mirror of https://gitlab.com/nakst/essence
new menu appearance
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@ -16,9 +16,9 @@
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// x86_64-w64-mingw32-gcc -O3 -o bin/designer2.exe -D UI_WINDOWS util/designer2.cpp -DUNICODE -lgdi32 -luser32 -lkernel32 -Wl,--subsystem,windows -fno-exceptions -fno-rtti
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// TODO Needed to replace the old designer:
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// Prototyping display: previewing state transitions.
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// Import and reorganize old theming data.
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// Export.
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// Prototyping display: previewing state transitions.
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// TODO Additional features:
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// Fix moving/resizing objects when zoomed in.
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@ -1510,6 +1510,8 @@ void InspectorPopulate() {
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InspectorAddBooleanToggle(object, "Auto-corners", "autoCorners");
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InspectorAddBooleanToggle(object, "Auto-borders", "autoBorders");
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InspectorAddBooleanToggle(object, "Shadow hiding", "shadowHiding");
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InspectorAddFourGroup(object, "Offset (dpx):", "offset", nullptr, true);
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} else if (object->type == OBJ_LAYER_PATH) {
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InspectorAddBooleanToggle(object, "Use even-odd fill rule", "pathFillEvenOdd");
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InspectorAddBooleanToggle(object, "Path is closed", "pathClosed");
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@ -2042,6 +2044,11 @@ void CanvasDrawLayer(Object *object, UIRectangle bounds, UIPainter *painter, int
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}
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if (object->type == OBJ_LAYER_BOX) {
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bounds.l += PropertyFindOrInheritReadInt32(depth == 0, object, "offset0") * canvas->zoom;
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bounds.r += PropertyFindOrInheritReadInt32(depth == 0, object, "offset1") * canvas->zoom;
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bounds.t += PropertyFindOrInheritReadInt32(depth == 0, object, "offset2") * canvas->zoom;
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bounds.b += PropertyFindOrInheritReadInt32(depth == 0, object, "offset3") * canvas->zoom;
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uint8_t buffer[4096];
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EsBuffer data = { .out = buffer, .bytes = sizeof(buffer) };
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ThemeLayer layer = { .position = { .r = 100, .b = 100 }, .type = THEME_LAYER_BOX };
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@ -2102,10 +2109,10 @@ void CanvasDrawLayer(Object *object, UIRectangle bounds, UIPainter *painter, int
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LAYER_READ_INT32(position3);
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UIRectangle outBounds;
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outBounds.l = bounds.l + offset0 + position0 * inWidth / 100;
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outBounds.r = bounds.l + offset1 + position1 * inWidth / 100;
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outBounds.t = bounds.t + offset2 + position2 * inHeight / 100;
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outBounds.b = bounds.t + offset3 + position3 * inHeight / 100;
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outBounds.l = bounds.l + offset0 * canvas->zoom + position0 * inWidth / 100;
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outBounds.r = bounds.l + offset1 * canvas->zoom + position1 * inWidth / 100;
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outBounds.t = bounds.t + offset2 * canvas->zoom + position2 * inHeight / 100;
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outBounds.b = bounds.t + offset3 * canvas->zoom + position3 * inHeight / 100;
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CanvasDrawLayer(layerObject, outBounds, painter, depth + 1);
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}
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