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@ -631,15 +631,7 @@ static void ui_draw_vision_event(UIState *s) { |
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if (s->scene.decel_for_model && s->scene.engaged) { |
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// draw winding road sign
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const int img_turn_size = 160*1.5; |
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const int img_turn_x = viz_event_x-(img_turn_size/4); |
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const int img_turn_y = viz_event_y+bdr_s-25; |
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float img_turn_alpha = 1.0f; |
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nvgBeginPath(s->vg); |
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NVGpaint imgPaint = nvgImagePattern(s->vg, img_turn_x, img_turn_y, |
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img_turn_size, img_turn_size, 0, s->img_turn, img_turn_alpha); |
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nvgRect(s->vg, img_turn_x, img_turn_y, img_turn_size, img_turn_size); |
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nvgFillPaint(s->vg, imgPaint); |
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nvgFill(s->vg); |
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ui_draw_image(s->vg, viz_event_x - (img_turn_size / 4), viz_event_y + bdr_s - 25, img_turn_size, img_turn_size, s->img_turn, 1.0f); |
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} else { |
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// draw steering wheel
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const int bg_wheel_size = 96; |
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@ -665,12 +657,7 @@ static void ui_draw_vision_event(UIState *s) { |
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nvgFill(s->vg); |
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img_wheel_alpha = 1.0f; |
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} |
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nvgBeginPath(s->vg); |
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NVGpaint imgPaint = nvgImagePattern(s->vg, img_wheel_x, img_wheel_y, |
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img_wheel_size, img_wheel_size, 0, s->img_wheel, img_wheel_alpha); |
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nvgRect(s->vg, img_wheel_x, img_wheel_y, img_wheel_size, img_wheel_size); |
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nvgFillPaint(s->vg, imgPaint); |
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nvgFill(s->vg); |
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ui_draw_image(s->vg, img_wheel_x, img_wheel_y, img_wheel_size, img_wheel_size, s->img_wheel, img_wheel_alpha); |
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} |
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} |
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@ -687,18 +674,13 @@ static void ui_draw_vision_map(UIState *s) { |
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float map_img_alpha = map_valid ? 1.0f : 0.15f; |
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float map_bg_alpha = map_valid ? 0.3f : 0.1f; |
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NVGcolor map_bg = nvgRGBA(0, 0, 0, (255 * map_bg_alpha)); |
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NVGpaint map_img = nvgImagePattern(s->vg, map_img_x, map_img_y, |
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map_img_size, map_img_size, 0, s->img_map, map_img_alpha); |
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nvgBeginPath(s->vg); |
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nvgCircle(s->vg, map_x, (map_y + (bdr_s * 1.5)), map_size); |
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nvgFillColor(s->vg, map_bg); |
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nvgFill(s->vg); |
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nvgBeginPath(s->vg); |
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nvgRect(s->vg, map_img_x, map_img_y, map_img_size, map_img_size); |
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nvgFillPaint(s->vg, map_img); |
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nvgFill(s->vg); |
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ui_draw_image(s->vg, map_img_x, map_img_y, map_img_size, map_img_size, s->img_map, map_img_alpha); |
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} |
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static void ui_draw_vision_face(UIState *s) { |
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@ -712,18 +694,13 @@ static void ui_draw_vision_face(UIState *s) { |
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float face_img_alpha = scene->monitoring_active ? 1.0f : 0.15f; |
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float face_bg_alpha = scene->monitoring_active ? 0.3f : 0.1f; |
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NVGcolor face_bg = nvgRGBA(0, 0, 0, (255 * face_bg_alpha)); |
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NVGpaint face_img = nvgImagePattern(s->vg, face_img_x, face_img_y, |
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face_img_size, face_img_size, 0, s->img_face, face_img_alpha); |
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nvgBeginPath(s->vg); |
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nvgCircle(s->vg, face_x, (face_y + (bdr_s * 1.5)), face_size); |
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nvgFillColor(s->vg, face_bg); |
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nvgFill(s->vg); |
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nvgBeginPath(s->vg); |
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nvgRect(s->vg, face_img_x, face_img_y, face_img_size, face_img_size); |
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nvgFillPaint(s->vg, face_img); |
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nvgFill(s->vg); |
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ui_draw_image(s->vg, face_img_x, face_img_y, face_img_size, face_img_size, s->img_face, face_img_alpha); |
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} |
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static void ui_draw_vision_header(UIState *s) { |
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@ -901,6 +878,14 @@ void ui_draw(UIState *s) { |
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} |
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} |
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void ui_draw_image(NVGcontext *vg, float x, float y, float w, float h, int image, float alpha){ |
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nvgBeginPath(vg); |
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NVGpaint imgPaint = nvgImagePattern(vg, x, y, w, h, 0, image, alpha); |
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nvgRect(vg, x, y, w, h); |
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nvgFillPaint(vg, imgPaint); |
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nvgFill(vg); |
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} |
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#ifdef NANOVG_GL3_IMPLEMENTATION |
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static const char frame_vertex_shader[] = |
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"#version 150 core\n" |
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