* when the group of dragged icons was a bit larger, the
bitmap was not completely transparent, but had a faint shadow, I removed this, though it seemed to be on purpose, I have no idea why... it looked like a bug git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@18845 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -6590,26 +6590,29 @@ BPoseView::MakeDragBitmap(BRect dragRect, BPoint clickedPoint, int32 clickedPose
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newClip.Set(clipRect);
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view->ConstrainClippingRegion(&newClip);
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memset(bitmap->Bits(), 0, bitmap->BitsLength());
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//TODO: what was this supposed to do?
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// Transparent draw magic
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view->SetHighColor(0, 0, 0, uint8(fade ? 10 : 0));
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view->FillRect(view->Bounds());
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view->Sync();
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if (fade) {
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// If we fade out any border of the selection, the background
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// will be slightly darker, and we will also fade out the
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// edges so that everything looks smooth
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uint32 *bits = (uint32 *)bitmap->Bits();
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int32 width = bitmap->BytesPerRow() / 4;
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FadeRGBA32Horizontal(bits, width, int32(rect.bottom),
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int32(rect.right), int32(rect.right) - 16);
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FadeRGBA32Horizontal(bits, width, int32(rect.bottom), 0, 16);
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FadeRGBA32Vertical(bits, width, int32(rect.bottom),
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int32(rect.bottom), int32(rect.bottom) - 16);
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FadeRGBA32Vertical(bits, width, int32(rect.bottom), 0, 16);
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}
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// view->SetHighColor(0, 0, 0, uint8(fade ? 10 : 0));
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// view->FillRect(view->Bounds());
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// view->Sync();
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//
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// if (fade) {
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// // If we fade out any border of the selection, the background
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// // will be slightly darker, and we will also fade out the
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// // edges so that everything looks smooth
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// uint32 *bits = (uint32 *)bitmap->Bits();
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// int32 width = bitmap->BytesPerRow() / 4;
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//
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// FadeRGBA32Horizontal(bits, width, int32(rect.bottom),
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// int32(rect.right), int32(rect.right) - 16);
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// FadeRGBA32Horizontal(bits, width, int32(rect.bottom), 0, 16);
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//
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// FadeRGBA32Vertical(bits, width, int32(rect.bottom),
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// int32(rect.bottom), int32(rect.bottom) - 16);
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// FadeRGBA32Vertical(bits, width, int32(rect.bottom), 0, 16);
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// }
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view->SetDrawingMode(B_OP_ALPHA);
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view->SetHighColor(0, 0, 0, uint8(fade ? 164 : 128));
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