double step = 0.05f;
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int width = 280, height = 30;
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double margin = 10.0f;
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int left = (_glWidget->width() - width - 2 * margin) / 2;
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int left = (_glWidget->width() - WIDTH - 2 * MARGIN) / 2;
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int top = _glWidget->height() / 40;
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int swatchWidth = 64, swatchHeight = 30;
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int firstLineOffset = 12, secondLineOffset = 28;
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glBegin(GL_POLYGON);
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glColor3f(0.0f, 0.0f, 0.0f);
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for (double a = M_PI; a < 1.5f * M_PI; a += step) {
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glVertex2f(left + margin * cos(a) , top + margin * sin(a));
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for (double a = M_PI; a < 1.5f * M_PI; a += STEP) {
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glVertex2f(left + MARGIN * cos(a) , top + MARGIN * sin(a));
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}
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for (double a = 1.5f * M_PI; a < 2.0f*M_PI; a += step) {
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glVertex2f(left + width + margin * cos(a), top + margin * sin(a));
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for (double a = 1.5f * M_PI; a < 2.0f*M_PI; a += STEP) {
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glVertex2f(left + WIDTH + MARGIN * cos(a), top + MARGIN * sin(a));
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}
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for (double a = 0.0f; a < 0.5f * M_PI; a += step) {
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glVertex2f(left + width + margin * cos(a), top + height + margin * sin(a));
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for (double a = 0.0f; a < 0.5f * M_PI; a += STEP) {
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glVertex2f(left + WIDTH + MARGIN * cos(a), top + HEIGHT + MARGIN * sin(a));
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}
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for (double a = 0.5f*M_PI; a < 1.0f*M_PI; a += step) {
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glVertex2f(left + margin*cos(a) , top + height + margin*sin(a));
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for (double a = 0.5f*M_PI; a < 1.0f*M_PI; a += STEP) {
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glVertex2f(left + MARGIN*cos(a) , top + HEIGHT + MARGIN*sin(a));
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}
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glEnd();
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@ -2499,15 +2493,15 @@ void Application::displayOverlay() {
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glColor3f(color.redF(),
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color.greenF(),
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color.blueF());
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glVertex2f(left , top);
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glVertex2f(left + swatchWidth, top);
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glVertex2f(left + swatchWidth, top + swatchHeight);
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glVertex2f(left , top + swatchHeight);
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glVertex2f(left , top);
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glVertex2f(left + SWATCH_WIDTH, top);
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glVertex2f(left + SWATCH_WIDTH, top + SWATCH_HEIGHT);
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glVertex2f(left , top + SWATCH_HEIGHT);
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glEnd();
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glColor3f(1.0f, 1.0f, 1.0f);
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textRenderer.draw(left + swatchWidth + margin, top + firstLineOffset , line1);
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textRenderer.draw(left + swatchWidth + margin, top + secondLineOffset, line2);
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textRenderer.draw(left + SWATCH_WIDTH + MARGIN, top + FIRST_LINE_OFFSET , line1);
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textRenderer.draw(left + SWATCH_WIDTH + MARGIN, top + SECOND_LINE_OFFSET, line2);
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}
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else {
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_swatch.checkColor();
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@ -25,6 +25,16 @@ static const int WIDTH_MIN = 47; // Minimal tools width
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static const float TOOLS_RATIO = 40.0f / 60.0f; // ratio height/width of tools icons
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static const float PAL_SCREEN_RATIO = 3.0f / 100.0f; // Percentage of the screeen width the palette is going to occupy
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// Swatch popup consts
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static const float STEP = 0.05f;
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static const float MARGIN = 10.0f;
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static const int WIDTH = 280;
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static const int HEIGHT = 30;
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static const int SWATCH_WIDTH = 64;
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static const int SWATCH_HEIGHT = 30;
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static const int FIRST_LINE_OFFSET = 12;
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static const int SECOND_LINE_OFFSET = 28;
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class Tool {
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public:
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Tool(QAction* action, GLuint texture, int x, int y);
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