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Make collpsed zones gray in source location dynamic color mode.
The reasoning is that you want to use the color to see where a zone of a particular type is placed. When collapsed zones go back to displaying thread color, you may mistake such region of collapsed zones for something they aren't.
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@ -271,7 +271,7 @@ int View::DrawGhostLevel( const Vector<GhostZone>& vec, bool hover, double pxns,
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if( zsz < MinVisSize )
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if( zsz < MinVisSize )
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{
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{
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const auto MinVisNs = MinVisSize * nspx;
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const auto MinVisNs = MinVisSize * nspx;
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const auto color = MixGhostColor( GetThreadColor( tid, depth ), 0x665555 );
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const auto color = m_vd.dynamicColors == 2 ? 0xFF666666 : MixGhostColor( GetThreadColor( tid, depth ), 0x665555 );
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const auto px0 = ( ev.start.Val() - m_vd.zvStart ) * pxns;
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const auto px0 = ( ev.start.Val() - m_vd.zvStart ) * pxns;
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auto px1ns = ev.end.Val() - m_vd.zvStart;
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auto px1ns = ev.end.Val() - m_vd.zvStart;
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auto rend = end;
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auto rend = end;
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@ -640,7 +640,7 @@ int View::DrawZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, co
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if( zsz < MinVisSize )
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if( zsz < MinVisSize )
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{
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{
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const auto MinVisNs = MinVisSize * nspx;
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const auto MinVisNs = MinVisSize * nspx;
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const auto color = GetThreadColor( tid, depth );
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const auto color = m_vd.dynamicColors == 2 ? 0xFF666666 : GetThreadColor( tid, depth );
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int num = 0;
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int num = 0;
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const auto px0 = ( ev.Start() - m_vd.zvStart ) * pxns;
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const auto px0 = ( ev.Start() - m_vd.zvStart ) * pxns;
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auto px1ns = end - m_vd.zvStart;
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auto px1ns = end - m_vd.zvStart;
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