mutter/clutter/cltr-glu.c

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#include "cltr-glu.h"
#include "cltr-private.h"
/* Clutter GL Utility routines */
#define PI 3.1415926535897932384626433832795
void
cltr_glu_set_color(PixbufPixel *p)
{
glColor4ub(p->r, p->b, p->g, p->a);
}
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void
cltr_glu_rounded_rect(int x1,
int y1,
int x2,
int y2,
int line_width,
int radius,
PixbufPixel *col)
{
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double ang = 0;
int width = x2-x1, height = y2-y1;
float cX = x1+radius, cY = y1+radius;
if (col)
cltr_glu_set_color(col);
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glLineWidth(line_width);
glBegin(GL_LINES);
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glVertex2f(x1, y1 + radius);
glVertex2f(x1, y1 + height - radius); /* Left Line */
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glVertex2f(x1 + radius, y1);
glVertex2f(x1 + width - radius, y1); /* Top Line */
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glVertex2f(x1 + width, y1 + radius);
glVertex2f(x1 + width, y1 + height - radius); /* Right Line */
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glVertex2f(x1 + radius, y1 + height);
glVertex2f(x1 + width - radius, y1 + height); /* Bottom Line */
glEnd();
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/* corners */
glBegin(GL_LINE_STRIP);
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/* Top Left */
for(ang = PI; ang <= (1.5*PI); ang = ang + 0.05)
{
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glVertex2d(radius* cos(ang) + cX, radius * sin(ang) + cY);
}
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glEnd();
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/* Top Right */
cX = x1 + width-radius;
glBegin(GL_LINE_STRIP);
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for(ang = (1.5*PI); ang <= (2 * PI); ang = ang + 0.05)
{
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glVertex2d(radius* cos(ang) + cX, radius * sin(ang) + cY);
}
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glEnd();
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glBegin(GL_LINE_STRIP);
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cY = y1 + height-radius;
/* Bottom Right */
for(ang = 0; ang <= (0.5*PI); ang = ang + 0.05)
{
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glVertex2d(radius* cos(ang) + cX, radius * sin(ang) + cY);
}
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glEnd();
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glBegin(GL_LINE_STRIP);
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cX = x1 + radius;
/* Bottom Left */
for(ang = (0.5*PI); ang <= PI; ang = ang + 0.05)
{
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glVertex2d(radius* cos(ang) + cX, radius * sin(ang) + cY);
}
glEnd();
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}
void
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cltr_glu_rounded_rect_filled(int x1,
int y1,
int x2,
int y2,
int radius,
PixbufPixel *col)
{
double i = 0;
double gap = 0.05;
float cX = x1 + radius, cY = y1 + radius;
if (col)
cltr_glu_set_color(col);
glBegin(GL_POLYGON);
/* Left Line */
glVertex2f(x1, y2 - radius);
glVertex2f(x1, y1 + radius);
/* Top Left */
for(i = PI; i <= (1.5*PI); i += gap)
glVertex2d(radius* cos(i) + cX, radius * sin(i) + cY);
/* Top Line */
glVertex2f(x1 + radius, y1);
glVertex2f(x2 - radius, y1);
cX = x2 - radius;
/* Top Right */
for(i = (1.5*PI); i <= (2 * PI); i += gap)
glVertex2d(radius* cos(i) + cX, radius * sin(i) + cY);
glVertex2f(x2, y1 + radius);
/* Right Line */
glVertex2f(x2, y2 - radius);
cY = y2 - radius;
/* Bottom Right */
for(i = 0; i <= (0.5*PI); i+=gap)
glVertex2d(radius* cos(i) + cX, radius * sin(i) + cY);
/* Bottom Line */
glVertex2f(x1 + radius, y2);
glVertex2f(x2 - radius, y2);
/* Bottom Left */
cX = x1 + radius;
for(i = (0.5*PI); i <= PI; i += gap)
glVertex2d(radius* cos(i) + cX, radius * sin(i) + cY);
glEnd();
}