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https://github.com/leozide/leocad.git
synced 2026-07-27 19:56:49 +00:00
Added option to fade previous steps.
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+15
-15
@@ -166,20 +166,20 @@ void lcScene::DrawOpaqueMeshes(lcContext* Context, bool DrawLit, int PrimitiveTy
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switch (RenderMesh.State)
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{
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case lcRenderMeshState::NORMAL:
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case lcRenderMeshState::HIGHLIGHT:
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case lcRenderMeshState::Default:
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case lcRenderMeshState::Highlighted:
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Context->SetColorIndex(ColorIndex);
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break;
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case lcRenderMeshState::SELECTED:
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case lcRenderMeshState::Selected:
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED, 0.5f);
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break;
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case lcRenderMeshState::FOCUSED:
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case lcRenderMeshState::Focused:
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED, 0.5f);
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break;
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case lcRenderMeshState::DISABLED:
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case lcRenderMeshState::Faded:
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_DISABLED, 0.25f);
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break;
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}
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@@ -188,26 +188,26 @@ void lcScene::DrawOpaqueMeshes(lcContext* Context, bool DrawLit, int PrimitiveTy
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{
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switch (RenderMesh.State)
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{
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case lcRenderMeshState::NORMAL:
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case lcRenderMeshState::Default:
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if (ColorIndex == gEdgeColor)
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Context->SetEdgeColorIndex(RenderMesh.ColorIndex);
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else
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Context->SetColorIndex(ColorIndex);
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break;
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case lcRenderMeshState::SELECTED:
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case lcRenderMeshState::Selected:
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Context->SetInterfaceColor(LC_COLOR_SELECTED);
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break;
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case lcRenderMeshState::FOCUSED:
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case lcRenderMeshState::Focused:
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Context->SetInterfaceColor(LC_COLOR_FOCUSED);
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break;
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case lcRenderMeshState::HIGHLIGHT:
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case lcRenderMeshState::Highlighted:
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Context->SetInterfaceColor(LC_COLOR_HIGHLIGHT);
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break;
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case lcRenderMeshState::DISABLED:
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case lcRenderMeshState::Faded:
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Context->SetInterfaceColor(LC_COLOR_DISABLED);
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break;
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}
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@@ -324,20 +324,20 @@ void lcScene::DrawTranslucentMeshes(lcContext* Context, bool DrawLit) const
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switch (RenderMesh.State)
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{
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case lcRenderMeshState::NORMAL:
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case lcRenderMeshState::HIGHLIGHT:
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case lcRenderMeshState::Default:
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case lcRenderMeshState::Highlighted:
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Context->SetColorIndex(ColorIndex);
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break;
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case lcRenderMeshState::SELECTED:
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case lcRenderMeshState::Selected:
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED, 0.5f);
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break;
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case lcRenderMeshState::FOCUSED:
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case lcRenderMeshState::Focused:
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED, 0.5f);
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break;
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case lcRenderMeshState::DISABLED:
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case lcRenderMeshState::Faded:
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Context->SetColorIndexTinted(ColorIndex, LC_COLOR_DISABLED, 0.25f);
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break;
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}
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