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blender-archive/source/blender/src/interface.c

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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/*
a full doc with API notes can be found in bf-blender/blender/doc/interface_API.txt
*/
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#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "PIL_time.h"
#include "BMF_Api.h"
#include "BIF_language.h"
#ifdef INTERNATIONAL
#include "FTF_Api.h"
#endif // INTERNATIONAL
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#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
#include "DNA_vec_types.h"
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#include "BKE_blender.h"
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#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_keyval.h"
#include "BIF_mainqueue.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_toolbox.h"
#include "BIF_mywindow.h"
#include "BIF_space.h"
#include "BIF_glutil.h"
#include "BIF_interface.h"
#include "BIF_butspace.h"
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#include "BSE_view.h"
#include "mydevice.h"
#include "interface.h"
#include "blendef.h"
/* naming conventions:
*
* uiBlahBlah() external function
* ui_blah_blah() internal function
*/
/***/
typedef struct {
short xim, yim;
unsigned int *rect;
short xofs, yofs;
} uiIconImage;
typedef struct {
short mval[2];
short qual, val;
int event;
} uiEvent;
typedef struct {
void *xl, *large, *medium, *small;
} uiFont;
typedef struct uiLinkLine uiLinkLine;
struct uiLinkLine { /* only for draw/edit */
uiLinkLine *next, *prev;
short flag, pad;
uiBut *from, *to;
};
typedef struct {
void **poin; /* pointer to original pointer */
void ***ppoin; /* pointer to original pointer-array */
short *totlink; /* if pointer-array, here is the total */
short maxlink, pad;
short fromcode, tocode;
ListBase lines;
} uiLink;
struct uiBut {
uiBut *next, *prev;
short type, pointype, bit, bitnr, retval, flag, strwidth, ofs, pos;
char *str;
char strdata[UI_MAX_NAME_STR];
char drawstr[UI_MAX_DRAW_STR];
float x1, y1, x2, y2;
char *poin;
float min, max;
float a1, a2, rt[4];
float aspect;
void (*func)(void *, void *);
void *func_arg1;
void *func_arg2;
void (*embossfunc)(BIFColorID, float, float, float, float, float, int);
uiLink *link;
char *tip, *lockstr;
BIFColorID col;
void *font;
BIFIconID icon;
short lock, win;
short iconadd;
/* IDPOIN data */
uiIDPoinFuncFP idpoin_func;
ID **idpoin_idpp;
/* BLOCK data */
uiBlockFuncFP block_func;
/* BUTM data */
void (*butm_func)(void *arg, int event);
void *butm_func_arg;
/* pointer back */
uiBlock *block;
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};
struct uiBlock {
uiBlock *next, *prev;
ListBase buttons;
Panel *panel;
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char name[UI_MAX_NAME_STR];
float winmat[4][4];
float minx, miny, maxx, maxy;
float aspect;
void (*butm_func)(void *arg, int event);
void *butm_func_arg;
void (*func)(void *arg1, void *arg2);
void *func_arg1;
void *func_arg2;
/* extra draw function for custom blocks */
void (*drawextra)();
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BIFColorID col;
short font; /* indices */
int afterval;
void *curfont;
short autofill, flag, win, winq, direction, dt, frontbuf, auto_open; //frontbuf see below
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void *saveunder;
float xofs, yofs; // offset to parent button
rctf parentrct; // for pulldowns, rect the mouse is allowed outside of menu (parent button)
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};
/* block->frontbuf: (only internal here), to nice localize the old global var uiFrontBuf */
#define UI_NEED_DRAW_FRONT 1
#define UI_HAS_DRAW_FRONT 2
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/* panel drawing defines */
#define PNL_GRID 4
#define PNL_DIST 8
#define PNL_SAFETY 8
#define PNL_HEADER 20
/* panel->flag */
#define PNL_SELECT 1
#define PNL_CLOSEDX 2
#define PNL_CLOSEDY 4
#define PNL_CLOSED 6
#define PNL_TABBED 8
#define PNL_OVERLAP 16
/* ************ GLOBALS ************* */
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static float UIwinmat[4][4];
static int UIlock= 0, UIafterval;
static char *UIlockstr=NULL;
static void (*UIafterfunc)(void *arg, int event);
static void *UIafterfunc_arg;
static uiFont UIfont[UI_ARRAY]; // no init needed
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static uiBut *UIbuttip;
/* ************* PROTOTYPES ***************** */
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static void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3);
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static void ui_check_but(uiBut *but);
static void ui_set_but_val(uiBut *but, double value);
static double ui_get_but_val(uiBut *but);
static void ui_draw_panel(uiBlock *block);
static void ui_drag_panel(uiBlock *block);
static void ui_do_panel(uiBlock *block, uiEvent *uevent);
static int panel_has_tabs(Panel *panel);
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/* ****************************** */
static int uibut_contains_pt(uiBut *but, short *pt)
{
return ((but->x1<pt[0] && but->x2>=pt[0]) &&
(but->y1<pt[1] && but->y2>=pt[1]));
}
static void uibut_do_func(uiBut *but)
{
if (but->func) {
but->func(but->func_arg1, but->func_arg2);
}
}
/* ************* SAVE UNDER ************ */
typedef struct {
short x, y, sx, sy, oldwin;
int oldcursor;
unsigned int *rect;
} uiSaveUnder;
static void ui_paste_under(uiSaveUnder *su)
{
if(su) {
glDisable(GL_DITHER);
glRasterPos2f( su->x-0.5, su->y-0.5 );
glDrawPixels(su->sx, su->sy, GL_RGBA, GL_UNSIGNED_BYTE, su->rect);
glEnable(GL_DITHER);
if(su->oldwin) {
mywinset(su->oldwin);
if (su->oldcursor) {
set_cursor(su->oldcursor);
}
}
MEM_freeN(su->rect);
MEM_freeN(su);
}
}
static uiSaveUnder *ui_save_under(int x, int y, int sx, int sy)
{
uiSaveUnder *su=NULL;
if(sx>1 && sy>1) {
su= MEM_callocN(sizeof(uiSaveUnder), "save under");
su->rect= MEM_mallocN(sx*sy*4, "temp_frontbuffer_image");
su->x= x;
su->y= y;
su->sx= sx;
su->sy= sy;
glReadPixels(x, y, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, su->rect);
}
return su;
}
/* ************* DRAW ************** */
static void ui_graphics_to_window(int win, float *x, float *y) /* for rectwrite */
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{
float gx, gy;
int sx, sy;
int getsizex, getsizey;
bwin_getsize(win, &getsizex, &getsizey);
bwin_getsuborigin(win, &sx, &sy);
gx= *x;
gy= *y;
*x= sx + getsizex*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0]));
*y= sy + getsizey*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1]));
}
static void ui_window_to_graphics(int win, float *x, float *y) /* for mouse cursor */
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{
float a, b, c, d, e, f, px, py;
int getsizex, getsizey;
bwin_getsize(win, &getsizex, &getsizey);
a= .5*getsizex*UIwinmat[0][0];
b= .5*getsizex*UIwinmat[1][0];
c= .5*getsizex*(1.0+UIwinmat[3][0]);
d= .5*getsizey*UIwinmat[0][1];
e= .5*getsizey*UIwinmat[1][1];
f= .5*getsizey*(1.0+UIwinmat[3][1]);
px= *x;
py= *y;
*y= (a*(py-f) + d*(c-px))/(a*e-d*b);
*x= (px- b*(*y)- c)/a;
}
static uiSaveUnder *ui_bgnpupdraw(int startx, int starty, int endx, int endy, int cursor)
{
uiSaveUnder *su;
short oldwin;
#if defined(__sgi) || defined(__sun)
/* this is a dirty patch: gets sometimes the backbuffer */
my_get_frontbuffer_image(0, 0, 1, 1);
my_put_frontbuffer_image();
#endif
oldwin= mywinget();
mywinset(G.curscreen->mainwin);
/* tinsy bit larger, 1 pixel on the edge */
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glReadBuffer(GL_FRONT);
glDrawBuffer(GL_FRONT);
/* for geforce and other cards */
glFinish();
su= ui_save_under(startx-1, starty-1, endx-startx+2, endy-starty+6);
if(su) su->oldwin= oldwin;
if(su && cursor) {
su->oldcursor= get_cursor();
set_cursor(CURSOR_STD);
}
return su;
}
static void ui_endpupdraw(uiSaveUnder *su)
{
/* for geforce and other cards */
glReadBuffer(GL_FRONT);
glDrawBuffer(GL_FRONT);
glFinish();
if(su) {
ui_paste_under(su);
}
glReadBuffer(GL_BACK);
glDrawBuffer(GL_BACK);
}
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static void ui_draw_icon(uiBut *but, BIFIconID icon)
{
float xs=0, ys=0;
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/* check for aligned icons (in case of IconTextBut) */
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if (but->type == ICONTEXTROW) {
xs= (but->x1+but->x2- BIF_get_icon_width(icon))/2.0;
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
else {
if(but->flag & UI_ICON_LEFT) {
if (but->type==BUTM) {
xs= but->x1+1.0;
}
else {
xs= but->x1+6.0;
}
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
if(but->flag & UI_ICON_RIGHT) {
xs= but->x2-17.0;
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) {
xs= (but->x1+but->x2- BIF_get_icon_width(icon))/2.0;
ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0;
}
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}
/* END check for aligned icons (in case of IconTextBut) */
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glRasterPos2f(xs, ys);
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if(but->aspect>1.1) glPixelZoom(1.0/but->aspect, 1.0/but->aspect);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if(but->flag & UI_SELECT) {
if(but->flag & UI_ACTIVE) {
BIF_draw_icon_blended(icon, but->col, COLORSHADE_DARK);
} else {
BIF_draw_icon_blended(icon, but->col, COLORSHADE_GREY);
}
}
else {
if ((but->flag & UI_ACTIVE) && but->type==BUTM) {
BIF_draw_icon_blended(icon, BUTMACTIVE, COLORSHADE_MEDIUM);
} else if (but->flag & UI_ACTIVE) {
BIF_draw_icon_blended(icon, but->col, COLORSHADE_HILITE);
} else {
BIF_draw_icon_blended(icon, but->col, COLORSHADE_MEDIUM);
}
}
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
glPixelZoom(1.0, 1.0);
}
/* not used
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static void ui_draw_outlineX(float x1, float y1, float x2, float y2, float asp1)
{
float vec[2];
glBegin(GL_LINE_LOOP);
vec[0]= x1+asp1; vec[1]= y1-asp1;
glVertex2fv(vec);
vec[0]= x2-asp1;
glVertex2fv(vec);
vec[0]= x2+asp1; vec[1]= y1+asp1;
glVertex2fv(vec);
vec[1]= y2-asp1;
glVertex2fv(vec);
vec[0]= x2-asp1; vec[1]= y2+asp1;
glVertex2fv(vec);
vec[0]= x1+asp1;
glVertex2fv(vec);
vec[0]= x1-asp1; vec[1]= y2-asp1;
glVertex2fv(vec);
vec[1]= y1+asp1;
glVertex2fv(vec);
glEnd();
}
static void ui_emboss_R(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
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{
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if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE);
else BIF_set_color(bc, COLORSHADE_MEDIUM);
}
uiSetRoundBox(15);
uiRoundBox(x1, y1, x2, y2, 6);
cpack(0x0);
uiSetRoundBox(16+15);
uiRoundRect(x1, y1, x2, y2, 6);
uiSetRoundBox(15);
}
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*/
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static void ui_emboss_X(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
float asp1;
asp1= asp;
/*x1+= asp1;*/
x2-= asp1;
/*y1+= asp1;*/
y2-= asp1;
/* SHADED BUTTON */
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_MEDIUM);
else BIF_set_color(bc, COLORSHADE_LGREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT);
else BIF_set_color(bc, COLORSHADE_HILITE);
}
glVertex2f(x1,y1);
glVertex2f(x2,y1);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_LIGHT);
}
glVertex2f(x2,(y2-(y2-y1)/3));
glVertex2f(x1,(y2-(y2-y1)/3));
glEnd();
glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_LIGHT);
}
glVertex2f(x1,(y2-(y2-y1)/3));
glVertex2f(x2,(y2-(y2-y1)/3));
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
/* END SHADED BUTTON */
/* OUTER SUNKEN EFFECT */
/* left */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x1-1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x1-1,y2);
glEnd();
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/* right */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x2+1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x2+1,y2);
glEnd();
/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
fdrawline(x1, y1-1, x2, y1-1);
/* END OUTER SUNKEN EFFECT */
/* INNER OUTLINE */
glShadeModel(GL_FLAT);
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/* top */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_WHITE);
}
fdrawline(x1, (y2-1), x2, y2-1);
/* bottom */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_LGREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM);
BIF_set_color(bc, COLORSHADE_LMEDIUM);
}
fdrawline(x1, (y1+1), x2, y1+1);
/* left */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(bc, COLORSHADE_WHITE);
glVertex2f(x1+1,y1+2);
BIF_set_color(bc, COLORSHADE_LGREY);
glVertex2f(x1+1,y2);
glEnd();
}
/* right */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(bc, COLORSHADE_LGREY);
glVertex2f(x2-1,y1+2);
BIF_set_color(bc, COLORSHADE_WHITE);
glVertex2f(x2-1,y2);
glEnd();
}
/* END INNER OUTLINE */
/* OUTER OUTLINE */
glShadeModel(GL_FLAT);
/* underneath semi-fake-AA */
BIF_set_color(BUTGREY, COLORSHADE_GREY);
fdrawline(x1, y2, x2, y2);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
fdrawline(x1, y1, x2, y1);
/* top */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y2, x2, y2);
/* left */
fdrawline(x1, y1+1, x1, y2);
/* right */
fdrawline(x2, y1+1, x2, y2);
/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y1, x2, y1);
/* END OUTER OUTLINE */
}
static void ui_emboss_TEX(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
float asp1;
asp1= asp;
/*x1+= asp1;*/
x2-= asp1;
/*y1+= asp1;*/
y2-= asp1;
/* FLAT TEXT/NUM FIELD */
glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE);
else BIF_set_color(bc, COLORSHADE_LMEDIUM);
}
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
/* END FLAT TEXT/NUM FIELD */
/* OUTER SUNKEN EFFECT */
/* left */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x1-1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x1-1,y2);
glEnd();
/* right */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x2+1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x2+1,y2);
glEnd();
/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
fdrawline(x1, y1-1, x2, y1-1);
/* END OUTER SUNKEN EFFECT */
/* OUTER OUTLINE */
glShadeModel(GL_FLAT);
/* underneath semi-fake-AA */
BIF_set_color(BUTGREY, COLORSHADE_GREY);
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fdrawline(x1, y2, x2, y2);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
fdrawline(x1, y1, x2, y1);
/* top */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y2, x2, y2);
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/* left */
fdrawline(x1, y1+1, x1, y2);
/* right */
fdrawline(x2, y1+1, x2, y2);
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/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y1, x2, y1);
/* END OUTER OUTLINE */
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}
static void ui_emboss_NUM(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
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{
float asp1;
asp1= asp;
/*x1+= asp1;*/
x2-= asp1;
/*y1+= asp1;*/
y2-= asp1;
/* FLAT TEXT/NUM FIELD */
glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE);
else BIF_set_color(bc, COLORSHADE_LMEDIUM);
}
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
/* END FLAT TEXT/NUM FIELD */
/* OUTER SUNKEN EFFECT */
/* left */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x1-1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x1-1,y2);
glEnd();
/* right */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x2+1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x2+1,y2);
glEnd();
/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
fdrawline(x1, y1-1, x2, y1-1);
/* END OUTER SUNKEN EFFECT */
/* OUTER OUTLINE */
glShadeModel(GL_FLAT);
/* underneath semi-fake-AA */
BIF_set_color(BUTGREY, COLORSHADE_GREY);
fdrawline(x1, y2, x2, y2);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
fdrawline(x1, y1, x2, y1);
/* top */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y2, x2, y2);
/* left */
fdrawline(x1, y1+1, x1, y2);
/* right */
fdrawline(x2, y1+1, x2, y2);
/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y1, x2, y1);
/* END OUTER OUTLINE */
/* SIDE ARROWS */
/* left */
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if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK);
else BIF_set_color(bc, COLORSHADE_DARK);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY);
else BIF_set_color(bc, COLORSHADE_LGREY);
}
glEnable( GL_POLYGON_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x1+5,(short)(y2-(y2-y1)/2));
glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)+4);
glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)-4);
glEnd();
/* right */
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x2-5,(short)(y2-(y2-y1)/2));
glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)-4);
glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)+4);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_POLYGON_SMOOTH );
/* END SIDE ARROWS */
}
static void ui_emboss_MENU(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
float asp1;
asp1= asp;
/*x1+= asp1;*/
x2-= asp1;
/*y1+= asp1;*/
y2-= asp1;
/* SHADED BUTTON */
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_MEDIUM);
else BIF_set_color(bc, COLORSHADE_LGREY);
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}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT);
else BIF_set_color(bc, COLORSHADE_HILITE);
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}
glVertex2f(x1,y1);
glVertex2f(x2,y1);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_LIGHT);
}
glVertex2f(x2,(y2-(y2-y1)/3));
glVertex2f(x1,(y2-(y2-y1)/3));
glEnd();
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glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_LIGHT);
}
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glVertex2f(x1,(y2-(y2-y1)/3));
glVertex2f(x2,(y2-(y2-y1)/3));
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
/* END SHADED BUTTON */
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/* OUTER SUNKEN EFFECT */
/* left */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x1-1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x1-1,y2);
glEnd();
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/* right */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x2+1,y1);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x2+1,y2);
glEnd();
/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
fdrawline(x1, y1-1, x2, y1-1);
/* END OUTER SUNKEN EFFECT */
/* INNER OUTLINE */
glShadeModel(GL_FLAT);
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/* top */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_WHITE);
}
fdrawline(x1, (y2-1), x2, y2-1);
/* bottom */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_LGREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM);
BIF_set_color(bc, COLORSHADE_LMEDIUM);
}
fdrawline(x1, (y1+1), x2, y1+1);
/* left */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(bc, COLORSHADE_WHITE);
glVertex2f(x1+1,y1+2);
BIF_set_color(bc, COLORSHADE_LGREY);
glVertex2f(x1+1,y2);
glEnd();
}
/* right */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(bc, COLORSHADE_LGREY);
glVertex2f(x2-1,y1+2);
BIF_set_color(bc, COLORSHADE_WHITE);
glVertex2f(x2-1,y2);
glEnd();
}
/* END INNER OUTLINE */
/* OUTER OUTLINE */
glShadeModel(GL_FLAT);
/* underneath semi-fake-AA */
BIF_set_color(BUTGREY, COLORSHADE_GREY);
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fdrawline(x1, y2, x2, y2);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
fdrawline(x1, y1, x2, y1);
/* top */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y2, x2, y2);
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/* left */
fdrawline(x1, y1+1, x1, y2);
/* right */
fdrawline(x2, y1+1, x2, y2);
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/* bottom */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y1, x2, y1);
/* END OUTER OUTLINE */
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/* DARKENED AREA */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
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glColor4ub(0, 0, 0, 30);
glRectf(x2-18, y1, x2, y2);
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glDisable(GL_BLEND);
/* END DARKENED AREA */
/* MENU DOUBLE-ARROW */
/* set antialias line */
BIF_set_color(bc, COLORSHADE_DARK);
glEnable( GL_POLYGON_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+1);
glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2)+1);
glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2)+4);
glEnd();
glBegin(GL_TRIANGLES);
glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -1);
glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2) -1);
glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2) -4);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_POLYGON_SMOOTH );
/* MENU DOUBLE-ARROW */
}
static void ui_emboss_TABL(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
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float asp1;
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asp1= asp;
/*x1+= asp1;*/
x2-= asp1;
/*y1+= asp1;*/
y2-= asp1;
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM);
else BIF_set_color(bc, COLORSHADE_MEDIUM);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM);
else BIF_set_color(bc, COLORSHADE_MEDIUM);
}
//BIF_set_color(bc, COLORSHADE_MEDIUM);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_LIGHT);
}
//BIF_set_color(bc, COLORSHADE_LIGHT);
//glVertex2f(x2,(y1+(y2-y1)/2));
glVertex2f(x2,(y2-(y2-y1)/3));
glVertex2f(x1,(y2-(y2-y1)/3));
glEnd();
glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT);
BIF_set_color(bc, COLORSHADE_LIGHT);
}
//BIF_set_color(bc, COLORSHADE_LIGHT);
glVertex2f(x1,(y2-(y2-y1)/3));
glVertex2f(x2,(y2-(y2-y1)/3));
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
/* inner outline */
glShadeModel(GL_FLAT);
/* top */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE);
BIF_set_color(bc, COLORSHADE_WHITE);
}
fdrawline(x1, (y2-1), x2, y2-1);
/* left */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(bc, COLORSHADE_WHITE);
glVertex2f(x1+1,y1-1);
BIF_set_color(bc, COLORSHADE_MEDIUM);
glVertex2f(x1+1,y2);
glEnd();
}
/* right */
if(!(flag & UI_SELECT)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(bc, COLORSHADE_MEDIUM);
glVertex2f(x2-1,y1+2);
BIF_set_color(bc, COLORSHADE_WHITE);
glVertex2f(x2-1,y2);
glEnd();
}
/* outer outline */
glShadeModel(GL_FLAT);
/* underneath semi-fake-AA */
BIF_set_color(BUTGREY, COLORSHADE_GREY);
fdrawline(x1, y2, x2, y2);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
fdrawline(x1, y1, x2, y1);
/* top */
BIF_set_color(BUTGREY, COLORSHADE_DARK);
fdrawline(x1+1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
/* right */
fdrawline(x2, y1, x2, y2);
/* outer sunken effect */
/* left */
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
glVertex2f(x1-1,y1);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
glVertex2f(x1-1,y2);
glEnd();
glShadeModel(GL_FLAT);
}
static void ui_emboss_TABM(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
}
static void ui_emboss_TABR(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
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}
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void uiEmboss(float x1, float y1, float x2, float y2, int sel)
{
/* below */
if(sel) glColor3ub(200,200,200);
else glColor3ub(50,50,50);
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fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if(sel) glColor3ub(50,50,50);
else glColor3ub(200,200,200);
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fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
}
/* super minimal button as used in logic menu */
static void ui_emboss_W(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
x1+= asp;
x2-= asp;
y1+= asp;
y2-= asp;
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE);
else BIF_set_color(bc, COLORSHADE_MEDIUM);
}
glRectf(x1, y1, x2, y2);
if(flag & UI_SELECT) {
BIF_set_color(bc, COLORSHADE_LIGHT);
/* below */
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
}
else if(flag & UI_ACTIVE) {
BIF_set_color(bc, COLORSHADE_WHITE);
/* top */
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
}
}
/* minimal button with small black outline */
static void ui_emboss_F(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
float asp1;
/* paper */
if(flag & UI_SELECT) {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK);
else BIF_set_color(bc, COLORSHADE_GREY);
}
else {
if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE);
else BIF_set_color(bc, COLORSHADE_MEDIUM);
}
glRectf(x1+1, y1+1, x2-1, y2-1);
asp1= asp;
x1+= asp1;
x2-= asp1;
y1+= asp1;
y2-= asp1;
/* below */
if(flag & UI_SELECT) BIF_set_color(bc, COLORSHADE_WHITE);
else BIF_set_color(bc, COLORSHADE_DARK);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
if(flag & UI_SELECT) BIF_set_color(bc, COLORSHADE_DARK);
else BIF_set_color(bc, COLORSHADE_WHITE);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
glColor3ub(0,0,0);
fdrawbox(x1-asp1, y1-asp1, x2+asp1, y2+asp1);
}
/* minimal for menus */
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static void ui_emboss_M(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
x1+= 1.0;
y1+= 1.0;
x2-= 1.0+asp;
y2-= 1.0+asp;
BIF_set_color(bc, COLORSHADE_WHITE);
fdrawbox(x1, y1, x2, y2);
/*
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if(flag & UI_SELECT) {
BIF_set_color(bc, COLORSHADE_LIGHT);
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fdrawline(x1, y1, x2, y1);
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fdrawline(x2, y1, x2, y2);
}
else if(flag & UI_ACTIVE) {
BIF_set_color(bc, COLORSHADE_WHITE);
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fdrawline(x1, y2, x2, y2);
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fdrawline(x1, y1, x1, y2);
}
else {
BIF_set_color(bc, COLORSHADE_MEDIUM);
fdrawbox(x1, y1, x2, y2);
}
*/
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}
/* nothing! */
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static void ui_emboss_N(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int sel)
{
}
/* pulldown menu */
static void ui_emboss_P(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag)
{
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if(flag & UI_ACTIVE) {
BIF_set_color(bc, COLORSHADE_DARK);
glRectf(x1-1, y1, x2+2, y2);
} else {
BIF_set_color(bc, COLORSHADE_LMEDIUM);
glRectf(x1-1, y1, x2+2, y2);
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}
glDisable(GL_BLEND);
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}
static void ui_emboss_slider(uiBut *but, float fac)
{
float x1, x2, y1, y2, ymid, yc;
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x1= but->x1; x2= but->x2;
y1= but->y1; y2= but->y2;
/* the slider background line */
ymid= (y1+y2)/2.0;
yc= 1.7*but->aspect; // height of center line
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
if(but->flag & UI_ACTIVE)
BIF_set_color(BUTGREY, COLORSHADE_LMEDIUM);
else
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
glVertex2f(x1, ymid-yc);
glVertex2f(x2, ymid-yc);
if(but->flag & UI_ACTIVE)
BIF_set_color(BUTGREY, COLORSHADE_LIGHT);
else
BIF_set_color(BUTGREY, COLORSHADE_LMEDIUM);
glVertex2f(x2, ymid+yc);
glVertex2f(x1, ymid+yc);
glEnd();
BIF_set_color(but->col, COLORSHADE_DARK);
fdrawline(x1+1, ymid-yc, x2, ymid-yc);
/* the movable slider */
if(but->flag & UI_SELECT) BIF_set_color(but->col, COLORSHADE_WHITE);
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else BIF_set_color(but->col, COLORSHADE_GREY);
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
BIF_set_color(BUTGREY, COLORSHADE_GREY);
glVertex2f(x1, y1+2.5);
glVertex2f(x1+fac, y1+2.5);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
glVertex2f(x1+fac, y2-2.5);
glVertex2f(x1, y2-2.5);
glEnd();
/* slider handle center */
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
BIF_set_color(BUTGREY, COLORSHADE_MEDIUM);
glVertex2f(x1+fac-3, y1+2);
glVertex2f(x1+fac, y1+4);
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
glVertex2f(x1+fac, y2-2);
glVertex2f(x1+fac-3, y2-2);
glEnd();
/* slider handle left bevel */
BIF_set_color(BUTGREY, COLORSHADE_WHITE);
fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2);
/* slider handle right bevel */
BIF_set_color(BUTGREY, COLORSHADE_GREY);
fdrawline(x1+fac, y2-2, x1+fac, y1+2);
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glShadeModel(GL_FLAT);
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}
static void ui_draw_but_BUT(uiBut *but)
{
float x=0.0;
but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
if(but->embossfunc==ui_emboss_TABL) {
but->flag |= UI_TEXT_LEFT;
but->flag |= UI_ICON_RIGHT;
but->flag &= ~UI_ICON_LEFT;
}
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//but->flag |= UI_TEXT_LEFT;
/* check for button text label */
if (but->type == ICONTEXTROW) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
else if(but->drawstr[0]!=0) {
/* If there's an icon too (made with uiDefIconTextBut) then draw the icon
* and offset the text label to accomodate it
*/
if ( but->flag & UI_HAS_ICON) {
if (but->flag & UI_ICON_LEFT) {
ui_draw_icon(but, but->icon);
if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
} else if (but->flag & UI_ICON_RIGHT) {
ui_draw_icon(but, but->icon);
if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
}
else {
if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
if(but->flag & UI_SELECT) {
glColor3ub(255,255,255);
} else {
glColor3ub(0,0,0);
}
glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT);
}
/* if there's no text label, then check to see if there's an icon only and draw it */
else if( but->flag & UI_HAS_ICON ) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
}
static void ui_draw_but_MENU(uiBut *but)
{
float x;
but->embossfunc = ui_emboss_MENU;
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but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
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but->flag |= UI_TEXT_LEFT;
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/* check for button text label */
if (but->type == ICONTEXTROW) {
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ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
else if(but->drawstr[0]!=0) {
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/* If there's an icon too (made with uiDefIconTextBut) then draw the icon
and offset the text label to accomodate it */
if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) {
ui_draw_icon(but, but->icon);
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if(but->flag & UI_TEXT_LEFT) x= but->x1+28.0;
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else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
else {
if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
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if(but->flag & UI_SELECT) {
glColor3ub(255,255,255);
} else {
glColor3ub(0,0,0);
}
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glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
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BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT);
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}
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/* if there's no text label, then check to see if there's an icon only and draw it */
else if( but->flag & UI_HAS_ICON ) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
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}
static void ui_draw_but_TOG3(uiBut *but)
{
float x, r, g, b;
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but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
if( but->flag & UI_HAS_ICON ) {
ui_draw_icon(but, but->icon);
}
else if(but->drawstr[0]!=0) {
if(but->flag & UI_SELECT) {
int ok= 0;
if( but->pointype==CHA ) {
if( BTST( *(but->poin+2), but->bitnr )) ok= 1;
}
else if( but->pointype ==SHO ) {
short *sp= (short *)but->poin;
if( BTST( sp[1], but->bitnr )) ok= 1;
}
if (ok) {
glColor3ub(255, 255, 0);
r= g= 1.0;
b= 0.0;
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} else {
glColor3ub(255, 255, 255);
r= g= b= 1.0;
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}
} else {
glColor3ub(0, 0, 0);
r= g= b= 0.0;
}
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if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
BIF_DrawStringRGB(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), r, g, b);
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}
}
static void ui_draw_but_TEX(uiBut *but)
{
float x;
short pos, sel, t;
char ch;
/* exception for text buttons using embossF */
sel= but->flag;
if(but->embossfunc==ui_emboss_F) sel |= UI_SELECT;
but->embossfunc = ui_emboss_TEX;
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but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, sel);
sel= but->flag & UI_SELECT;
/* draw cursor */
if(but->pos != -1) {
pos= but->pos+strlen(but->str);
if(pos >= but->ofs) {
ch= but->drawstr[pos];
but->drawstr[pos]= 0;
t= but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)) + 3;
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but->drawstr[pos]= ch;
glColor3ub(255,0,0);
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glRects(but->x1+t, but->y1+2, but->x1+t+3, but->y2-2);
}
}
if(but->drawstr[0]!=0) {
glColor3ub(255,255,255);
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if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), 1);
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}
}
static void ui_draw_but_NUM(uiBut *but)
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{
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float x;
but->embossfunc = ui_emboss_NUM;
but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
/* check for button text label */
if (but->type == ICONTEXTROW) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
else if(but->drawstr[0]!=0) {
/* If there's an icon too (made with uiDefIconTextBut) then draw the icon
and offset the text label to accomodate it */
if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) {
ui_draw_icon(but, but->icon);
if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
else {
if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
if(but->flag & UI_SELECT) {
glColor3ub(255,255,255);
} else {
glColor3ub(0,0,0);
}
glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT);
}
/* if there's no text label, then check to see if there's an icon only and draw it */
else if( but->flag & UI_HAS_ICON ) {
ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd));
}
}
static void ui_draw_but_BUTM(uiBut *but)
{
float x=0;
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short len;
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char *cpoin;
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int sel;
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but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag);
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/* check for button text label */
if(but->drawstr[0]!=0) {
cpoin= strchr(but->drawstr, '|');
if(cpoin) *cpoin= 0;
if(but->embossfunc==ui_emboss_P) {
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if(but->flag & UI_ACTIVE) {
glColor3ub(255,255,255);
sel = 1;
} else {
glColor3ub(0,0,0);
sel = 0;
}
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}
else {
glColor3ub(0,0,0);
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sel = 0;
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}
/* If there's an icon too (made with uiDefIconTextBut) then draw the icon
and offset the text label to accomodate it */
if ( but->flag & UI_HAS_ICON ) {
if (but->flag & UI_ICON_LEFT ) {
ui_draw_icon(but, but->icon);
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x= but->x1+22.0;
} else if (but->flag & UI_ICON_RIGHT) {
ui_draw_icon(but, but->icon);
x= but->x1+4.0;
}
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}
else {
x= but->x1+4.0;
}
glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
BIF_DrawString(but->font, but->drawstr, (U.transopts & TR_BUTTONS), sel);
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if(cpoin) {
len= BIF_GetStringWidth(but->font, cpoin+1, (U.transopts & TR_BUTTONS));
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glRasterPos2f( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0);
BIF_DrawString(but->font, cpoin+1, (U.transopts & TR_BUTTONS), but->flag & UI_ACTIVE);
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*cpoin= '|';
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}
}
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/* if there's no text label, then check to see if there's an icon only and draw it */
else if( but->flag & UI_HAS_ICON ) {
ui_draw_icon(but, but->icon);
}
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}
static void ui_draw_but_LABEL(uiBut *but)
{
float x;
int sel;
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sel= but->min!=0.0;
if(sel) glColor3ub(255,255,255);
else glColor3ub(0,0,0);
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/* check for button text label */
if(but->drawstr[0]!=0) {
/* If there's an icon too (made with uiDefIconTextBut) then draw the icon
2003-05-10 10:36:14 +00:00
and offset the text label to accomodate it */
if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) {
ui_draw_icon(but, but->icon);
if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
else {
if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0;
else x= (but->x1+but->x2-but->strwidth+1)/2.0;
}
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glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0);
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BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), sel);
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}
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/* if there's no text label, then check to see if there's an icon only and draw it */
else if( but->flag & UI_HAS_ICON ) {
ui_draw_icon(but, but->icon);
}
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}
static void ui_draw_but_SEPR(uiBut *but)
{
//float y= (but->y1+but->y2)/2.0;
BIF_set_color(but->col, COLORSHADE_MEDIUM);
glRectf(but->x1-2, but->y1-1, but->x2+2, but->y2);
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}
static void ui_draw_but_LINK(uiBut *but)
{
ui_draw_icon(but, but->icon);
}
static void ui_draw_but(uiBut *but)
{
double value;
float fac, x1, y1, x2, y2, *fp;
short a;
char colr, colg, colb;
if(but==0) return;
if(but->block->frontbuf==UI_NEED_DRAW_FRONT) {
but->block->frontbuf= UI_HAS_DRAW_FRONT;
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glDrawBuffer(GL_FRONT);
if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK;
else curarea->win_swap= WIN_FRONT_OK;
}
switch (but->type) {
case BUT:
case ROW:
case TOG:
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case TOGR:
case TOGN:
case ICONTOG:
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case KEYEVT:
case IDPOIN:
ui_draw_but_BUT(but);
break;
case NUM:
ui_draw_but_NUM(but);
break;
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case TEX:
ui_draw_but_TEX(but);
break;
case BUTM:
case BLOCK:
ui_draw_but_BUTM(but);
break;
case ICONROW:
ui_draw_but_BUT(but);
/* draw arriws, icon is standard RGB */
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a= (but->y1+but->y2)/2;
glColor3ub(0,0,0);
sdrawline((short)(but->x1-1), (short)(a-2), (short)(but->x1-1), (short)(a+2));
sdrawline((short)(but->x1-2), (short)(a-1), (short)(but->x1-2), (short)(a+1));
sdrawline((short)(but->x1-3), a, (short)(but->x1-3), a);
glColor3ub(255,255,255);
sdrawline((short)(but->x1-3), (short)(a-1), (short)(but->x1-1), (short)(a-3));
glColor3ub(0,0,0);
sdrawline((short)(but->x2+1), (short)(a-2), (short)(but->x2+1), (short)(a+2));
sdrawline((short)(but->x2+2), (short)(a-1), (short)(but->x2+2), (short)(a+1));
sdrawline((short)(but->x2+3), a, (short)(but->x2+3), a);
glColor3ub(255,255,255);
sdrawline((short)(but->x2+3), (short)(a-1), (short)(but->x2+1), (short)(a-3));
break;
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case ICONTEXTROW:
ui_draw_but_BUT(but);
/* teken pijltjes, icon is standaard RGB */
a= (but->y1+but->y2)/2;
glColor3ub(0,0,0);
sdrawline((short)(but->x1-1), (short)(a-2), (short)(but->x1-1), (short)(a+2));
sdrawline((short)(but->x1-2), (short)(a-1), (short)(but->x1-2), (short)(a+1));
sdrawline((short)(but->x1-3), a, (short)(but->x1-3), a);
glColor3ub(255,255,255);
sdrawline((short)(but->x1-3), (short)(a-1), (short)(but->x1-1), (short)(a-3));
glColor3ub(0,0,0);
sdrawline((short)(but->x2+1), (short)(a-2), (short)(but->x2+1), (short)(a+2));
sdrawline((short)(but->x2+2), (short)(a-1), (short)(but->x2+2), (short)(a+1));
sdrawline((short)(but->x2+3), a, (short)(but->x2+3), a);
glColor3ub(255,255,255);
sdrawline((short)(but->x2+3), (short)(a-1), (short)(but->x2+1), (short)(a-3));
break;
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case MENU:
ui_draw_but_MENU(but);
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/* when sufficient space: darw symbols
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if(but->strwidth+10 < but->x2-but->x1) {
int h;
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h= but->y2- but->y1;
x1= but->x2-0.66*h; x2= x1+.33*h;
y1= but->y1+.42*h; y2= y1+.16*h;
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glColor3ub(0,0,0);
glRecti(x1, y1, x2, y2);
glColor3ub(255,255,255);
glRecti(x1-1, y1+1, x2-1, y2+1);
}*/
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break;
case NUMSLI:
case HSVSLI:
ui_draw_but_BUT(but);
/* the slider */
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x1= but->x1; x2= but->x2;
y1= but->y1; y2= but->y2;
but->x1= (but->x1+but->x2)/2;
but->x2-= 5.0*but->aspect;
but->y1+= 2.0*but->aspect;
but->y2-= 2.0*but->aspect;
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value= ui_get_but_val(but);
fac= (value-but->min)*(but->x2-but->x1)/(but->max - but->min);
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ui_emboss_slider(but, fac);
but->x1= x1; but->x2= x2;
but->y1= y1; but->y2= y2;
break;
case TOG3:
ui_draw_but_TOG3(but);
break;
case LABEL:
ui_draw_but_LABEL(but);
break;
case SLI:
break;
case SCROLL:
break;
case SEPR:
ui_draw_but_SEPR(but);
break;
case COL:
if( but->pointype==FLO ) {
fp= (float *)but->poin;
colr= floor(255.0*fp[0]+0.5);
colg= floor(255.0*fp[1]+0.5);
colb= floor(255.0*fp[2]+0.5);
}
else {
char *cp= (char *)but->poin;
colr= cp[0];
colg= cp[1];
colb= cp[2];
}
glColor3ub(colr, colg, colb);
glRectf((but->x1), (but->y1), (but->x2), (but->y2));
glColor3ub(0, 0, 0);
fdrawbox((but->x1), (but->y1), (but->x2), (but->y2));
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break;
case LINK:
ui_draw_but_LINK(but);
break;
case INLINK:
ui_draw_but_LINK(but);
break;
}
}
/* --------- generic helper drawng calls ---------------- */
/* supposes you draw the actual box atop of this. */
void uiSoftShadow(float minx, float miny, float maxx, float maxy, float rad, int alpha)
{
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
/* quads start left-top, clockwise */
/* left */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, 0);
glVertex2f( minx-rad, maxy-rad);
glColor4ub(0, 0, 0, alpha);
glVertex2f( minx+rad, maxy-rad);
glColor4ub(0, 0, 0, alpha);
glVertex2f( minx+rad, miny+rad);
glColor4ub(0, 0, 0, 0);
glVertex2f( minx-rad, miny-rad);
glEnd();
/* bottom */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f( minx+rad, miny+rad);
glColor4ub(0, 0, 0, alpha);
glVertex2f( maxx-rad, miny+rad);
glColor4ub(0, 0, 0, 0);
glVertex2f( maxx+rad, miny-rad);
glColor4ub(0, 0, 0, 0);
glVertex2f( minx-rad, miny-rad);
glEnd();
/* right */
glBegin(GL_POLYGON);
glColor4ub(0, 0, 0, alpha);
glVertex2f( maxx-rad, maxy-rad);
glColor4ub(0, 0, 0, 0);
glVertex2f( maxx+rad, maxy-rad);
glColor4ub(0, 0, 0, 0);
glVertex2f( maxx+rad, miny-rad);
glColor4ub(0, 0, 0, alpha);
glVertex2f( maxx-rad, miny+rad);
glEnd();
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
}
#define UI_RB_ALPHA 16
static int roundboxtype= 15;
void uiSetRoundBox(int type)
{
roundboxtype= type;
/* flags to set which corners will become rounded:
1------2
| |
8------4
*/
}
void gl_round_box_topshade(float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
char col[7]= {140, 165, 195, 210, 230, 245, 255};
int a;
char alpha=255;
if(roundboxtype & UI_RB_ALPHA) alpha= 128;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* shades from grey->white->grey */
glBegin(GL_LINE_STRIP);
if(roundboxtype & 3) {
/* corner right-top */
glColor4ub(140, 140, 140, alpha);
glVertex2f( maxx, maxy-rad);
for(a=0; a<7; a++) {
glColor4ub(col[a], col[a], col[a], alpha);
glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]);
}
glColor4ub(225, 225, 225, alpha);
glVertex2f( maxx-rad, maxy);
/* corner left-top */
glVertex2f( minx+rad, maxy);
for(a=0; a<7; a++) {
glColor4ub(col[6-a], col[6-a], col[6-a], alpha);
glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]);
}
glVertex2f( minx, maxy-rad);
}
else {
glColor4ub(225, 225, 225, alpha);
glVertex2f( minx, maxy);
glVertex2f( maxx, maxy);
}
glEnd();
}
void gl_round_box(float minx, float miny, float maxx, float maxy, float rad)
{
float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
/* mult */
for(a=0; a<7; a++) {
vec[a][0]*= rad; vec[a][1]*= rad;
}
/* start with corner right-bottom */
if(roundboxtype & 4) {
glVertex2f( maxx-rad, miny);
for(a=0; a<7; a++) {
glVertex2f( maxx-rad+vec[a][0], miny+vec[a][1]);
}
glVertex2f( maxx, miny+rad);
}
else glVertex2f( maxx, miny);
/* corner right-top */
if(roundboxtype & 2) {
glVertex2f( maxx, maxy-rad);
for(a=0; a<7; a++) {
glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]);
}
glVertex2f( maxx-rad, maxy);
}
else glVertex2f( maxx, maxy);
/* corner left-top */
if(roundboxtype & 1) {
glVertex2f( minx+rad, maxy);
for(a=0; a<7; a++) {
glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]);
}
glVertex2f( minx, maxy-rad);
}
else glVertex2f( minx, maxy);
/* corner left-bottom */
if(roundboxtype & 8) {
glVertex2f( minx, miny+rad);
for(a=0; a<7; a++) {
glVertex2f( minx+vec[a][1], miny+rad-vec[a][0]);
}
glVertex2f( minx+rad, miny);
}
else glVertex2f( minx, miny);
}
/* for headers and floating panels */
void uiRoundBoxEmboss(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
/* solid part */
glBegin(GL_POLYGON);
gl_round_box(minx, miny, maxx, maxy, rad);
glEnd();
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
gl_round_box_topshade(minx+1, miny+1, maxx-1, maxy-1, rad);
if(roundboxtype & UI_RB_ALPHA) glColor4ub(0,0,0, 128); else glColor4ub(0,0,0, 255);
glBegin(GL_LINE_LOOP);
gl_round_box(minx, miny, maxx, maxy, rad);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* plain antialiased unfilled rectangle */
void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBegin(GL_LINE_LOOP);
gl_round_box(minx, miny, maxx, maxy, rad);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
/* plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
float color[4];
if(roundboxtype & UI_RB_ALPHA) {
glGetFloatv(GL_CURRENT_COLOR, color);
color[3]= 0.5;
glColor4fv(color);
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
/* solid part */
glBegin(GL_POLYGON);
gl_round_box(minx, miny, maxx, maxy, rad);
glEnd();
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBegin(GL_LINE_LOOP);
gl_round_box(minx, miny, maxx, maxy, rad);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_LINE_SMOOTH );
}
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void uiDrawMenuBox(float minx, float miny, float maxx, float maxy)
{
BIF_set_color(MENUCOL, COLORSHADE_MEDIUM);
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glRectf(minx, miny, maxx, maxy);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4ub(0, 0, 0, 100);
fdrawline(minx+4, miny, maxx+1, miny);
fdrawline(maxx+1, miny, maxx+1, maxy-4);
glColor4ub(0, 0, 0, 80);
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fdrawline(minx+4, miny-1, maxx+1, miny-1);
fdrawline(maxx+1, miny-1, maxx+1, maxy-4);
glColor4ub(0, 0, 0, 55);
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fdrawline(minx+4, miny-2, maxx+2, miny-2);
fdrawline(maxx+2, miny-2, maxx+2, maxy-4);
glColor4ub(0, 0, 0, 35);
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fdrawline(minx+4, miny-3, maxx+3, miny-3);
fdrawline(maxx+3, miny-3, maxx+3, maxy-4);
glColor4ub(0, 0, 0, 20);
fdrawline(minx+4, miny-4, maxx+4, miny-4);
fdrawline(maxx+4, miny-4, maxx+4, maxy-4);
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glDisable(GL_BLEND);
/* below */
//glColor3ub(0,0,0);
//fdrawline(minx, miny, maxx, miny);
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/* right */
//fdrawline(maxx, miny, maxx, maxy);
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/* top */
//glColor3ub(255,255,255);
//fdrawline(minx, maxy, maxx, maxy);
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/* left */
//fdrawline(minx, miny, minx, maxy);
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}
static void ui_draw_linkline(uiBut *but, uiLinkLine *line)
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{
float vec1[2], vec2[2];
if(line->from==NULL || line->to==NULL) return;
if(but->block->frontbuf==UI_NEED_DRAW_FRONT) {
but->block->frontbuf= UI_HAS_DRAW_FRONT;
glDrawBuffer(GL_FRONT);
if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK;
else curarea->win_swap= WIN_FRONT_OK;
}
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vec1[0]= (line->from->x1+line->from->x2)/2.0;
vec1[1]= (line->from->y1+line->from->y2)/2.0;
vec2[0]= (line->to->x1+line->to->x2)/2.0;
vec2[1]= (line->to->y1+line->to->y2)/2.0;
if(line->flag & UI_SELECT) BIF_set_color(but->col, COLORSHADE_LIGHT);
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else glColor3ub(0,0,0);
fdrawline(vec1[0], vec1[1], vec2[0], vec2[1]);
}
static void ui_draw_links(uiBlock *block)
{
uiBut *but;
uiLinkLine *line;
but= block->buttons.first;
while(but) {
if(but->type==LINK && but->link) {
line= but->link->lines.first;
while(line) {
ui_draw_linkline(but, line);
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line= line->next;
}
}
but= but->next;
}
}
/* ******************* block calc ************************* */
void uiTextBoundsBlock(uiBlock *block, int addval)
{
uiBut *bt;
int i = 0, j;
bt= block->buttons.first;
while(bt) {
if(bt->type!=SEPR) {
j= BIF_GetStringWidth(bt->font, bt->drawstr, (U.transopts & TR_BUTTONS));
if(j > i) i = j;
}
bt= bt->next;
}
bt= block->buttons.first;
while(bt) {
bt->x2 = i + addval;
bt= bt->next;
}
}
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void uiBoundsBlock(uiBlock *block, int addval)
{
uiBut *bt;
if(block->buttons.first==NULL) {
if(block->panel) {
block->minx= 0.0; block->maxx= block->panel->sizex;
block->miny= 0.0; block->maxy= block->panel->sizey;
}
}
else {
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block->minx= block->miny= 10000;
block->maxx= block->maxy= -10000;
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bt= block->buttons.first;
while(bt) {
if(bt->x1 < block->minx) block->minx= bt->x1;
if(bt->y1 < block->miny) block->miny= bt->y1;
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if(bt->x2 > block->maxx) block->maxx= bt->x2;
if(bt->y2 > block->maxy) block->maxy= bt->y2;
bt= bt->next;
}
block->minx -= addval;
block->miny -= addval;
block->maxx += addval;
block->maxy += addval;
}
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}
static void ui_positionblock(uiBlock *block, uiBut *but)
{
/* position block relative to but */
uiBut *bt;
int xsize, ysize, xof=0, yof=0;
block->minx= block->miny= 10000;
block->maxx= block->maxy= -10000;
bt= block->buttons.first;
while(bt) {
if(bt->x1 < block->minx) block->minx= bt->x1;
if(bt->y1 < block->miny) block->miny= bt->y1;
if(bt->x2 > block->maxx) block->maxx= bt->x2;
if(bt->y2 > block->maxy) block->maxy= bt->y2;
bt= bt->next;
}
block->minx-= 2.0; block->miny-= 2.0;
block->maxx+= 2.0; block->maxy+= 2.0;
xsize= block->maxx - block->minx+4; // 4 for shadow
ysize= block->maxy - block->miny+4;
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if(but) {
rctf butrct;
short left=0, right=0, top=0, down=0;
short dir1, dir2 = 0;
butrct.xmin= but->x1; butrct.xmax= but->x2;
butrct.ymin= but->y1; butrct.ymax= but->y2;
if(but->block->panel) {
butrct.xmin += but->block->panel->ofsx;
butrct.ymin += but->block->panel->ofsy;
butrct.xmax += but->block->panel->ofsx;
butrct.ymax += but->block->panel->ofsy;
}
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/* added this for submenu's... */
Mat4CpyMat4(UIwinmat, block->winmat);
ui_graphics_to_window(block->win, &butrct.xmin, &butrct.ymin);
ui_graphics_to_window(block->win, &butrct.xmax, &butrct.ymax);
block->parentrct= butrct; // will use that for pulldowns later
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if( butrct.xmin-xsize > 0.0) left= 1;
if( butrct.xmax+xsize < G.curscreen->sizex) right= 1;
if( butrct.ymin-ysize > 0.0) down= 1;
if( butrct.ymax+ysize < G.curscreen->sizey) top= 1;
dir1= block->direction;
if(dir1==UI_LEFT || dir1==UI_RIGHT) dir2= UI_DOWN;
if(dir1==UI_TOP || dir1==UI_DOWN) dir2= UI_LEFT;
/* no space at all? dont change */
if(left || right) {
if(dir1==UI_LEFT && left==0) dir1= UI_RIGHT;
if(dir1==UI_RIGHT && right==0) dir1= UI_LEFT;
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/* this is aligning, not append! */
if(dir2==UI_LEFT && right==0) dir2= UI_RIGHT;
if(dir2==UI_RIGHT && left==0) dir2= UI_LEFT;
}
if(down || top) {
if(dir1==UI_TOP && top==0) dir1= UI_DOWN;
if(dir1==UI_DOWN && down==0) dir1= UI_TOP;
if(dir2==UI_TOP && top==0) dir2= UI_DOWN;
if(dir2==UI_DOWN && down==0) dir2= UI_TOP;
}
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if(dir1==UI_LEFT) {
xof= but->x1 - block->maxx;
if(dir2==UI_TOP) yof= but->y1 - block->miny;
else yof= but->y2 - block->maxy;
}
else if(dir1==UI_RIGHT) {
xof= but->x2 - block->minx;
if(dir2==UI_TOP) yof= but->y1 - block->miny;
else yof= but->y2 - block->maxy;
}
else if(dir1==UI_TOP) {
yof= but->y2 - block->miny+1;
if(dir2==UI_RIGHT) xof= but->x2 - block->maxx;
else xof= but->x1 - block->minx;
}
else if(dir1==UI_DOWN) {
yof= but->y1 - block->maxy-1;
if(dir2==UI_RIGHT) xof= but->x2 - block->maxx;
else xof= but->x1 - block->minx;
}
// apply requested offset in the block
xof += block->xofs;
yof += block->yofs;
if(but->block->panel) {
xof += but->block->panel->ofsx;
yof += but->block->panel->ofsy;
}
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}
/* apply */
bt= block->buttons.first;
while(bt) {
bt->x1 += xof;
bt->x2 += xof;
bt->y1 += yof;
bt->y2 += yof;
ui_graphics_to_window(block->win, &bt->x1, &bt->y1);
ui_graphics_to_window(block->win, &bt->x2, &bt->y2);
bt->aspect= 1.0;
bt= bt->next;
}
block->minx += xof;
block->miny += yof;
block->maxx += xof;
block->maxy += yof;
ui_graphics_to_window(block->win, &block->minx, &block->miny);
ui_graphics_to_window(block->win, &block->maxx, &block->maxy);
}
static void ui_autofill(uiBlock *block)
{
uiBut *but;
float *maxw, *maxh, startx = 0, starty, height = 0;
float totmaxh;
int rows=0, /* cols=0, */ i, lasti;
/* first count rows */
but= block->buttons.last;
rows= but->x1+1;
/* calculate max width / height for each row */
maxw= MEM_callocN(sizeof(float)*rows, "maxw");
maxh= MEM_callocN(sizeof(float)*rows, "maxh");
but= block->buttons.first;
while(but) {
i= but->x1;
if( maxh[i] < but->y2) maxh[i]= but->y2;
maxw[i] += but->x2;
but= but->next;
}
totmaxh= 0.0;
for(i=0; i<rows; i++) totmaxh+= maxh[i];
/* apply widths/heights */
starty= block->maxy;
but= block->buttons.first;
lasti= -1;
while(but) {
i= but->x1;
if(i!=lasti) {
startx= block->minx;
height= (maxh[i]*(block->maxy-block->miny))/totmaxh;
starty-= height;
lasti= i;
}
but->y1= starty+but->aspect;
but->y2= but->y1+height-but->aspect;
but->x2= (but->x2*(block->maxx-block->minx))/maxw[i];
but->x1= startx+but->aspect;
startx+= but->x2;
but->x2+= but->x1-but->aspect;
ui_check_but(but);
but= but->next;
}
MEM_freeN(maxw); MEM_freeN(maxh);
block->autofill= 0;
}
void uiDrawBlock(uiBlock *block)
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{
uiBut *but;
if(block->autofill) ui_autofill(block);
if(block->minx==0.0 && block->maxx==0.0) uiBoundsBlock(block, 0);
uiPanelPush(block); // panel matrix
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if(block->flag & UI_BLOCK_LOOP) {
BIF_set_color(block->col, COLORSHADE_HILITE);
uiDrawMenuBox(block->minx, block->miny, block->maxx, block->maxy);
}
else if(block->panel) ui_draw_panel(block);
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if(block->drawextra) block->drawextra();
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for (but= block->buttons.first; but; but= but->next) {
ui_draw_but(but);
}
ui_draw_links(block);
uiPanelPop(block); // matrix restored
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}
/* ************* MENUBUTS *********** */
typedef struct {
char *str;
int retval;
} MenuEntry;
typedef struct {
char *instr;
char *title;
MenuEntry *items;
int nitems, itemssize;
} MenuData;
static MenuData *menudata_new(char *instr) {
MenuData *md= MEM_mallocN(sizeof(*md), "MenuData");
md->instr= instr;
md->title= NULL;
md->items= NULL;
md->nitems= md->itemssize= 0;
return md;
}
static void menudata_set_title(MenuData *md, char *title) {
if (!md->title)
md->title= title;
}
static void menudata_add_item(MenuData *md, char *str, int retval) {
if (md->nitems==md->itemssize) {
int nsize= md->itemssize?(md->itemssize<<1):1;
MenuEntry *oitems= md->items;
md->items= MEM_mallocN(nsize*sizeof(*md->items), "md->items");
if (oitems) {
memcpy(md->items, oitems, md->nitems*sizeof(*md->items));
MEM_freeN(oitems);
}
md->itemssize= nsize;
}
md->items[md->nitems].str= str;
md->items[md->nitems].retval= retval;
md->nitems++;
}
static void menudata_free(MenuData *md) {
MEM_freeN(md->instr);
if (md->items)
MEM_freeN(md->items);
MEM_freeN(md);
}
/**
* Parse menu description strings, string is of the
* form "[sss%t|]{(sss[%xNN]|), (%l|)}", ssss%t indicates the
* menu title, sss or sss%xNN indicates an option,
* if %xNN is given then NN is the return value if
* that option is selected otherwise the return value
* is the index of the option (starting with 1). %l
* indicates a seperator.
*
* @param str String to be parsed.
* @retval new menudata structure, free with menudata_free()
*/
static MenuData *decompose_menu_string(char *str)
{
char *instr= BLI_strdup(str);
MenuData *md= menudata_new(instr);
char *nitem= NULL, *s= instr;
int nretval= 1, nitem_is_title= 0;
while (1) {
char c= *s;
if (c=='%') {
if (s[1]=='x') {
nretval= atoi(s+2);
*s= '\0';
s++;
} else if (s[1]=='t') {
nitem_is_title= 1;
*s= '\0';
s++;
} else if (s[1]=='l') {
nitem= "%l";
s++;
}
} else if (c=='|' || c=='\0') {
if (nitem) {
*s= '\0';
if (nitem_is_title) {
menudata_set_title(md, nitem);
nitem_is_title= 0;
} else {
menudata_add_item(md, nitem, nretval);
nretval= md->nitems+1;
}
nitem= NULL;
}
if (c=='\0')
break;
} else if (!nitem)
nitem= s;
s++;
}
return md;
}
static void ui_set_name_menu(uiBut *but, int value)
{
MenuData *md;
int i;
md= decompose_menu_string(but->str);
for (i=0; i<md->nitems; i++)
if (md->items[i].retval==value)
strcpy(but->drawstr, md->items[i].str);
menudata_free(md);
}
static void ui_warp_pointer(short x, short y)
{
/* OSX has very poor mousewarp support, it sends events;
this causes a menu being pressed immediately ... */
#ifndef __APPLE__
warp_pointer(x, y);
#endif
}
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#if 0
static int ui_do_but_MENUo(uiBut *but)
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{
uiBlock *block;
ListBase listb={NULL, NULL};
double fvalue;
int width, height, a, xmax, ymax, starty, endx, endy;
short startx;
int columns=1, rows=0, boxh, event;
short x1, y1;
short mval[2], mousemove[2];
MenuData *md;
but->flag |= UI_SELECT;
ui_draw_but(but);
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
uiBlockSetCol(block, MENUCOL);
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md= decompose_menu_string(but->str);
/* columns and row calculation */
columns= (md->nitems+20)/20;
if (columns<1) columns= 1;
rows= (int) md->nitems/columns;
if (rows<1) rows= 1;
while (rows*columns<md->nitems) rows++;
/* size and location */
if(md->title)
width= 2*strlen(md->title)+BIF_GetStringWidth(block->curfont, md->title, (U.transopts & TR_MENUS));
else
width= 0;
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for(a=0; a<md->nitems; a++) {
xmax= BIF_GetStringWidth(block->curfont, md->items[a].str, (U.transopts & TR_MENUS));
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if(xmax>width) width= xmax;
}
width+= 10;
if (width<50) width=50;
boxh= TBOXH;
height= rows*boxh;
if (md->title) height+= boxh;
xmax = G.curscreen->sizex;
ymax = G.curscreen->sizey;
getmouseco_sc(mval);
/* find active item */
fvalue= ui_get_but_val(but);
for(a=0; a<md->nitems; a++) {
if( md->items[a].retval== (int)fvalue ) break;
}
/* no active item? */
if(a==md->nitems) {
if(md->title) a= -1;
else a= 0;
}
if(a>0) startx = mval[0]-width/2 - ((int)(a)/rows)*width;
else startx= mval[0]-width/2;
starty = mval[1]-height + boxh/2 + ((a)%rows)*boxh;
if (md->title) starty+= boxh;
mousemove[0]= mousemove[1]= 0;
if(startx<10) {
mousemove[0]= 10-startx;
startx= 10;
}
if(starty<10) {
mousemove[1]= 10-starty;
starty= 10;
}
endx= startx+width*columns;
endy= starty+height;
if(endx>xmax) {
mousemove[0]= xmax-endx-10;
endx= xmax-10;
startx= endx-width*columns;
}
if(endy>ymax) {
mousemove[1]= ymax-endy-10;
endy= ymax-10;
starty= endy-height;
}
ui_warp_pointer(mval[0]+mousemove[0], mval[1]+mousemove[1]);
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mousemove[0]= mval[0];
mousemove[1]= mval[1];
/* here we go! */
if(md->title) {
uiBut *bt;
uiSetCurFont(block, block->font+1);
bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+rows*boxh), (short)width, (short)boxh, NULL, 0.0, 0.0, 0, 0, "");
uiSetCurFont(block, block->font);
bt->flag= UI_TEXT_LEFT;
}
for(a=0; a<md->nitems; a++) {
x1= startx + width*((int)a/rows);
y1= starty - boxh*(a%rows) + (rows-1)*boxh;
if (strcmp(md->items[a].str, "%l")==0) {
uiDefBut(block, SEPR, B_NOP, "", x1, y1,(short)(width-(rows>1)), (short)(boxh-1), NULL, 0.0, 0.0, 0, 0, "");
}
else {
uiDefBut(block, BUTM|but->pointype, but->retval, md->items[a].str, x1, y1,(short)(width-(rows>1)), (short)(boxh-1), but->poin, (float) md->items[a].retval, 0.0, 0, 0, "");
}
}
uiBoundsBlock(block, 3);
event= uiDoBlocks(&listb, 0);
menudata_free(md);
if((event & UI_RETURN_OUT)==0) ui_warp_pointer(mousemove[0], mousemove[1]);
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but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
uibut_do_func(but);
return event;
}
#endif
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static int ui_do_but_MENU(uiBut *but)
{
uiBlock *block;
ListBase listb={NULL, NULL};
double fvalue;
int width, height, a, xmax, starty;
short startx;
int columns=1, rows=0, boxh, event;
short x1, y1;
short mval[2];
MenuData *md;
but->flag |= UI_SELECT;
ui_draw_but(but);
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
uiBlockSetCol(block, MENUCOL);
md= decompose_menu_string(but->str);
/* columns and row calculation */
columns= (md->nitems+20)/20;
if (columns<1) columns= 1;
rows= (int) md->nitems/columns;
if (rows<1) rows= 1;
while (rows*columns<md->nitems) rows++;
/* size and location */
if(md->title)
width= 1.5*but->aspect*strlen(md->title)+BIF_GetStringWidth(block->curfont, md->title, (U.transopts & TR_MENUS));
else
width= 0;
for(a=0; a<md->nitems; a++) {
xmax= but->aspect*BIF_GetStringWidth(block->curfont, md->items[a].str, (U.transopts & TR_MENUS));
if(xmax>width) width= xmax;
}
width+= 10;
if (width<50) width=50;
boxh= TBOXH;
height= rows*boxh;
if (md->title) height+= boxh;
getmouseco_sc(mval);
/* find active item */
fvalue= ui_get_but_val(but);
for(a=0; a<md->nitems; a++) {
if( md->items[a].retval== (int)fvalue ) break;
}
/* no active item? */
if(a==md->nitems) {
if(md->title) a= -1;
else a= 0;
}
/* here we go! */
startx= but->x1;
starty= but->y1;
if(md->title) {
uiBut *bt;
uiSetCurFont(block, block->font+1);
bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+rows*boxh), (short)width, (short)boxh, NULL, 0.0, 0.0, 0, 0, "");
uiSetCurFont(block, block->font);
bt->flag= UI_TEXT_LEFT;
}
for(a=0; a<md->nitems; a++) {
x1= but->x1 + width*((int)a/rows);
y1= but->y1 - boxh*(a%rows) + (rows-1)*boxh;
if (strcmp(md->items[a].str, "%l")==0) {
uiDefBut(block, SEPR, B_NOP, "", x1, y1,(short)(width-(rows>1)), (short)(boxh-1), NULL, 0.0, 0.0, 0, 0, "");
}
else {
uiDefBut(block, BUTM|but->pointype, but->retval, md->items[a].str, x1, y1,(short)(width-(rows>1)), (short)(boxh-1), but->poin, (float) md->items[a].retval, 0.0, 0, 0, "");
}
}
ui_positionblock(block, but);
block->win= G.curscreen->mainwin;
event= uiDoBlocks(&listb, 0);
menudata_free(md);
but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
uibut_do_func(but);
return event;
}
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/* ************* EVENTS ************* */
void uiGetMouse(int win, short *adr)
{
int x, y;
float xwin, ywin;
getmouseco_sc(adr);
if (win == G.curscreen->mainwin) return;
bwin_getsuborigin(win, &x, &y);
adr[0]-= x;
adr[1]-= y;
xwin= adr[0];
ywin= adr[1];
ui_window_to_graphics(win, &xwin, &ywin);
adr[0]= (short)(xwin+0.5);
adr[1]= (short)(ywin+0.5);
}
static void ui_is_but_sel(uiBut *but)
{
double value;
int lvalue;
short push=0, true=1;
value= ui_get_but_val(but);
if( but->type==TOGN ) true= 0;
if( but->bit ) {
lvalue= (int)value;
if( BTST(lvalue, (but->bitnr)) ) push= true;
else push= !true;
}
else {
switch(but->type) {
case BUT:
push= 0;
break;
case KEYEVT:
if (value==-1) push= 1;
break;
case TOG:
case TOGR:
case TOG3:
case ICONTOG:
if(value!=0.0) push= 1;
break;
case TOGN:
if(value==0.0) push= 1;
break;
case ROW:
if(value == but->max) push= 1;
break;
case COL:
push= 1;
break;
default:
push= 2;
break;
}
}
if(push==2);
else if(push==1) but->flag |= UI_SELECT;
else but->flag &= ~UI_SELECT;
}
static int ui_do_but_BUT(uiBut *but)
{
int activated;
do {
int oflag= but->flag;
short mval[2];
uiGetMouse(mywinget(), mval);
if (uibut_contains_pt(but, mval))
but->flag |= UI_SELECT;
else
but->flag &= ~UI_SELECT;
if (but->flag != oflag) {
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ui_draw_but(but);
glFinish(); // flush display in subloops
}
PIL_sleep_ms(10);
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} while (get_mbut() & L_MOUSE);
activated= (but->flag & UI_SELECT);
if(activated) {
uibut_do_func(but);
}
but->flag &= ~UI_SELECT;
ui_draw_but(but);
return activated?but->retval:0;
}
static int ui_do_but_KEYEVT(uiBut *but)
{
unsigned short event= 0;
short val;
/* flag for ui_check_but */
ui_set_but_val(but, -1);
ui_check_but(but);
ui_draw_but(but);
do {
event= extern_qread(&val);
} while (!event || !val || ELEM(event, MOUSEX, MOUSEY));
if (!key_event_to_string(event)[0]) event= 0;
ui_set_but_val(but, (double) event);
ui_check_but(but);
ui_draw_but(but);
return (event!=0);
}
static int ui_do_but_TOG(uiBlock *block, uiBut *but)
{
uiBut *bt;
double value;
int w, lvalue, push;
value= ui_get_but_val(but);
lvalue= (int)value;
if(but->bit) {
w= BTST(lvalue, but->bitnr);
if(w) lvalue = BCLR(lvalue, but->bitnr);
else lvalue = BSET(lvalue, but->bitnr);
if(but->type==TOGR) {
if( (get_qual() & LR_SHIFTKEY)==0 ) {
lvalue= 1<<(but->bitnr);
ui_set_but_val(but, (double)lvalue);
bt= block->buttons.first;
while(bt) {
if( bt!=but && bt->poin==but->poin ) {
ui_is_but_sel(bt);
ui_draw_but(bt);
}
bt= bt->next;
}
}
else {
if(lvalue==0) lvalue= 1<<(but->bitnr);
}
}
ui_set_but_val(but, (double)lvalue);
if(but->type==ICONTOG) ui_check_but(but);
ui_draw_but(but);
}
else {
if(value==0.0) push= 1;
else push= 0;
if(but->type==TOGN) push= !push;
ui_set_but_val(but, (double)push);
if(but->type==ICONTOG) ui_check_but(but);
ui_draw_but(but);
}
/* no while loop...this button is used for viewmove */
uibut_do_func(but);
return but->retval;
}
static int ui_do_but_ROW(uiBlock *block, uiBut *but)
{
uiBut *bt;
ui_set_but_val(but, but->max);
ui_draw_but(but);
bt= block->buttons.first;
while(bt) {
if( bt!=but && bt->type==ROW ) {
if(bt->min==but->min) {
ui_is_but_sel(bt);
ui_draw_but(bt);
}
}
bt= bt->next;
}
return but->retval;
}
static int ui_do_but_TEX(uiBut *but)
{
unsigned short dev;
short x, mval[2], len=0, dodraw;
char *str, backstr[UI_MAX_DRAW_STR];
str= (char *)but->poin;
but->flag |= UI_SELECT;
uiGetMouse(mywinget(), mval);
/* calculate cursor pos with current mousecoords */
BLI_strncpy(backstr, but->drawstr, UI_MAX_DRAW_STR);
but->pos= strlen(backstr)-but->ofs;
while((but->aspect*BIF_GetStringWidth(but->font, backstr+but->ofs, (U.transopts & TR_BUTTONS)) + but->x1) > mval[0]) {
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if (but->pos <= 0) break;
but->pos--;
backstr[but->pos+but->ofs] = 0;
}
but->pos -= strlen(but->str);
but->pos += but->ofs;
if(but->pos<0) but->pos= 0;
/* backup */
BLI_strncpy(backstr, but->poin, UI_MAX_DRAW_STR);
ui_draw_but(but);
glFinish(); // flush display in subloops
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while (get_mbut() & L_MOUSE) BIF_wait_for_statechange();
len= strlen(str);
but->min= 0.0;
while(TRUE) {
char ascii;
short val;
dodraw= 0;
dev = extern_qread_ext(&val, &ascii);
if(dev==INPUTCHANGE) break;
else if(get_mbut() & L_MOUSE) break;
else if(get_mbut() & R_MOUSE) break;
else if(dev==ESCKEY) break;
else if(dev==MOUSEX) val= 0;
else if(dev==MOUSEY) val= 0;
if(ascii) {
if( ascii>31 && ascii<127) {
if(len < but->max) {
for(x= but->max; x>but->pos; x--)
str[x]= str[x-1];
str[but->pos]= ascii;
but->pos++;
len++;
str[len]= '\0';
dodraw= 1;
}
}
}
else if(val) {
if(dev==RIGHTARROWKEY) {
if(G.qual & LR_SHIFTKEY) but->pos= strlen(str);
else but->pos++;
if(but->pos>strlen(str)) but->pos= strlen(str);
dodraw= 1;
}
else if(dev==LEFTARROWKEY) {
if(G.qual & LR_SHIFTKEY) but->pos= 0;
else if(but->pos>0) but->pos--;
dodraw= 1;
}
else if(dev==PADENTER || dev==RETKEY) {
break;
}
else if(dev==DELKEY) {
if(but->pos>=0 && but->pos<strlen(str)) {
for(x=but->pos; x<=strlen(str); x++)
str[x]= str[x+1];
str[--len]='\0';
dodraw= 1;
}
}
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else if(dev==BACKSPACEKEY) {
if(len!=0) {
if(get_qual() & LR_SHIFTKEY) {
str[0]= 0;
but->pos= 0;
len= 0;
dodraw= 1;
}
else if(but->pos>0) {
for(x=but->pos; x<=strlen(str); x++)
str[x-1]= str[x];
but->pos--;
str[--len]='\0';
dodraw= 1;
}
}
}
}
if(dodraw) {
ui_check_but(but);
ui_draw_but(but);
glFinish(); // flush display in subloops
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}
}
if(dev==ESCKEY) strcpy(but->poin, backstr);
but->pos= -1;
but->flag &= ~UI_SELECT;
uibut_do_func(but);
ui_check_but(but);
ui_draw_but(but);
if(dev!=ESCKEY) return but->retval;
else return 0;
}
static int uiActAsTextBut(uiBut *but)
{
double value;
float min, max;
int temp, retval, textleft;
char str[UI_MAX_DRAW_STR], *point;
value= ui_get_but_val(but);
if( but->pointype==FLO ) {
if(but->a2) { /* amount of digits defined */
if(but->a2==1) sprintf(str, "%.1f", value);
else if(but->a2==2) sprintf(str, "%.2f", value);
else if(but->a2==3) sprintf(str, "%.3f", value);
else sprintf(str, "%.4f", value);
}
else sprintf(str, "%.3f", value);
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}
else {
sprintf(str, "%d", (int)value);
}
point= but->poin;
but->poin= str;
min= but->min;
max= but->max;
but->min= 0.0;
but->max= 15.0;
temp= but->type;
but->type= TEX;
textleft= but->flag & UI_TEXT_LEFT;
but->flag |= UI_TEXT_LEFT;
ui_check_but(but);
retval= ui_do_but_TEX(but);
but->type= temp;
but->poin= point;
but->min= min;
but->max= max;
if(textleft==0) but->flag &= ~UI_TEXT_LEFT;
if( but->pointype==FLO ) value= atof(str);
else value= atoi(str);
if(value<min) value= min;
if(value>max) value= max;
ui_set_but_val(but, value);
ui_check_but(but);
ui_draw_but(but);
return retval;
}
static int ui_do_but_NUM(uiBut *but)
{
double value;
float deler, fstart, f, tempf;
int lvalue, temp; /* , firsttime=1; */
short qual, sx, mval[2], pos=0;
but->flag |= UI_SELECT;
ui_draw_but(but);
glFinish(); // flush display before subloop
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uiGetMouse(mywinget(), mval);
value= ui_get_but_val(but);
sx= mval[0];
fstart= (value - but->min)/(but->max-but->min);
f= fstart;
temp= (int)value;
tempf= value;
if(get_qual() & LR_SHIFTKEY) { /* make it textbut */
if( uiActAsTextBut(but) ) return but->retval;
else return 0;
}
/* firsttime: this button can be approached with enter as well */
while (get_mbut() & L_MOUSE) {
qual= get_qual();
deler= 500;
if( but->pointype!=FLO ) {
if( (but->max-but->min)<100 ) deler= 200.0;
if( (but->max-but->min)<25 ) deler= 50.0;
}
if(qual & LR_SHIFTKEY) deler*= 10.0;
if(qual & LR_ALTKEY) deler*= 20.0;
uiGetMouse(mywinget(), mval);
if(mval[0] != sx) {
f+= ((float)(mval[0]-sx))/deler;
if(f>1.0) f= 1.0;
if(f<0.0) f= 0.0;
sx= mval[0];
tempf= ( but->min + f*(but->max-but->min));
if( but->pointype!=FLO ) {
temp= floor(tempf+.5);
if(tempf==but->min || tempf==but->max);
else if(qual & LR_CTRLKEY) temp= 10*(temp/10);
if( temp>=but->min && temp<=but->max) {
value= ui_get_but_val(but);
lvalue= (int)value;
if(temp != lvalue ) {
pos= 1;
ui_set_but_val(but, (double)temp);
ui_check_but(but);
ui_draw_but(but);
glFinish(); // flush display in subloops
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uibut_do_func(but);
}
}
}
else {
temp= 0;
if(qual & LR_CTRLKEY) {
if(tempf==but->min || tempf==but->max);
else if(but->max-but->min < 2.10) tempf= 0.1*floor(10*tempf);
else if(but->max-but->min < 21.0) tempf= floor(tempf);
else tempf= 10.0*floor(tempf/10.0);
}
if( tempf>=but->min && tempf<=but->max) {
value= ui_get_but_val(but);
if(tempf != value ) {
pos= 1;
ui_set_but_val(but, tempf);
ui_check_but(but);
ui_draw_but(but);
glFinish(); // flush display in subloops
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}
}
}
}
BIF_wait_for_statechange();
}
if(pos==0) { /* plus 1 or minus 1 */
if( but->pointype!=FLO ) {
if(sx<(but->x1+but->x2)/2) temp--;
else temp++;
if( temp>=but->min && temp<=but->max)
ui_set_but_val(but, (double)temp);
}
else {
if(sx<(but->x1+but->x2)/2) tempf-= 0.01*but->a1;
else tempf+= 0.01*but->a1;
if (tempf < but->min) tempf = but->min;
if (tempf > but->max) tempf = but->max;
ui_set_but_val(but, tempf);
}
}
but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
glFinish(); // flush display in subloops
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return but->retval;
}
static int ui_do_but_TOG3(uiBut *but)
{
if( but->pointype==SHO ) {
short *sp= (short *)but->poin;
if( BTST(sp[1], but->bitnr)) {
sp[1]= BCLR(sp[1], but->bitnr);
sp[0]= BCLR(sp[0], but->bitnr);
}
else if( BTST(sp[0], but->bitnr)) {
sp[1]= BSET(sp[1], but->bitnr);
} else {
sp[0]= BSET(sp[0], but->bitnr);
}
}
else {
if( BTST(*(but->poin+2), but->bitnr)) {
*(but->poin+2)= BCLR(*(but->poin+2), but->bitnr);
*(but->poin)= BCLR(*(but->poin), but->bitnr);
}
else if( BTST(*(but->poin), but->bitnr)) {
*(but->poin+2)= BSET(*(but->poin+2), but->bitnr);
} else {
*(but->poin)= BSET(*(but->poin), but->bitnr);
}
}
ui_is_but_sel(but);
ui_draw_but(but);
return but->retval;
}
static int ui_do_but_ICONROW(uiBut *but)
{
ListBase listb= {NULL, NULL};
uiBlock *block;
int a;
but->flag |= UI_SELECT;
ui_draw_but(but);
/* here we go! */
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
uiBlockSetCol(block, MENUCOL);
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for(a=(int)but->min; a<=(int)but->max; a++) {
uiDefIconBut(block, BUTM|but->pointype, but->retval, but->icon+(a-but->min), 0, (short)(18*a), (short)(but->x2-but->x1-4), 18, but->poin, (float)a, 0.0, 0, 0, "");
}
block->direction= UI_TOP;
ui_positionblock(block, but);
/* the block is made with but-win, but is handled in mainwin space...
this is needs better implementation */
block->win= G.curscreen->mainwin;
uiDoBlocks(&listb, 0);
but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
return but->retval;
}
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static int ui_do_but_ICONTEXTROW(uiBut *but)
{
uiBlock *block;
ListBase listb={NULL, NULL};
int width, a, xmax, ypos;
MenuData *md;
but->flag |= UI_SELECT;
ui_draw_but(but);
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
uiBlockSetCol(block, MENUCOL);
2003-05-10 10:36:14 +00:00
md= decompose_menu_string(but->str);
/* size and location */
/* expand menu width to fit labels */
if(md->title)
width= 2*strlen(md->title)+BIF_GetStringWidth(block->curfont, md->title, (U.transopts & TR_MENUS));
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else
width= 0;
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for(a=0; a<md->nitems; a++) {
xmax= BIF_GetStringWidth(block->curfont, md->items[a].str, (U.transopts & TR_MENUS));
2003-05-10 10:36:14 +00:00
if(xmax>width) width= xmax;
}
width+= 30;
if (width<50) width=50;
ypos = 0;
/* loop through the menu options and draw them out with icons & text labels */
for(a=0; a<md->nitems; a++) {
/* add a space if there's a separator (%l) */
if (strcmp(md->items[a].str, "%l")==0) {
ypos +=3;
}
else {
uiDefIconTextBut(block, BUTM|but->pointype, but->retval, (short)(md->items[a].retval-but->min), md->items[a].str, 0, ypos,(short)width, 19, but->poin, (float) md->items[a].retval, 0.0, 0, 0, "");
ypos += 20;
}
}
block->direction= UI_TOP;
ui_positionblock(block, but);
/* the block is made with but-win, but is handled in mainwin space...
this is needs better implementation */
block->win= G.curscreen->mainwin;
uiBoundsBlock(block, 3);
uiDoBlocks(&listb, 0);
menudata_free(md);
but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
uibut_do_func(but);
return but->retval;
}
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static int ui_do_but_IDPOIN(uiBut *but)
{
char str[UI_MAX_DRAW_STR];
ID *id;
id= *but->idpoin_idpp;
if(id) strcpy(str, id->name+2);
else str[0]= 0;
but->type= TEX;
but->poin= str;
but->min= 0.0;
but->max= 22.0;
ui_do_but_TEX(but);
but->poin= NULL;
but->type= IDPOIN;
but->idpoin_func(str, but->idpoin_idpp);
ui_check_but(but);
ui_draw_but(but);
return but->retval;
}
static int ui_do_but_SLI(uiBut *but)
{
float f, fstart, tempf = 0.0, deler, value;
int sx, h, temp, pos=0, lvalue, redraw;
short mval[2], qual;
float curmatrix[4][4];
value= ui_get_but_val(but);
uiGetMouse(mywinget(), mval);
sx= mval[0];
h= but->y2-but->y1;
fstart= but->max-but->min;
fstart= (value - but->min)/fstart;
temp= 32767;
if( but->type==NUMSLI) deler= ( (but->x2-but->x1)/2 - 5.0*but->aspect);
else if( but->type==HSVSLI) deler= ( (but->x2-but->x1)/2 - 5.0*but->aspect);
else deler= (but->x2-but->x1- 5.0*but->aspect);
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while (get_mbut() & L_MOUSE) {
qual= get_qual();
uiGetMouse(mywinget(), mval);
f= (float)(mval[0]-sx)/deler +fstart;
if(qual & LR_CTRLKEY) {
if(qual & LR_SHIFTKEY) f= floor(f*100.0)/100.0;
else f= floor(f*10.0)/10.0;
}
else if (qual & LR_SHIFTKEY) {
f= (f-fstart)/10.0 + fstart;
}
CLAMP(f, 0.0, 1.0);
tempf= but->min+f*(but->max-but->min);
temp= floor(tempf+.5);
value= ui_get_but_val(but);
lvalue= (int) value;
if( but->pointype!=FLO )
redraw= (temp != lvalue);
else
redraw= (tempf != value);
if (redraw) {
pos= 1;
ui_set_but_val(but, tempf);
ui_check_but(but);
ui_draw_but(but);
glFinish(); // flush display in subloops
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if(but->a1) { /* color number */
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uiBut *bt= but->prev;
while(bt) {
if(bt->retval == but->a1) ui_draw_but(bt);
bt= bt->prev;
}
bt= but->next;
while(bt) {
if(bt->retval == but->a1) ui_draw_but(bt);
bt= bt->next;
}
}
/* save current window matrix (global UIwinmat)
because button callback function MIGHT change it
- which has until now occured through the Python API
*/
Mat4CpyMat4(curmatrix, UIwinmat);
uibut_do_func(but);
Mat4CpyMat4(UIwinmat, curmatrix);
}
else BIF_wait_for_statechange();
}
if(temp!=32767 && pos==0) { /* plus 1 or minus 1 */
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if( but->type==SLI) f= (float)(mval[0]-but->x1)/(but->x2-but->x1-h);
else f= (float)(mval[0]- (but->x1+but->x2)/2)/( (but->x2-but->x1)/2 - h);
f= but->min+f*(but->max-but->min);
if( but->pointype!=FLO ) {
if(f<temp) temp--;
else temp++;
if( temp>=but->min && temp<=but->max)
ui_set_but_val(but, (float)temp);
}
else {
if(f<tempf) tempf-=.01;
else tempf+=.01;
if( tempf>=but->min && tempf<=but->max)
ui_set_but_val(but, tempf);
}
}
ui_check_but(but);
ui_draw_but(but);
glFinish(); // flush display in subloops
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return but->retval;
}
static int ui_do_but_NUMSLI(uiBut *but)
{
short mval[2];
/* first define if it's a slider or textbut */
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uiGetMouse(mywinget(), mval);
if(mval[0]>= -6+(but->x1+but->x2)/2 ) { /* slider */
but->flag |= UI_SELECT;
ui_draw_but(but);
ui_do_but_SLI(but);
but->flag &= ~UI_SELECT;
}
else {
uiActAsTextBut(but);
}
while(get_mbut() & L_MOUSE) BIF_wait_for_statechange();
ui_draw_but(but);
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/* hsv patch */
if(but->type==HSVSLI) {
if(but->str[0]=='H') {
ui_draw_but(but->next);
ui_draw_but(but->next->next);
}
else if(but->str[0]=='S') {
ui_draw_but(but->next);
ui_draw_but(but->prev);
}
else if(but->str[0]=='V') {
ui_draw_but(but->prev);
ui_draw_but(but->prev->prev);
}
}
return but->retval;
}
static int ui_do_but_BLOCK(uiBut *but)
{
uiBlock *block;
but->flag |= UI_SELECT;
ui_draw_but(but);
block= but->block_func(0);
ui_positionblock(block, but);
block->flag |= UI_BLOCK_LOOP;
block->win= G.curscreen->mainwin;
/* postpone draw, this will cause a new window matrix, first finish all other buttons */
block->flag |= UI_BLOCK_REDRAW;
but->flag &= ~UI_SELECT;
return 0;
}
static int ui_do_but_BUTM(uiBut *but)
{
ui_set_but_val(but, but->min);
UIafterfunc= but->butm_func;
UIafterfunc_arg= but->butm_func_arg;
UIafterval= but->a2;
return but->retval;
}
static int ui_do_but_LABEL(uiBut *but)
{
uibut_do_func(but);
return but->retval;
}
static uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval)
{
uiBut *bt;
/* find button to link to */
for (bt= block->buttons.first; bt; bt= bt->next)
if(bt!=but && uibut_contains_pt(bt, mval))
break;
if (bt) {
if (but->type==LINK && bt->type==INLINK) {
if( but->link->tocode == (int)bt->min ) {
return bt;
}
}
else if(but->type==INLINK && bt->type==LINK) {
if( bt->link->tocode == (int)but->min ) {
return bt;
}
}
}
return NULL;
}
static int ui_is_a_link(uiBut *from, uiBut *to)
{
uiLinkLine *line;
uiLink *link;
link= from->link;
if(link) {
line= link->lines.first;
while(line) {
if(line->from==from && line->to==to) return 1;
line= line->next;
}
}
return 0;
}
static uiBut *ui_find_inlink(uiBlock *block, void *poin)
{
uiBut *but;
but= block->buttons.first;
while(but) {
if(but->type==INLINK) {
if(but->poin == poin) return but;
}
but= but->next;
}
return NULL;
}
static void ui_add_link_line(ListBase *listb, uiBut *but, uiBut *bt)
{
uiLinkLine *line;
line= MEM_callocN(sizeof(uiLinkLine), "linkline");
BLI_addtail(listb, line);
line->from= but;
line->to= bt;
}
void uiComposeLinks(uiBlock *block)
{
uiBut *but, *bt;
uiLink *link;
void ***ppoin;
int a;
but= block->buttons.first;
while(but) {
if(but->type==LINK) {
link= but->link;
/* for all pointers in the array */
if(link) {
if(link->ppoin) {
ppoin= link->ppoin;
for(a=0; a < *(link->totlink); a++) {
bt= ui_find_inlink(block, (*ppoin)[a] );
if(bt) {
ui_add_link_line(&link->lines, but, bt);
}
}
}
else if(link->poin) {
bt= ui_find_inlink(block, *(link->poin) );
if(bt) {
ui_add_link_line(&link->lines, but, bt);
}
}
}
}
but= but->next;
}
}
static void ui_add_link(uiBut *from, uiBut *to)
{
/* in 'from' we have to add a link to 'to' */
uiLink *link;
void **oldppoin;
int a;
if(ui_is_a_link(from, to)) {
printf("already exists\n");
return;
}
link= from->link;
/* are there more pointers allowed? */
if(link->ppoin) {
oldppoin= *(link->ppoin);
(*(link->totlink))++;
*(link->ppoin)= MEM_callocN( *(link->totlink)*sizeof(void *), "new link");
for(a=0; a< (*(link->totlink))-1; a++) {
(*(link->ppoin))[a]= oldppoin[a];
}
(*(link->ppoin))[a]= to->poin;
if(oldppoin) MEM_freeN(oldppoin);
}
else {
*(link->poin)= to->poin;
}
}
static int ui_do_but_LINK(uiBlock *block, uiBut *but)
{
/*
* This button only visualizes, the dobutton mode
* can add a new link, but then the whole system
* should be redrawn/initialized.
*
*/
uiBut *bt=0, *bto=NULL;
short sval[2], mval[2], mvalo[2], first= 1;
uiGetMouse(curarea->win, sval);
mvalo[0]= sval[0];
mvalo[1]= sval[1];
while (get_mbut() & L_MOUSE) {
uiGetMouse(curarea->win, mval);
if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || first) {
/* clear completely, because of drawbuttons */
bt= ui_get_valid_link_button(block, but, mval);
if(bt) {
bt->flag |= UI_ACTIVE;
ui_draw_but(bt);
}
if(bto && bto!=bt) {
bto->flag &= ~UI_ACTIVE;
ui_draw_but(bto);
}
bto= bt;
if (!first) {
glutil_draw_front_xor_line(sval[0], sval[1], mvalo[0], mvalo[1]);
}
glutil_draw_front_xor_line(sval[0], sval[1], mval[0], mval[1]);
mvalo[0]= mval[0];
mvalo[1]= mval[1];
first= 0;
}
else BIF_wait_for_statechange();
}
if (!first) {
glutil_draw_front_xor_line(sval[0], sval[1], mvalo[0], mvalo[1]);
}
if(bt) {
if(but->type==LINK) ui_add_link(but, bt);
else ui_add_link(bt, but);
scrarea_queue_winredraw(curarea);
}
return 0;
}
/* ************************************************ */
void uiSetButLock(int val, char *lockstr)
{
UIlock |= val;
if (val) UIlockstr= lockstr;
}
void uiClearButLock()
{
UIlock= 0;
UIlockstr= NULL;
}
/* ********************** NEXT/PREV for arrowkeys etc ************** */
static uiBut *ui_but_prev(uiBut *but)
{
while(but->prev) {
but= but->prev;
if(but->type!=LABEL && but->type!=SEPR) return but;
}
return NULL;
}
static uiBut *ui_but_next(uiBut *but)
{
while(but->next) {
but= but->next;
if(but->type!=LABEL && but->type!=SEPR) return but;
}
return NULL;
}
static uiBut *ui_but_first(uiBlock *block)
{
uiBut *but;
but= block->buttons.first;
while(but) {
if(but->type!=LABEL && but->type!=SEPR) return but;
but= but->next;
}
return NULL;
}
static uiBut *ui_but_last(uiBlock *block)
{
uiBut *but;
but= block->buttons.last;
while(but) {
if(but->type!=LABEL && but->type!=SEPR) return but;
but= but->prev;
}
return NULL;
}
/* *************************************************************** */
static void setup_file(uiBlock *block)
{
uiBut *but;
FILE *fp;
fp= fopen("butsetup","w");
if(fp==NULL);
else {
but= block->buttons.first;
while(but) {
// if(but->rt[3]==1) {
ui_check_but(but);
fprintf(fp,"%d,%d,%d,%d %s %s\n", (int)but->x1, (int)but->y1, (int)( but->x2-but->x1), (int)(but->y2-but->y1), but->str, but->tip);
// }
but= but->next;
}
fclose(fp);
}
}
static void edit_but(uiBlock *block, uiBut *but, uiEvent *uevent)
{
short dx, dy, mval[2], mvalo[2], didit=0;
getmouseco_sc(mvalo);
while(TRUE) {
if( !(get_mbut() & L_MOUSE) ) break;
getmouseco_sc(mval);
dx= (mval[0]-mvalo[0]);
dy= (mval[1]-mvalo[1]);
if(dx!=0 || dy!=0) {
mvalo[0]= mval[0];
mvalo[1]= mval[1];
cpack(0xc0c0c0);
glRectf(but->x1-2, but->y1-2, but->x2+2, but->y2+2);
if((uevent->qual & LR_SHIFTKEY)==0) {
but->x1 += dx;
but->y1 += dy;
}
but->x2 += dx;
but->y2 += dy;
ui_draw_but(but);
glFinish();
didit= 1;
but->rt[3]= 1;
}
/* idle for this poor code */
else PIL_sleep_ms(30);
}
if(didit) setup_file(block);
}
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/* is called when LEFTMOUSE is pressed or released
* return: butval or zero
*/
static int ui_do_button(uiBlock *block, uiBut *but, uiEvent *uevent)
{
int retval= 0;
if(but->lock) {
if (but->lockstr) {
error("%s", but->lockstr);
return 0;
}
}
else {
if( but->pointype ) { /* there's a pointer needed */
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if(but->poin==0 ) {
printf("DoButton pointer error: %s\n",but->str);
return 0;
}
}
}
if(G.rt==1 && (uevent->qual & LR_CTRLKEY)) {
edit_but(block, but, uevent);
return 0;
}
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block->flag |= UI_BLOCK_BUSY;
switch(but->type) {
case BUT:
if(uevent->val) retval= ui_do_but_BUT(but);
break;
case KEYEVT:
if(uevent->val) retval= ui_do_but_KEYEVT(but);
break;
case TOG:
case TOGR:
case ICONTOG:
case TOGN:
if(uevent->val) {
retval= ui_do_but_TOG(block, but);
}
break;
case ROW:
if(uevent->val) retval= ui_do_but_ROW(block, but);
break;
case SCROLL:
/* DrawBut(b, 1); */
/* do_scrollbut(b); */
/* DrawBut(b,0); */
break;
case NUM:
if(uevent->val) retval= ui_do_but_NUM(but);
break;
case SLI:
case NUMSLI:
case HSVSLI:
if(uevent->val) retval= ui_do_but_NUMSLI(but);
break;
case LABEL:
if(uevent->val) retval= ui_do_but_LABEL(but);
break;
case TOG3:
if(uevent->val) retval= ui_do_but_TOG3(but);
break;
case TEX:
if(uevent->val) retval= ui_do_but_TEX(but);
break;
case MENU:
if(uevent->val) retval= ui_do_but_MENU(but);
break;
case ICONROW:
if(uevent->val) retval= ui_do_but_ICONROW(but);
break;
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case ICONTEXTROW:
if(uevent->val) retval= ui_do_but_ICONTEXTROW(but);
break;
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case IDPOIN:
if(uevent->val) retval= ui_do_but_IDPOIN(but);
break;
case BLOCK:
if(uevent->val) {
retval= ui_do_but_BLOCK(but);
block->auto_open= 1;
}
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break;
case BUTM:
retval= ui_do_but_BUTM(but);
break;
case LINK:
case INLINK:
retval= ui_do_but_LINK(block, but);
break;
}
block->flag &= ~UI_BLOCK_BUSY;
return retval;
}
static void ui_delete_active_linkline(uiBlock *block)
{
uiBut *but;
uiLink *link;
uiLinkLine *line, *nline;
int a, b;
but= block->buttons.first;
while(but) {
if(but->type==LINK && but->link) {
line= but->link->lines.first;
while(line) {
nline= line->next;
if(line->flag & UI_SELECT) {
BLI_remlink(&but->link->lines, line);
link= line->from->link;
/* are there more pointers allowed? */
if(link->ppoin) {
if(*(link->totlink)==1) {
*(link->totlink)= 0;
MEM_freeN(*(link->ppoin));
*(link->ppoin)= NULL;
}
else {
b= 0;
for(a=0; a< (*(link->totlink)); a++) {
if( (*(link->ppoin))[a] != line->to->poin ) {
(*(link->ppoin))[b]= (*(link->ppoin))[a];
b++;
}
}
(*(link->totlink))--;
}
}
else {
*(link->poin)= NULL;
}
MEM_freeN(line);
}
line= nline;
}
}
but= but->next;
}
/* temporal! these buttons can be everywhere... */
allqueue(REDRAWBUTSLOGIC, 0);
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}
static void ui_do_active_linklines(uiBlock *block, short *mval)
{
uiBut *but;
uiLinkLine *line, *act= NULL;
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float mindist= 12.0, fac, v1[2], v2[2], v3[3];
int foundone= 0;
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if(mval) {
v1[0]= mval[0];
v1[1]= mval[1];
/* find a line close to the mouse */
but= block->buttons.first;
while(but) {
if(but->type==LINK && but->link) {
foundone= 1;
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line= but->link->lines.first;
while(line) {
v2[0]= line->from->x2;
v2[1]= (line->from->y1+line->from->y2)/2.0;
v3[0]= line->to->x1;
v3[1]= (line->to->y1+line->to->y2)/2.0;
fac= PdistVL2Dfl(v1, v2, v3);
if(fac < mindist) {
mindist= fac;
act= line;
}
line= line->next;
}
}
but= but->next;
}
}
/* check for a 'found one' to prevent going to 'frontbuffer' mode.
this slows done gfx quite some, and at OSX the 'finish' forces a swapbuffer */
if(foundone) {
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/* draw */
but= block->buttons.first;
while(but) {
if(but->type==LINK && but->link) {
line= but->link->lines.first;
while(line) {
if(line==act) {
if((line->flag & UI_SELECT)==0) {
line->flag |= UI_SELECT;
ui_draw_linkline(but, line);
}
}
else if(line->flag & UI_SELECT) {
line->flag &= ~UI_SELECT;
ui_draw_linkline(but, line);
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}
line= line->next;
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}
}
but= but->next;
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}
}
}
/* only to be used to prevent an 'outside' event when using nested pulldowns */
/* four checks:
- while mouse moves in good x direction
- while mouse motion x is bigger than y motion
- while distance to center block diminishes
- only for 1 second
return 0: check outside
*/
static int ui_mouse_motion_towards_block(uiBlock *block, uiEvent *uevent)
{
short mvalo[2], dx, dy, domx, domy, x1, y1;
int disto, dist, counter=0;
if(block->direction==UI_TOP || block->direction==UI_DOWN) return 0;
if(uevent->event!= MOUSEX && uevent->event!= MOUSEY) return 0;
/* calculate dominant direction */
domx= ( -uevent->mval[0] + (block->maxx+block->minx)/2 );
domy= ( -uevent->mval[1] + (block->maxy+block->miny)/2 );
/* we need some accuracy */
if( abs(domx)<4 ) return 0;
/* calculte old dist */
disto= domx*domx + domy*domy;
uiGetMouse(mywinget(), mvalo);
while(TRUE) {
uiGetMouse(mywinget(), uevent->mval);
/* check inside, if so return */
if( block->minx <= uevent->mval[0] && block->maxx >= uevent->mval[0] ) {
if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] ) {
return 1;
}
}
/* check direction */
dx= uevent->mval[0] - mvalo[0];
dy= uevent->mval[1] - mvalo[1];
if( abs(dx)+abs(dy)>4 ) { // threshold
if( abs(dy) > abs(dx) ) {
//printf("left because y>x direction\n");
return 0;
}
if( dx>0 && domx>0);
else if(dx<0 && domx<0);
else {
//printf("left because dominant direction\n");
return 0;
}
}
/* check dist */
x1= ( -uevent->mval[0] + (block->maxx+block->minx)/2 );
y1= ( -uevent->mval[1] + (block->maxy+block->miny)/2 );
dist= x1*x1 + y1*y1;
if(dist > disto) {
//printf("left because distance\n");
return 0;
}
else disto= dist;
/* idle for this poor code */
PIL_sleep_ms(10);
counter++;
if(counter > 100) {
// printf("left because of timer (1 sec)\n");
return 0;
}
}
return 0;
}
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/* return:
* UI_NOTHING pass event to other ui's
* UI_CONT don't pass event to other ui's
* UI_RETURN something happened, return, swallow event
*/
static int ui_do_block(uiBlock *block, uiEvent *uevent)
{
uiBut *but, *bt;
int butevent, event, retval=UI_NOTHING, count, act=0;
int inside= 0, active=0;
if(block->win != mywinget()) return UI_NOTHING;
/* filter some unwanted events */
if(uevent==0 || uevent->event==LEFTSHIFTKEY || uevent->event==RIGHTSHIFTKEY) return UI_NOTHING;
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if(block->flag & UI_BLOCK_ENTER_OK) {
if(uevent->event == RETKEY && uevent->val) {
// printf("qual: %d %d %d\n", uevent->qual, get_qual(), G.qual);
if ((G.qual & LR_SHIFTKEY) == 0) {
return UI_RETURN_OK;
}
}
}
Mat4CpyMat4(UIwinmat, block->winmat);
uiPanelPush(block); // push matrix; no return without pop!
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uiGetMouse(mywinget(), uevent->mval); /* transformed mouseco */
/* check boundbox and panel events */
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if( block->minx <= uevent->mval[0] && block->maxx >= uevent->mval[0] ) {
if(block->panel==NULL) {
if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] )
inside= 1;
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}
else if(block->panel->paneltab==NULL) {
if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] ) inside= 1;
/* clicked at panel header? */
if(uevent->event==LEFTMOUSE) {
if( block->panel->flag & PNL_CLOSEDX) {
if(block->minx <= uevent->mval[0] && block->minx+PNL_HEADER >= uevent->mval[0])
inside= 2;
}
else if( (block->maxy <= uevent->mval[1]) && (block->maxy+PNL_HEADER >= uevent->mval[1]) )
inside= 2;
if(inside==2) {
uiPanelPop(block); // pop matrix; no return without pop!
ui_do_panel(block, uevent);
return UI_EXIT_LOOP; // exit loops because of moving panels
}
}
else if(uevent->event==PADPLUSKEY || uevent->event==PADMINUS) {
SpaceLink *sl= curarea->spacedata.first;
if(uevent->event==PADPLUSKEY) sl->blockscale+= 0.1;
else sl->blockscale-= 0.1;
CLAMP(sl->blockscale, 0.6, 1.0);
addqueue(block->winq, REDRAW, 1);
retval= UI_CONT;
}
}
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}
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switch(uevent->event) {
case PAD8: case PAD2:
case UPARROWKEY:
case DOWNARROWKEY:
if(inside || (block->flag & UI_BLOCK_LOOP)) {
/* arrowkeys: only handle for block_loop blocks */
event= 0;
if(block->flag & UI_BLOCK_LOOP) {
event= uevent->event;
if(event==PAD8) event= UPARROWKEY;
if(event==PAD2) event= DOWNARROWKEY;
}
else {
if(uevent->event==PAD8) event= UPARROWKEY;
if(uevent->event==PAD2) event= DOWNARROWKEY;
}
if(event && uevent->val) {
but= block->buttons.first;
while(but) {
but->flag &= ~UI_MOUSE_OVER;
if(but->flag & UI_ACTIVE) {
but->flag &= ~UI_ACTIVE;
ui_draw_but(but);
bt= ui_but_prev(but);
if(bt && event==UPARROWKEY) {
bt->flag |= UI_ACTIVE;
ui_draw_but(bt);
break;
}
bt= ui_but_next(but);
if(bt && event==DOWNARROWKEY) {
bt->flag |= UI_ACTIVE;
ui_draw_but(bt);
break;
}
}
but= but->next;
}
/* nothing done */
if(but==NULL) {
if(event==UPARROWKEY) but= ui_but_last(block);
else but= ui_but_first(block);
if(but) {
but->flag |= UI_ACTIVE;
ui_draw_but(but);
}
}
retval= UI_CONT;
}
}
break;
case ONEKEY: act= 1;
case TWOKEY: if(act==0) act= 2;
case THREEKEY: if(act==0) act= 3;
case FOURKEY: if(act==0) act= 4;
case FIVEKEY: if(act==0) act= 5;
case SIXKEY: if(act==0) act= 6;
case SEVENKEY: if(act==0) act= 7;
case EIGHTKEY: if(act==0) act= 8;
case NINEKEY: if(act==0) act= 9;
case ZEROKEY: if(act==0) act= 10;
if( block->flag & UI_BLOCK_NUMSELECT ) {
if(get_qual() & LR_ALTKEY) act+= 10;
but= block->buttons.first;
count= 0;
while(but) {
if( but->type!=LABEL && but->type!=SEPR) count++;
if(count==act) {
but->flag |= UI_ACTIVE;
if(uevent->val==1) ui_draw_but(but);
else {
uevent->event= RETKEY;
uevent->val= 1; /* patch: to avoid UI_BLOCK_RET_1 type not working */
addqueue(block->winq, RIGHTARROWKEY, 1);
}
}
else if(but->flag & UI_ACTIVE) {
but->flag &= ~UI_ACTIVE;
ui_draw_but(but);
}
but= but->next;
}
}
break;
default:
if (uevent->event!=RETKEY) { /* when previous command was arrow */
but= block->buttons.first;
while(but) {
but->flag &= ~UI_MOUSE_OVER;
/* check boundbox */
if (uibut_contains_pt(but, uevent->mval)) {
but->flag |= UI_MOUSE_OVER;
UIbuttip= but;
}
/* hilite case 1 */
if(but->flag & UI_MOUSE_OVER) {
if( (but->flag & UI_ACTIVE)==0) {
but->flag |= UI_ACTIVE;
if(but->type != LABEL && but->embossfunc != ui_emboss_N) ui_draw_but(but);
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}
}
/* hilite case 2 */
if(but->flag & UI_ACTIVE) {
if( (but->flag & UI_MOUSE_OVER)==0) {
but->flag &= ~UI_ACTIVE;
if(but->type != LABEL && but->embossfunc != ui_emboss_N) ui_draw_but(but);
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}
else if(but->type==BLOCK || but->type==MENU) { // automatic opens block button (pulldown)
int time;
if(uevent->event!=LEFTMOUSE ) {
if(block->auto_open) time= 5*U.menuthreshold2;
else if(U.uiflag & MENUOPENAUTO) time= 5*U.menuthreshold1;
else time= -1;
for (; time>0; time--) {
if (anyqtest()) break;
else PIL_sleep_ms(20);
}
if(time==0) ui_do_button(block, but, uevent);
}
}
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if(but->flag & UI_ACTIVE) active= 1;
}
but= but->next;
}
/* if there are no active buttons... otherwise clear lines */
if(active) ui_do_active_linklines(block, 0);
else ui_do_active_linklines(block, uevent->mval);
}
}
/* middlemouse exception, not for regular blocks */
if( (block->flag & UI_BLOCK_LOOP) && uevent->event==MIDDLEMOUSE) uevent->event= LEFTMOUSE;
/* the final dobutton */
but= block->buttons.first;
while(but) {
if(but->flag & UI_ACTIVE) {
/* UI_BLOCK_RET_1: not return when val==0 */
if(uevent->val || (block->flag & UI_BLOCK_RET_1)==0) {
if ELEM3(uevent->event, LEFTMOUSE, PADENTER, RETKEY) {
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butevent= ui_do_button(block, but, uevent);
if(butevent) addqueue(block->winq, UI_BUT_EVENT, (short)butevent);
/* i doubt about the next line! */
/* if(but->func) mywinset(block->win); */
if( (block->flag & UI_BLOCK_LOOP) && but->type==BLOCK);
else
if(/*but->func ||*/ butevent) retval= UI_RETURN_OK;
}
}
}
but= but->next;
}
uiPanelPop(block); // pop matrix; no return without pop!
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/* the linkines... why not make buttons from it? Speed? Memory? */
if(uevent->val && (uevent->event==XKEY || uevent->event==DELKEY))
ui_delete_active_linkline(block);
if(block->flag & UI_BLOCK_LOOP) {
if(inside==0 && uevent->val==1) {
if ELEM3(uevent->event, LEFTMOUSE, MIDDLEMOUSE, RIGHTMOUSE)
return UI_RETURN_OUT;
}
if(uevent->event==ESCKEY && uevent->val==1) return UI_RETURN_CANCEL;
if((uevent->event==RETKEY || uevent->event==PADENTER) && uevent->val==1) return UI_RETURN_OK;
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/* check outside */
if(inside==0 && block->parentrct.xmax != 0.0) {
/* strict check, and include the parent rect */
if( BLI_in_rctf(&block->parentrct, (float)uevent->mval[0], (float)uevent->mval[1]));
else if( ui_mouse_motion_towards_block(block, uevent));
else {
float midx, midy;
int safety;
midx= (block->parentrct.xmin+block->parentrct.xmax)/2.0;
midy= (block->parentrct.ymin+block->parentrct.ymax)/2.0;
if( midx < block->minx ) safety = 3; else safety= 40;
if(uevent->mval[0]<block->minx-safety) return UI_RETURN_OUT;
if( midy < block->miny ) safety = 3; else safety= 40;
if(uevent->mval[1]<block->miny-safety) return UI_RETURN_OUT;
if( midx > block->maxx ) safety = 3; else safety= 40;
if(uevent->mval[0]>block->maxx+safety) return UI_RETURN_OUT;
if( midy > block->maxy ) safety = 3; else safety= 40;
if(uevent->mval[1]>block->maxy+safety) return UI_RETURN_OUT;
}
}
else {
/* for popups without parent button */
if(uevent->mval[0]<block->minx-40) return UI_RETURN_OUT;
if(uevent->mval[1]<block->miny-40) return UI_RETURN_OUT;
if(uevent->mval[0]>block->maxx+40) return UI_RETURN_OUT;
if(uevent->mval[1]>block->maxy+40) return UI_RETURN_OUT;
}
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}
return retval;
}
static uiSaveUnder *ui_draw_but_tip(uiBut *but)
{
uiSaveUnder *su;
float x1, x2, y1, y2;
#ifdef INTERNATIONAL
if(G.ui_international == TRUE) {
float llx,lly,llz,urx,ury,urz; //for FTF_GetBoundingBox()
if(U.transopts & TR_TOOLTIPS) {
FTF_GetBoundingBox(but->tip, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8);
x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*FTF_GetStringWidth(but->tip, FTF_USE_GETTEXT | FTF_INPUT_UTF8); //BMF_GetStringWidth(but->font, but->tip);
y1= but->y1-(ury+FTF_GetSize()); y2= but->y1;
} else {
FTF_GetBoundingBox(but->tip, &llx,&lly,&llz,&urx,&ury,&urz, FTF_NO_TRANSCONV | FTF_INPUT_UTF8);
x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*FTF_GetStringWidth(but->tip, FTF_NO_TRANSCONV | FTF_INPUT_UTF8); //BMF_GetStringWidth(but->font, but->tip);
y1= but->y1-(ury+FTF_GetSize()); y2= but->y1;
}
} else {
x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*BMF_GetStringWidth(but->font, but->tip);
y1= but->y1-19; y2= but->y1-2;
}
#else
x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*BMF_GetStringWidth(but->font, but->tip);
y1= but->y1-19; y2= but->y1-2;
#endif
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/* for pulldown menus it doesnt work */
if(mywinget()==G.curscreen->mainwin);
else {
ui_graphics_to_window(mywinget(), &x1, &y1);
ui_graphics_to_window(mywinget(), &x2, &y2);
}
if(x2 > G.curscreen->sizex) {
x1 -= x2-G.curscreen->sizex;
x2= G.curscreen->sizex;
}
if(y1 < 0) {
y1 += 36;
y2 += 36;
}
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// adjust tooltip heights
if(mywinget()==G.curscreen->mainwin)
y2 -= G.ui_international ? 4:1; //tip is from pulldownmenu
else if(curarea->win != mywinget())
y2 -= G.ui_international ? 5:1; //tip is from a windowheader
// else y2 += 1; //tip is from button area
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su= ui_bgnpupdraw((int)(x1-1), (int)(y1-1), (int)(x2+4), (int)(y2+4), 0);
glColor3ub(0xD0, 0xD0, 0xC0);
glRectf(x1, y1, x2, y2);
/* bottom */
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glColor3ub(0,0,0);
fdrawline(x1, y1, x2, y1);
/* right */
fdrawline(x2, y1, x2, y2);
/* top */
glColor3ub(255,255,255);
fdrawline(x1, y2, x2, y2);
/* left */
fdrawline(x1, y1, x1, y2);
glColor3ub(0,0,0);
glRasterPos2f( x1+3, y1+4);
BIF_DrawString(but->font, but->tip, (U.transopts & TR_TOOLTIPS), 0);
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glFinish(); /* to show it in the frontbuffer */
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return su;
}
static void ui_do_but_tip(void)
{
uiSaveUnder *su;
int time;
if (UIbuttip && UIbuttip->tip && UIbuttip->tip[0]) {
/* Pause for a moment to see if we
* should really display the tip
* or if the user will keep moving
* the pointer.
*/
for (time= 0; time<10; time++) {
if (anyqtest())
return;
else
PIL_sleep_ms(50);
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}
/* Display the tip, and keep it displayed
* as long as the mouse remains on top
* of the button that owns it.
*/
uiPanelPush(UIbuttip->block); // panel matrix
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su= ui_draw_but_tip(UIbuttip);
while (1) {
char ascii;
short val;
unsigned short evt= extern_qread_ext(&val, &ascii);
if (evt==MOUSEX || evt==MOUSEY) {
short mouse[2];
uiGetMouse(su->oldwin, mouse);
if (!uibut_contains_pt(UIbuttip, mouse))
break;
} else {
mainqpushback(evt, val, ascii);
break;
}
}
ui_endpupdraw(su);
uiPanelPop(UIbuttip->block); // panel matrix
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UIbuttip= NULL;
}
}
/* returns UI_NOTHING, if nothing happened */
int uiDoBlocks(ListBase *lb, int event)
{
/* return when: firstblock != BLOCK_LOOP
*
* 'cont' is used to make sure you can press another button while a looping menu
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* is active. otherwise you have to press twice...
*/
uiBlock *block, *first;
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uiEvent uevent;
int retval= UI_NOTHING, cont= 1, dopop=0;
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if(lb->first==0) return UI_NOTHING;
/* for every pixel both x and y events are generated, overloads the system! */
if(event==MOUSEX) return UI_NOTHING;
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UIbuttip= NULL;
UIafterfunc= NULL; /* to prevent infinite loops, this shouldnt be a global! */
uevent.qual= G.qual;
uevent.event= event;
uevent.val= 1;
/* this is a caching mechanism, to prevent too many calls to glFrontBuffer and glFinish, which slows down interface */
block= lb->first;
while(block) {
block->frontbuf= UI_NEED_DRAW_FRONT; // signal
block= block->next;
}
/* main loop, needed when you click outside a looping block (menu) then it uses that
event to immediately evaluate the other uiBlocks again. */
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while(cont) {
/* first loop, for the normal blocks */
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block= lb->first;
while(block) {
/* for pupmenus, the bgnpupdraw sets (and later restores) the active
window. Then mousecoords get transformed OK.
It looks double... but a call to ui_do_block otherwise doesnt get handled properly
*/
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if(block->flag & UI_BLOCK_REDRAW) {
if( block->flag & UI_BLOCK_LOOP) {
block->saveunder= ui_bgnpupdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1, 1);
block->frontbuf= UI_HAS_DRAW_FRONT;
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}
uiDrawBlock(block);
block->flag &= ~UI_BLOCK_REDRAW;
}
retval= ui_do_block(block, &uevent);
if(retval==UI_EXIT_LOOP) break;
/* now a new block could be created for menus, this is
inserted in the beginning of a list */
/* is there a glfinish cached? */
if(block->frontbuf == UI_HAS_DRAW_FRONT) {
glFinish();
glDrawBuffer(GL_BACK);
block->frontbuf= UI_NEED_DRAW_FRONT;
}
/* to make sure the matrix of the panel works for menus too */
dopop= 1;
if(retval==UI_CONT || (retval & UI_RETURN)) break;
first= lb->first; if(first->flag & UI_BLOCK_LOOP) break;
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block= block->next;
}
/* second loop, for menus (looping blocks). works for sub->menus too */
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block= lb->first;
if(block==NULL || (block->flag & UI_BLOCK_LOOP)==0) cont= 0;
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while( (block= lb->first) && (block->flag & UI_BLOCK_LOOP)) {
block->auto_open= 1;
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/* this here, for menu buts */
if(block->flag & UI_BLOCK_REDRAW) {
if( block->flag & UI_BLOCK_LOOP) {
block->saveunder= ui_bgnpupdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1, 1);
block->frontbuf= UI_HAS_DRAW_FRONT;
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}
uiDrawBlock(block);
block->flag &= ~UI_BLOCK_REDRAW;
}
/* need to reveil drawing? (not in end of loop, because of free block */
if(block->frontbuf == UI_HAS_DRAW_FRONT) {
glFinish();
block->frontbuf= UI_NEED_DRAW_FRONT;
}
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uevent.event= extern_qread(&uevent.val);
if(uevent.event) {
retval= ui_do_block(block, &uevent);
if(retval & UI_RETURN) {
/* free this block */
ui_endpupdraw(block->saveunder);
BLI_remlink(lb, block);
uiFreeBlock(block);
}
if(retval==UI_RETURN_OK) {
/* free other menus */
while( (block= lb->first) && (block->flag & UI_BLOCK_LOOP)) {
ui_endpupdraw(block->saveunder);
BLI_remlink(lb, block);
uiFreeBlock(block);
}
}
}
/* tooltip */
if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) {
if(U.flag & TOOLTIPS) ui_do_but_tip();
}
}
/* else it does the first part of this loop again, maybe another menu needs to be opened */
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if(retval==UI_CONT || (retval & UI_RETURN_OK)) cont= 0;
}
/* cleanup frontbuffer & flags */
block= lb->first;
while(block) {
if(block->frontbuf==UI_HAS_DRAW_FRONT) glFinish();
block->frontbuf= 0;
block= block->next;
}
/* afterfunc is used for fileloading too, so after this call, the blocks pointers are invalid */
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if(retval & UI_RETURN_OK) {
if(UIafterfunc) UIafterfunc(UIafterfunc_arg, UIafterval);
UIafterfunc= NULL;
}
/* tooltip */
if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) {
if(U.flag & TOOLTIPS) ui_do_but_tip();
}
/* doesnt harm :-) */
glDrawBuffer(GL_BACK);
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return retval;
}
/* ************** DATA *************** */
static double ui_get_but_val(uiBut *but)
{
void *poin;
double value = 0.0;
poin= but->poin;
if(but->type== HSVSLI) {
float h, s, v, *fp= (float *) poin;
rgb_to_hsv(fp[0], fp[1], fp[2], &h, &s, &v);
switch(but->str[0]) {
case 'H': value= h; break;
case 'S': value= s; break;
case 'V': value= v; break;
}
}
else if( but->pointype == CHA ) {
value= *(char *)poin;
}
else if( but->pointype == SHO ) {
value= *(short *)poin;
}
else if( but->pointype == INT ) {
value= *(int *)poin;
}
else if( but->pointype == FLO ) {
value= *(float *)poin;
}
return value;
}
static void ui_set_but_val(uiBut *but, double value)
{
void *poin;
if(but->pointype==0) return;
poin= but->poin;
/* value is a hsv value: convert to rgb */
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if( but->type==HSVSLI ) {
float h, s, v, *fp= (float *)but->poin;
rgb_to_hsv(fp[0], fp[1], fp[2], &h, &s, &v);
switch(but->str[0]) {
case 'H': h= value; break;
case 'S': s= value; break;
case 'V': v= value; break;
}
hsv_to_rgb(h, s, v, fp, fp+1, fp+2);
}
else if( but->pointype==CHA )
*((char *)poin)= (char)value;
else if( but->pointype==SHO ) {
/* gcc 3.2.1 seems to have problems
* casting a double like 32772.0 to
* a short so we cast to an int, then
to a short */
int gcckludge;
gcckludge = (int) value;
*((short *)poin)= (short) gcckludge;
}
2002-10-12 11:37:38 +00:00
else if( but->pointype==INT )
*((int *)poin)= (int)value;
else if( but->pointype==FLO )
*((float *)poin)= value;
/* update select flag */
ui_is_but_sel(but);
}
void uiSetCurFont(uiBlock *block, int index)
{
if(block->aspect<0.60) {
block->curfont= UIfont[index].xl;
}
else if(block->aspect<1.15) {
block->curfont= UIfont[index].large;
}
else if(block->aspect<1.59) {
block->curfont= UIfont[index].medium;
}
else {
block->curfont= UIfont[index].small;
}
if(block->curfont==NULL) block->curfont= UIfont[index].large;
if(block->curfont==NULL) block->curfont= UIfont[index].medium;
if(block->curfont==NULL) printf("error block no font %s\n", block->name);
}
void uiDefFont(unsigned int index, void *xl, void *large, void *medium, void *small)
{
if(index>=UI_ARRAY) return;
UIfont[index].xl= xl;
UIfont[index].large= large;
UIfont[index].medium= medium;
UIfont[index].small= small;
}
static void ui_free_link(uiLink *link)
{
if(link) {
BLI_freelistN(&link->lines);
MEM_freeN(link);
}
}
static void ui_free_but(uiBut *but)
{
if(but->str && but->str != but->strdata) MEM_freeN(but->str);
ui_free_link(but->link);
MEM_freeN(but);
}
void uiFreeBlock(uiBlock *block)
{
uiBut *but;
if(block->flag & UI_BLOCK_BUSY) printf("attempt to free busy buttonblock: %p\n", block);
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while( (but= block->buttons.first) ) {
BLI_remlink(&block->buttons, but);
ui_free_but(but);
}
if(block->panel) block->panel->active= 0;
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MEM_freeN(block);
UIbuttip= NULL;
}
void uiFreeBlocks(ListBase *lb)
{
uiBlock *block;
while( (block= lb->first) ) {
BLI_remlink(lb, block);
uiFreeBlock(block);
}
}
void uiFreeBlocksWin(ListBase *lb, int win)
{
uiBlock *block, *blockn;
block= lb->first;
while(block) {
blockn= block->next;
if(block->win==win) {
BLI_remlink(lb, block);
uiFreeBlock(block);
}
block= blockn;
}
}
uiBlock *uiNewBlock(ListBase *lb, char *name, short dt, short font, short win)
{
uiBlock *block;
/* each listbase only has one block with this name */
if(lb) {
for (block= lb->first; block; block= block->next)
if (BLI_streq(block->name, name))
break;
if (block) {
BLI_remlink(lb, block);
uiFreeBlock(block);
}
}
block= MEM_callocN(sizeof(uiBlock), "uiBlock");
if(lb) BLI_addhead(lb, block); /* at the beginning of the list! for dynamical menus/blocks */
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strcpy(block->name, name);
/* draw win */
block->win= win;
/* window where queue event should be added, pretty weak this way!
this is because the 'mainwin' pup menu's */
block->winq= mywinget();
block->dt= dt;
block->col= BUTGREY;
/* aspect */
bwin_getsinglematrix(win, block->winmat);
if (win==G.curscreen->mainwin) {
block->aspect= 1.0;
} else {
int getsizex, getsizey;
bwin_getsize(win, &getsizex, &getsizey);
block->aspect= 2.0/( (getsizex)*block->winmat[0][0]);
}
uiSetCurFont(block, font);
return block;
}
uiBlock *uiGetBlock(char *name, ScrArea *sa)
{
uiBlock *block= sa->uiblocks.first;
while(block) {
if( strcmp(name, block->name)==0 ) return block;
block= block->next;
}
return NULL;
}
static char *ui_block_cut_str(uiBlock *block, char *str, short okwidth)
{
short width, ofs=strlen(str);
static char str1[128];
if(ofs>127) return str;
width= block->aspect*BIF_GetStringWidth(block->curfont, str, (U.transopts & TR_BUTTONS));
if(width <= okwidth) return str;
strcpy(str1, str);
while(width > okwidth && ofs>0) {
ofs--;
str1[ofs]= 0;
width= block->aspect*BIF_GetStringWidth(block->curfont, str1, 0);
if(width < 10) break;
}
return str1;
}
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static void ui_check_but(uiBut *but)
{
/* if something changed in the button */
ID *id;
double value;
float okwidth;
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short pos;
ui_is_but_sel(but);
if(but->type==NUMSLI || but->type==HSVSLI)
okwidth= -7 + (but->x2 - but->x1)/2.0;
else
okwidth= -7 + (but->x2 - but->x1);
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/* name: */
switch( but->type ) {
case MENU:
case ICONTEXTROW:
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if(but->x2 - but->x1 > 24) {
value= ui_get_but_val(but);
ui_set_name_menu(but, (int)value);
}
break;
case NUM:
case NUMSLI:
case HSVSLI:
value= ui_get_but_val(but);
if( but->pointype==FLO ) {
if(but->a2) { /* amount of digits defined */
if(but->a2==1) sprintf(but->drawstr, "%s%.1f", but->str, value);
else if(but->a2==2) sprintf(but->drawstr, "%s%.2f", but->str, value);
else if(but->a2==3) sprintf(but->drawstr, "%s%.3f", but->str, value);
else sprintf(but->drawstr, "%s%.4f", but->str, value);
}
else {
if(but->max<10.001) sprintf(but->drawstr, "%s%.3f", but->str, value);
else sprintf(but->drawstr, "%s%.2f", but->str, value);
}
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}
else {
sprintf(but->drawstr, "%s%d", but->str, (int)value);
}
break;
case IDPOIN:
id= *(but->idpoin_idpp);
strcpy(but->drawstr, but->str);
if(id) strcat(but->drawstr, id->name+2);
break;
case TEX:
strcpy(but->drawstr, but->str);
strcat(but->drawstr, but->poin);
break;
case KEYEVT:
strcpy(but->drawstr, but->str);
if (but->flag & UI_SELECT) {
strcat(but->drawstr, "Press a key");
} else {
strcat(but->drawstr, key_event_to_string((short) ui_get_but_val(but)));
}
break;
default:
strcpy(but->drawstr, but->str);
}
if(but->drawstr[0]) {
but->strwidth= but->aspect*BIF_GetStringWidth(but->font, but->drawstr, (U.transopts & TR_BUTTONS));
// here should be check for less space for icon offsets...
if(but->type==MENU) okwidth -= 20;
}
else
but->strwidth= 0;
/* automatic width */
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if(but->x2==0.0) {
but->x2= (but->x1+but->strwidth+6);
}
if(but->strwidth==0) but->drawstr[0]= 0;
else if(but->type==BUTM); // clip string
else {
/* calc but->ofs, to draw the string shorter if too long */
but->ofs= 0;
while(but->strwidth > (int)okwidth ) {
but->ofs++;
if(but->drawstr[but->ofs])
but->strwidth= but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS));
else but->strwidth= 0;
/* textbut exception */
if(but->pos != -1) {
pos= but->pos+strlen(but->str);
if(pos-1 < but->ofs) {
pos= but->ofs-pos+1;
but->ofs -= pos;
if(but->ofs<0) {
but->ofs= 0;
pos--;
}
but->drawstr[ strlen(but->drawstr)-pos ]= 0;
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}
}
if(but->strwidth < 10) break;
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}
/* fix for buttons that better not have text cut off to the right */
if(but->ofs) {
if ELEM(but->type, NUM, TEX); // only these cut off left
else {
but->drawstr[ strlen(but->drawstr)-but->ofs ]= 0;
but->ofs= 0;
}
}
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}
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/* test for min and max, icon sliders, etc */
switch( but->type ) {
case NUM:
case SLI:
case SCROLL:
case NUMSLI:
case HSVSLI:
value= ui_get_but_val(but);
if(value < but->min) value= but->min;
if(value > but->max) value= but->max;
ui_set_but_val(but, value);
break;
case ICONTOG:
if(but->flag & UI_SELECT) but->iconadd= 1;
else but->iconadd= 0;
break;
case ICONROW:
value= ui_get_but_val(but);
but->iconadd= (int)value- (int)(but->min);
break;
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case ICONTEXTROW:
value= ui_get_but_val(but);
but->iconadd= (int)value- (int)(but->min);
break;
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}
}
static uiBut *ui_def_but(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
{
uiBut *but;
short slen;
if(type & BUTPOIN) { /* a pointer is required */
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if(poin==0) {
/* if pointer is zero, button is removed and not drawn */
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BIF_set_color(block->col, COLORSHADE_MEDIUM);
glRects(x1, y1, x1+x2, y1+y2);
return NULL;
}
}
but= MEM_callocN(sizeof(uiBut), "uiBut");
but->type= type & BUTTYPE;
but->pointype= type & BUTPOIN;
but->bit= type & BIT;
but->bitnr= type & 31;
BLI_addtail(&block->buttons, but);
but->retval= retval;
if( strlen(str)>=UI_MAX_NAME_STR-1 ) {
but->str= MEM_callocN( strlen(str)+2, "uiDefBut");
strcpy(but->str, str);
}
else {
but->str= but->strdata;
strcpy(but->str, str);
}
but->x1= x1;
but->y1= y1;
if(block->autofill) {
but->x2= x2;
but->y2= y2;
}
else {
but->x2= (x1+x2);
but->y2= (y1+y2);
}
but->poin= poin;
but->min= min;
but->max= max;
but->a1= a1;
but->a2= a2;
but->tip= tip;
but->font= block->curfont;
but->col= block->col;
but->lock= UIlock;
but->lockstr= UIlockstr;
but->aspect= block->aspect;
but->win= block->win;
but->block= block; // pointer back, used for frontbuffer status
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if (but->type==BUTM) {
but->butm_func= block->butm_func;
but->butm_func_arg= block->butm_func_arg;
} else {
but->func= block->func;
but->func_arg1= block->func_arg1;
but->func_arg2= block->func_arg2;
}
if(block->dt==UI_EMBOSSX) but->embossfunc= ui_emboss_X;
else if(block->dt==UI_EMBOSSW) but->embossfunc= ui_emboss_W;
else if(block->dt==UI_EMBOSSF) but->embossfunc= ui_emboss_F;
else if(block->dt==UI_EMBOSSM) but->embossfunc= ui_emboss_M;
else if(block->dt==UI_EMBOSSP) but->embossfunc= ui_emboss_P;
else if(block->dt==UI_EMBOSST) but->embossfunc= ui_emboss_TABL;
else if(block->dt==UI_EMBOSSTABL) but->embossfunc= ui_emboss_TABL;
else if(block->dt==UI_EMBOSSTABM) but->embossfunc= ui_emboss_TABM;
else if(block->dt==UI_EMBOSSTABR) but->embossfunc= ui_emboss_TABR;
else if(block->dt==UI_EMBOSSMB) but->embossfunc= ui_emboss_MENU;
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else but->embossfunc= ui_emboss_N;
but->pos= -1; /* cursor invisible */
if(but->type==NUM) { /* add a space to name */
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slen= strlen(but->str);
if(slen>0 && slen<UI_MAX_NAME_STR-2) {
if(but->str[slen-1]!=' ') {
but->str[slen]= ' ';
but->str[slen+1]= 0;
}
}
}
if ELEM6(but->type, HSVSLI , NUMSLI, TEX, LABEL, IDPOIN, BLOCK) {
but->flag |= UI_TEXT_LEFT;
}
return but;
}
uiBut *uiDefBut(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
{
uiBut *but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
ui_check_but(but);
return but;
}
uiBut *uiDefButF(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefBut(block, type|FLO, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefButI(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefBut(block, type|INT, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefButS(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefBut(block, type|SHO, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefButC(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefBut(block, type|CHA, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconBut(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
{
uiBut *but= ui_def_but(block, type, retval, "", x1, y1, x2, y2, poin, min, max, a1, a2, tip);
but->icon= (BIFIconID) icon;
but->flag|= UI_HAS_ICON;
ui_check_but(but);
return but;
}
uiBut *uiDefIconButF(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconBut(block, type|FLO, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconButI(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconBut(block, type|INT, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconButS(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconBut(block, type|SHO, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconButC(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconBut(block, type|CHA, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
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/* Button containing both string label and icon */
uiBut *uiDefIconTextBut(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
{
uiBut *but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
but->icon= (BIFIconID) icon;
but->flag|= UI_HAS_ICON;
but->flag|= UI_ICON_LEFT;
ui_check_but(but);
return but;
}
uiBut *uiDefIconTextButF(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconTextBut(block, type|FLO, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconTextButI(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconTextBut(block, type|INT, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconTextButS(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconTextBut(block, type|SHO, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
uiBut *uiDefIconTextButC(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
{
return uiDefIconTextBut(block, type|CHA, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
/* END Button containing both string label and icon */
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void uiAutoBlock(uiBlock *block, float minx, float miny, float sizex, float sizey, int flag)
{
block->minx= minx;
block->maxx= minx+sizex;
block->miny= miny;
block->maxy= miny+sizey;
block->autofill= flag; /* also check for if it has to be done */
}
void uiSetButLink(uiBut *but, void **poin, void ***ppoin, short *tot, int from, int to)
{
uiLink *link;
link= but->link= MEM_callocN(sizeof(uiLink), "new uilink");
link->poin= poin;
link->ppoin= ppoin;
link->totlink= tot;
link->fromcode= from;
link->tocode= to;
}
/* cruft to make uiBlock and uiBut private */
int uiBlocksGetYMin(ListBase *lb)
{
uiBlock *block;
int min= 0;
for (block= lb->first; block; block= block->next)
if (block==lb->first || block->miny<min)
min= block->miny;
return min;
}
int uiBlockGetCol(uiBlock *block)
{
return block->col;
}
void uiBlockSetCol(uiBlock *block, int col)
{
block->col= col;
}
void uiBlockSetEmboss(uiBlock *block, int emboss)
{
block->dt= emboss;
}
void uiBlockSetDirection(uiBlock *block, int direction)
{
block->direction= direction;
}
void uiBlockFlipOrder(uiBlock *block)
{
uiBut *but;
float centy, miny=10000, maxy= -10000;
for(but= block->buttons.first; but; but= but->next) {
if(but->y1 < miny) miny= but->y1;
if(but->y2 > maxy) maxy= but->y2;
}
/* mirror trick */
centy= (miny+maxy)/2.0;
for(but= block->buttons.first; but; but= but->next) {
but->y1 = centy-(but->y1-centy);
but->y2 = centy-(but->y2-centy);
SWAP(float, but->y1, but->y2);
}
}
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void uiBlockSetFlag(uiBlock *block, int flag)
{
block->flag= flag;
}
void uiBlockSetXOfs(uiBlock *block, int xofs)
{
block->xofs= xofs;
}
void* uiBlockGetCurFont(uiBlock *block)
{
return block->curfont;
}
void uiButSetFlag(uiBut *but, int flag)
{
but->flag|= flag;
}
void uiButClearFlag(uiBut *but, int flag)
{
but->flag&= ~flag;
}
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int uiButGetRetVal(uiBut *but)
{
return but->retval;
}
void uiBlockSetButmFunc(uiBlock *block, void (*menufunc)(void *arg, int event), void *arg)
{
block->butm_func= menufunc;
block->butm_func_arg= arg;
}
void uiBlockSetFunc(uiBlock *block, void (*func)(void *arg1, void *arg2), void *arg1, void *arg2)
{
block->func= func;
block->func_arg1= arg1;
block->func_arg2= arg2;
}
void uiBlockSetDrawExtraFunc(uiBlock *block, void (*func)())
{
block->drawextra= func;
}
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void uiButSetFunc(uiBut *but, void (*func)(void *arg1, void *arg2), void *arg1, void *arg2)
{
but->func= func;
but->func_arg1= arg1;
but->func_arg2= arg2;
}
void uiDefIDPoinBut(uiBlock *block, uiIDPoinFuncFP func, int retval, char *str, short x1, short y1, short x2, short y2, void *idpp, char *tip)
{
uiBut *but= ui_def_but(block, IDPOIN, retval, str, x1, y1, x2, y2, NULL, 0.0, 0.0, 0.0, 0.0, tip);
but->idpoin_func= func;
but->idpoin_idpp= (ID**) idpp;
ui_check_but(but);
}
uiBut *uiDefBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip)
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{
uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
but->block_func= func;
ui_check_but(but);
return but;
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}
/* Block button containing both string label and icon */
uiBut *uiDefIconTextBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, int icon, char *str, short x1, short y1, short x2, short y2, char *tip)
{
uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
but->icon= (BIFIconID) icon;
but->flag|= UI_HAS_ICON;
but->flag|= UI_ICON_LEFT;
but->flag|= UI_ICON_RIGHT;
but->block_func= func;
ui_check_but(but);
return but;
}
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void uiDefKeyevtButS(uiBlock *block, int retval, char *str, short x1, short y1, short x2, short y2, short *spoin, char *tip)
{
uiBut *but= ui_def_but(block, KEYEVT|SHO, retval, str, x1, y1, x2, y2, spoin, 0.0, 0.0, 0.0, 0.0, tip);
ui_check_but(but);
}
/* ******************** PUPmenu ****************** */
short pupmenu(char *instr)
{
uiBlock *block;
ListBase listb= {NULL, NULL};
int event;
static int lastselected= 0;
short width, height, mousexmove = 0, mouseymove, xmax, ymax, mval[2], val= -1;
short a, startx, starty, endx, endy, boxh=TBOXH, x1, y1;
static char laststring[UI_MAX_NAME_STR];
MenuData *md;
/* block stuff first, need to know the font */
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
uiBlockSetFlag(block, UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_RET_1|UI_BLOCK_NUMSELECT);
uiBlockSetCol(block, MENUCOL);
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md= decompose_menu_string(instr);
/* size and location, title slightly bigger for bold */
if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(uiBlockGetCurFont(block), md->title, (U.transopts && TR_BUTTONS));
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else width= 0;
for(a=0; a<md->nitems; a++) {
xmax= BIF_GetStringWidth(uiBlockGetCurFont(block), md->items[a].str, (U.transopts && TR_BUTTONS));
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if(xmax>width) width= xmax;
}
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width+= 10;
height= boxh*md->nitems;
xmax = G.curscreen->sizex;
ymax = G.curscreen->sizey;
getmouseco_sc(mval);
if(strncmp(laststring, instr, UI_MAX_NAME_STR-1)!=0) lastselected= 0;
BLI_strncpy(laststring, instr, UI_MAX_NAME_STR);
startx= mval[0]-width/2;
if(lastselected>=0 && lastselected<md->nitems) {
starty= mval[1]-height+boxh/2+lastselected*boxh;
}
else starty= mval[1]-height/2;
mouseymove= 0;
if(startx<10) startx= 10;
if(starty<10) {
mouseymove= 10-starty;
starty= 10;
}
endx= startx+width;
endy= starty+height;
if(endx>xmax) {
endx= xmax-10;
startx= endx-width;
}
if(endy>ymax-20) {
mouseymove= ymax-endy-20;
endy= ymax-20;
starty= endy-height;
}
if(mouseymove) {
ui_warp_pointer(mval[0], mouseymove+mval[1]);
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mousexmove= mval[0];
mouseymove= mval[1];
}
/* here we go! */
if(md->title) {
uiBut *bt;
uiSetCurFont(block, UI_HELVB);
bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+md->nitems*boxh), width, boxh, NULL, 0.0, 0.0, 0, 0, "");
bt->flag= UI_TEXT_LEFT;
uiSetCurFont(block, UI_HELV);
}
y1= starty + boxh*(md->nitems-1);
x1= startx;
for(a=0; a<md->nitems; a++, y1-=boxh) {
char *name= md->items[a].str;
if( strcmp(name, "%l")==0) {
uiDefBut(block, SEPR, B_NOP, "", x1, y1, width, boxh, NULL, 0, 0.0, 0, 0, "");
}
else {
uiDefButS(block, BUTM, B_NOP, name, x1, y1, width, boxh-1, &val, (float) md->items[a].retval, 0.0, 0, 0, "");
}
}
uiBoundsBlock(block, 2);
event= uiDoBlocks(&listb, 0);
/* calculate last selected */
lastselected= 0;
for(a=0; a<md->nitems; a++) {
if(val==md->items[a].retval) lastselected= a;
}
menudata_free(md);
if(mouseymove && (event & UI_RETURN_OUT)==0) ui_warp_pointer(mousexmove, mouseymove);
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return val;
}
short pupmenu_col(char *instr, int maxrow)
{
uiBlock *block;
ListBase listb= {NULL, NULL};
int columns, rows;
short mousemove[2], mval[2], event;
int width, height, xmax, ymax, val= -1;
int a, startx, starty, endx, endy, boxh=TBOXH, x1, y1;
MenuData *md;
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
uiBlockSetFlag(block, UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT);
uiBlockSetCol(block, MENUCOL);
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md= decompose_menu_string(instr);
/* collumns and row calculation */
columns= (md->nitems+maxrow)/maxrow;
if (columns<1) columns= 1;
rows= (int) md->nitems/columns;
if (rows<1) rows= 1;
while (rows*columns<md->nitems) rows++;
/* size and location */
if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(uiBlockGetCurFont(block), md->title, (U.transopts & TR_BUTTONS));
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else width= 0;
for(a=0; a<md->nitems; a++) {
xmax= BIF_GetStringWidth(uiBlockGetCurFont(block), md->items[a].str, (U.transopts & TR_BUTTONS));
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if(xmax>width) width= xmax;
}
width+= 10;
if (width<50) width=50;
boxh= TBOXH;
height= rows*boxh;
if (md->title) height+= boxh;
xmax = G.curscreen->sizex;
ymax = G.curscreen->sizey;
getmouseco_sc(mval);
/* find active item */
#if 0
fvalue= ui_get_but_val(but);
for(a=0; a<md->nitems; a++) {
if( md->items[a].retval== (int)fvalue ) break;
}
#endif
/* no active item? */
if(a==md->nitems) {
if(md->title) a= -1;
else a= 0;
}
if(a>0)
startx = mval[0]-width/2 - ((int)(a)/rows)*width;
else
startx= mval[0]-width/2;
starty = mval[1]-height + boxh/2 + ((a)%rows)*boxh;
if (md->title) starty+= boxh;
mousemove[0]= mousemove[1]= 0;
if(startx<10) {
mousemove[0]= 10-startx;
startx= 10;
}
if(starty<10) {
mousemove[1]= 10-starty;
starty= 10;
}
endx= startx+width*columns;
endy= starty+height;
if(endx>xmax) {
mousemove[0]= xmax-endx-10;
endx= xmax-10;
startx= endx-width*columns;
}
if(endy>ymax) {
mousemove[1]= ymax-endy-10;
endy= ymax-10;
starty= endy-height;
}
ui_warp_pointer(mval[0]+mousemove[0], mval[1]+mousemove[1]);
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mousemove[0]= mval[0];
mousemove[1]= mval[1];
/* here we go! */
if(md->title) {
uiBut *bt;
uiSetCurFont(block, UI_HELVB);
bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+rows*boxh), (short)width, (short)boxh, NULL, 0.0, 0.0, 0, 0, "");
uiSetCurFont(block, UI_HELV);
bt->flag= UI_TEXT_LEFT;
}
for(a=0; a<md->nitems; a++) {
x1= startx + width*((int)a/rows);
y1= starty - boxh*(a%rows) + (rows-1)*boxh;
uiDefButI(block, BUTM, B_NOP, md->items[a].str, x1, y1, (short)(width-(rows>1)), (short)(boxh-1), &val, (float)md->items[a].retval, 0.0, 0, 0, "");
}
uiBoundsBlock(block, 3);
event= uiDoBlocks(&listb, 0);
menudata_free(md);
if((event & UI_RETURN_OUT)==0) ui_warp_pointer(mousemove[0], mousemove[1]);
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return val;
}
/* ************** panels ************* */
static void copy_panel_offset(Panel *pa, Panel *papar)
{
/* with respect to sizes... papar is parent */
pa->ofsx= papar->ofsx;
pa->ofsy= papar->ofsy + papar->sizey-pa->sizey;
}
/* ugly global... but will be NULLed after each 'newPanel' call */
static char *panel_tabbed=NULL, *group_tabbed=NULL;
void uiNewPanelTabbed(char *panelname, char *groupname)
{
panel_tabbed= panelname;
group_tabbed= groupname;
}
/* another global... */
static int pnl_style= UI_PNL_TRANSP;
void uiSetPanelStyle(int style)
{
pnl_style= style;
}
/* ofsx/ofsy only used for new panel definitions */
/* return 1 if visible (create buttons!) */
int uiNewPanel(ScrArea *sa, uiBlock *block, char *panelname, char *tabname, int ofsx, int ofsy, int sizex, int sizey)
{
Panel *pa, *palign;
/* check if Panel exists, then use that one */
pa= sa->panels.first;
while(pa) {
if( strncmp(pa->panelname, panelname, UI_MAX_NAME_STR)==0) {
if( strncmp(pa->tabname, tabname, UI_MAX_NAME_STR)==0) {
break;
}
}
pa= pa->next;
}
if(pa==NULL) {
/* new panel */
pa= MEM_callocN(sizeof(Panel), "new panel");
BLI_addtail(&sa->panels, pa);
strncpy(pa->panelname, panelname, UI_MAX_NAME_STR);
strncpy(pa->tabname, tabname, UI_MAX_NAME_STR);
pa->ofsx= ofsx & ~(PNL_GRID-1);
pa->ofsy= ofsy & ~(PNL_GRID-1);
pa->sizex= sizex;
pa->sizey= sizey;
pa->style= pnl_style;
/* pre align, for good sorting later on */
if(sa->spacetype==SPACE_BUTS && pa->prev) {
SpaceButs *sbuts= sa->spacedata.first;
palign= pa->prev;
if(sbuts->align==BUT_VERTICAL) {
pa->ofsy= palign->ofsy - pa->sizey - PNL_HEADER;
}
else if(sbuts->align==BUT_HORIZONTAL) {
pa->ofsx= palign->ofsx + palign->sizex;
}
}
/* make new Panel tabbed? */
if(panel_tabbed && group_tabbed) {
Panel *papar;
for(papar= sa->panels.first; papar; papar= papar->next) {
if(papar->active && papar->paneltab==NULL) {
if( strncmp(panel_tabbed, papar->panelname, UI_MAX_NAME_STR)==0) {
if( strncmp(group_tabbed, papar->tabname, UI_MAX_NAME_STR)==0) {
pa->paneltab= papar;
copy_panel_offset(pa, papar);
break;
}
}
}
}
}
}
block->panel= pa;
pa->active= 1;
/* clear global */
panel_tabbed= group_tabbed= NULL;
if(block->panel->paneltab) return 0;
if(block->panel->flag & PNL_CLOSED) return 0;
return 1;
}
void uiFreePanels(ListBase *lb)
{
Panel *panel;
while( (panel= lb->first) ) {
BLI_remlink(lb, panel);
MEM_freeN(panel);
}
}
void uiNewPanelHeight(uiBlock *block, int sizey)
{
if(sizey<64) sizey= 64;
if(block->panel) {
block->panel->ofsy+= (block->panel->sizey - sizey);
block->panel->sizey= sizey;
}
}
static int panel_has_tabs(Panel *panel)
{
Panel *pa= curarea->panels.first;
if(panel==NULL) return 0;
while(pa) {
if(pa->paneltab==panel) return 1;
pa= pa->next;
}
return 0;
}
static void ui_scale_panel_block(uiBlock *block)
{
uiBut *but;
float facx= 1.0, facy= 1.0;
int centrex= 0, topy=0, tabsy=0;
if(block->panel==NULL) return;
if(block->autofill) ui_autofill(block);
/* buttons min/max centered, offset calculated */
uiBoundsBlock(block, 0);
if( block->maxx-block->minx > block->panel->sizex - 2*PNL_SAFETY ) {
facx= (block->panel->sizex - (2*PNL_SAFETY))/( block->maxx-block->minx );
}
else centrex= (block->panel->sizex-( block->maxx-block->minx ) - PNL_SAFETY)/2;
// tabsy= PNL_HEADER*panel_has_tabs(block->panel);
if( (block->maxy-block->miny) > block->panel->sizey - 2*PNL_SAFETY - tabsy) {
facy= (block->panel->sizey - (2*PNL_SAFETY) - tabsy)/( block->maxy-block->miny );
}
else topy= (block->panel->sizey- 2*PNL_SAFETY - tabsy) - ( block->maxy-block->miny ) ;
but= block->buttons.first;
while(but) {
but->x1= PNL_SAFETY+centrex+ facx*(but->x1-block->minx);
but->y1= PNL_SAFETY+topy + facy*(but->y1-block->miny);
but->x2= PNL_SAFETY+centrex+ facx*(but->x2-block->minx);
but->y2= PNL_SAFETY+topy + facy*(but->y2-block->miny);
if(facx!=1.0) ui_check_but(but); /* for strlen */
but= but->next;
}
block->maxx= block->panel->sizex;
block->maxy= block->panel->sizey;
block->minx= block->miny= 0.0;
}
// for 'home' key
void uiSetPanel_view2d(ScrArea *sa)
{
Panel *pa;
float minx=10000, maxx= -10000, miny=10000, maxy= -10000;
int done=0;
pa= sa->panels.first;
while(pa) {
if(pa->active) {
done= 1;
if(pa->ofsx < minx) minx= pa->ofsx;
if(pa->ofsx+pa->sizex > maxx) maxx= pa->ofsx+pa->sizex;
if(pa->ofsy < miny) miny= pa->ofsy;
if(pa->ofsy+pa->sizey+PNL_HEADER > maxy) maxy= pa->ofsy+pa->sizey+PNL_HEADER;
}
pa= pa->next;
}
if(done) {
G.v2d->tot.xmin= minx-PNL_DIST;
G.v2d->tot.xmax= maxx+PNL_DIST;
G.v2d->tot.ymin= miny-PNL_DIST;
G.v2d->tot.ymax= maxy+PNL_DIST;
}
else {
G.v2d->tot.xmin= 0;
G.v2d->tot.xmax= 1280;
G.v2d->tot.ymin= 0;
G.v2d->tot.ymax= 228;
}
}
// make sure the panels are not outside 'tot' area
void uiMatchPanel_view2d(ScrArea *sa)
{
Panel *pa;
pa= sa->panels.first;
while(pa) {
if(pa->active) {
if(pa->ofsx < G.v2d->tot.xmin) G.v2d->tot.xmin= pa->ofsx;
if(pa->ofsx+pa->sizex > G.v2d->tot.xmax)
G.v2d->tot.xmax= pa->ofsx+pa->sizex;
if(pa->ofsy < G.v2d->tot.ymin) G.v2d->tot.ymin= pa->ofsy;
if(pa->ofsy+pa->sizey+PNL_HEADER > G.v2d->tot.ymax)
G.v2d->tot.ymax= pa->ofsy+pa->sizey+PNL_HEADER;
}
pa= pa->next;
}
}
/* extern used ny previewrender */
void uiPanelPush(uiBlock *block)
{
glPushMatrix();
if(block->panel) {
glTranslatef((float)block->panel->ofsx, (float)block->panel->ofsy, 0.0);
i_translate((float)block->panel->ofsx, (float)block->panel->ofsy, 0.0, UIwinmat);
}
}
void uiPanelPop(uiBlock *block)
{
glPopMatrix();
Mat4CpyMat4(UIwinmat, block->winmat);
}
uiBlock *uiFindOpenPanelBlockName(ListBase *lb, char *name)
{
uiBlock *block;
for(block= lb->first; block; block= block->next) {
if(block->panel && block->panel->active && block->panel->paneltab==NULL) {
if(block->panel->flag & PNL_CLOSED);
else if(strncmp(name, block->panel->panelname, UI_MAX_NAME_STR)==0) break;
}
}
return block;
}
static void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3)
{
// we draw twice, anti polygons not widely supported...
glBegin(GL_POLYGON);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glEnd();
/* set antialias line */
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBegin(GL_LINE_LOOP);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glEnd();
glDisable( GL_LINE_SMOOTH );
glDisable( GL_BLEND );
}
/* 'icon' for panel header */
static void ui_draw_tria_icon(float x, float y, float aspect, char dir)
{
glColor3ub(240, 240, 240);
if(dir=='h') {
ui_draw_anti_tria( x, y, x, y+12.0, x+10, y+6);
}
else {
ui_draw_anti_tria( x, y+10.0, x+12, y+10.0, x+6, y);
}
}
static void ui_set_panel_pattern(char dir)
{
static int firsttime= 1;
static GLubyte path[4*32], patv[4*32];
int a,b,i=0;
if(firsttime) {
firsttime= 0;
for(a=0; a<128; a++) patv[a]= 0x33;
for(a=0; a<8; a++) {
for(b=0; b<4; b++) path[i++]= 0xff; /* 1 scanlines */
for(b=0; b<12; b++) path[i++]= 0x0; /* 3 lines */
}
}
glEnable(GL_POLYGON_STIPPLE);
if(dir=='h') glPolygonStipple(path);
else glPolygonStipple(patv);
}
#define PNL_ICON 20
#define PNL_DRAGGER 20
static void ui_draw_panel_header(uiBlock *block)
{
Panel *pa, *panel= block->panel;
float width;
int a, nr= 1;
char *str;
/* count */
pa= curarea->panels.first;
while(pa) {
if(pa->active) {
if(pa->paneltab==panel) nr++;
}
pa= pa->next;
}
if(nr==1) {
glColor3ub(255,255,255);
glRasterPos2f(block->minx+40, block->maxy+5);
BIF_DrawString(block->curfont, block->panel->panelname, (U.transopts & TR_BUTTONS), 0);
return;
}
a= 0;
width= (panel->sizex - 3 - 2*PNL_ICON)/nr;
pa= curarea->panels.first;
while(pa) {
if(pa->active==0);
else if(pa==panel) {
/* active tab */
uiSetRoundBox(15);
glColor3ub(140, 140, 147);
uiRoundBox(2+PNL_ICON+a*width, panel->sizey+3, PNL_ICON+(a+1)*width, panel->sizey+PNL_HEADER-3, 8);
glColor3ub(255,255,255);
glRasterPos2f(10+PNL_ICON+a*width, panel->sizey+5);
str= ui_block_cut_str(block, pa->panelname, (short)(width-10));
BIF_DrawString(block->curfont, str, (U.transopts & TR_BUTTONS), 0);
a++;
}
else if(pa->paneltab==panel) {
/* not active tab */
glColor3ub(95,95,95);
glRasterPos2f(10+PNL_ICON+a*width, panel->sizey+5);
str= ui_block_cut_str(block, pa->panelname, (short)(width-10));
BIF_DrawString(block->curfont, str, (U.transopts & TR_BUTTONS), 0);
a++;
}
pa= pa->next;
}
// dragger
uiSetRoundBox(15);
glColor3ub(140, 140, 147);
uiRoundBox(panel->sizex-PNL_ICON+5, panel->sizey+5, panel->sizex-5, panel->sizey+PNL_HEADER-5, 5);
}
static void ui_draw_panel(uiBlock *block)
{
if(block->panel->paneltab) return;
if(block->panel->flag & PNL_CLOSEDY) {
uiSetRoundBox(15);
glColor3ub(160, 160, 167);
uiRoundBox(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10);
// title
glColor3ub(255,255,255);
glRasterPos2f(block->minx+40, block->maxy+5);
BIF_DrawString(block->curfont, block->panel->panelname, (U.transopts & TR_BUTTONS), 0);
// border
if(block->panel->flag & PNL_SELECT) {
glColor3ub(64, 64, 64);
uiRoundRect(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10);
}
if(block->panel->flag & PNL_OVERLAP) {
glColor3ub(240, 240, 240);
uiRoundRect(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10);
}
}
else if(block->panel->flag & PNL_CLOSEDX) {
char str[4];
int a, end, ofs;
uiSetRoundBox(15);
glColor3ub(160, 160, 167);
uiRoundBox(block->minx, block->miny, block->minx+PNL_HEADER, block->maxy+PNL_HEADER, 10);
// title, only capitals for now
glColor3ub(255,255,255);
str[1]= 0;
end= strlen(block->panel->panelname);
ofs= 20;
for(a=0; a<end; a++) {
str[0]= block->panel->panelname[a];
if( isupper(str[0]) ) {
glRasterPos2f(block->minx+5, block->maxy-ofs);
BIF_DrawString(block->curfont, str, 0, 0);
ofs+= 15;
}
}
// border
if(block->panel->flag & PNL_SELECT) {
glColor3ub(64, 64, 64);
uiRoundRect(block->minx, block->miny, block->minx+PNL_HEADER, block->maxy+PNL_HEADER, 10);
}
if(block->panel->flag & PNL_OVERLAP) {
glColor3ub(240, 240, 240);
uiRoundRect(block->minx, block->miny, block->minx+PNL_HEADER, block->maxy+PNL_HEADER, 10);
}
}
else {
uiSetRoundBox(3);
if(block->panel->style== UI_PNL_SOLID) {
glColor3ub(160, 160, 167);
uiRoundBox(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10);
// blend now for panels in 3d window, test...
glEnable(GL_BLEND);
glColor4ub(198, 198, 198, 100);
glRectf(block->minx, block->miny, block->maxx, block->maxy);
if(G.buts->align) {
glColor4ub(206, 206, 206, 100);
if(G.buts->align==BUT_HORIZONTAL) ui_set_panel_pattern('h');
else ui_set_panel_pattern('v');
glRectf(block->minx, block->miny, block->maxx, block->maxy);
glDisable(GL_POLYGON_STIPPLE);
}
glDisable(GL_BLEND);
}
else {
glColor3ub(218, 218, 218);
uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 10);
}
ui_draw_panel_header(block);
// border
uiSetRoundBox(3);
if(block->panel->flag & PNL_SELECT) {
glColor3ub(64, 64, 64);
uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 10);
}
if(block->panel->flag & PNL_OVERLAP) {
glColor3ub(240, 240, 240);
uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 10);
}
/* and a soft shadow-line for now */
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glColor4ub(0, 0, 0, 50);
fdrawline(block->maxx, block->miny, block->maxx, block->maxy+PNL_HEADER/2);
fdrawline(block->minx, block->miny, block->maxx, block->miny);
glDisable(GL_BLEND);
}
/* draw close icon */
if(block->panel->flag & PNL_CLOSEDY)
ui_draw_tria_icon(block->minx+6, block->maxy+3, block->aspect, 'h');
else if(block->panel->flag & PNL_CLOSEDX)
ui_draw_tria_icon(block->minx+4, block->maxy+2, block->aspect, 'h');
else
ui_draw_tria_icon(block->minx+6, block->maxy+3, block->aspect, 'v');
}
static void ui_redraw_select_panel(ScrArea *sa)
{
/* only for beauty, make sure the panel thats moved is on top */
/* better solution later? */
uiBlock *block;
for(block= sa->uiblocks.first; block; block= block->next) {
if(block->panel && (block->panel->flag & PNL_SELECT)) {
uiDrawBlock(block);
}
}
}
/* ------------ panel alignment ---------------- */
/* this function is needed because uiBlock and Panel itself dont
change sizey or location when closed */
static int get_panel_real_ofsy(Panel *pa)
{
if(pa->flag & PNL_CLOSEDY) return pa->ofsy+pa->sizey;
else if(pa->paneltab && (pa->paneltab->flag & PNL_CLOSEDY)) return pa->ofsy+pa->sizey;
else return pa->ofsy;
}
static int get_panel_real_ofsx(Panel *pa)
{
if(pa->flag & PNL_CLOSEDX) return pa->ofsx+PNL_HEADER;
else if(pa->paneltab && (pa->paneltab->flag & PNL_CLOSEDX)) return pa->ofsx+PNL_HEADER;
else return pa->ofsx+pa->sizex;
}
typedef struct PanelSort {
Panel *pa, *orig;
} PanelSort;
static int find_leftmost_panel(const void *a1, const void *a2)
{
const PanelSort *ps1=a1, *ps2=a2;
if( ps1->pa->ofsx > ps2->pa->ofsx) return 1;
else if( ps1->pa->ofsx < ps2->pa->ofsx) return -1;
return 0;
}
static int find_highest_panel(const void *a1, const void *a2)
{
const PanelSort *ps1=a1, *ps2=a2;
if( ps1->pa->ofsy < ps2->pa->ofsy) return 1;
else if( ps1->pa->ofsy > ps2->pa->ofsy) return -1;
return 0;
}
/* this doesnt draw */
/* returns 1 when it did something */
int uiAlignPanelStep(ScrArea *sa, float fac)
{
SpaceButs *sbuts= sa->spacedata.first;
Panel *pa;
PanelSort *ps, *panelsort, *psnext;
int a, tot=0, done;
if(sa->spacetype!=SPACE_BUTS) {
return 0;
}
/* count active, not tabbed Panels */
for(pa= sa->panels.first; pa; pa= pa->next) {
if(pa->active && pa->paneltab==NULL) tot++;
}
if(tot==0) return 0;
/* extra; change close direction? */
for(pa= sa->panels.first; pa; pa= pa->next) {
if(pa->active && pa->paneltab==NULL) {
if( (pa->flag & PNL_CLOSEDX) && (sbuts->align==BUT_VERTICAL) )
pa->flag ^= PNL_CLOSED;
else if( (pa->flag & PNL_CLOSEDY) && (sbuts->align==BUT_HORIZONTAL) )
pa->flag ^= PNL_CLOSED;
}
}
panelsort= MEM_callocN( tot*sizeof(PanelSort), "panelsort");
/* fill panelsort array */
ps= panelsort;
for(pa= sa->panels.first; pa; pa= pa->next) {
if(pa->active && pa->paneltab==NULL) {
ps->pa= MEM_dupallocN(pa);
ps->orig= pa;
ps++;
}
}
if(sbuts->align==BUT_VERTICAL)
qsort(panelsort, tot, sizeof(PanelSort), find_highest_panel);
else
qsort(panelsort, tot, sizeof(PanelSort), find_leftmost_panel);
/* no smart other default start loc! this keeps switching f5/f6/etc compatible */
ps= panelsort;
ps->pa->ofsx= 0;
ps->pa->ofsy= 0;
for(a=0 ; a<tot-1; a++, ps++) {
psnext= ps+1;
if(sbuts->align==BUT_VERTICAL) {
psnext->pa->ofsx = ps->pa->ofsx;
psnext->pa->ofsy = get_panel_real_ofsy(ps->pa) - psnext->pa->sizey-PNL_HEADER-PNL_DIST;
}
else {
psnext->pa->ofsx = get_panel_real_ofsx(ps->pa)+PNL_DIST;
psnext->pa->ofsy = ps->pa->ofsy;
}
}
/* we interpolate */
done= 0;
ps= panelsort;
for(a=0; a<tot; a++, ps++) {
if( (ps->pa->flag & PNL_SELECT)==0) {
if( (ps->orig->ofsx != ps->pa->ofsx) || (ps->orig->ofsy != ps->pa->ofsy)) {
ps->orig->ofsx= floor(0.5 + fac*ps->pa->ofsx + (1.0-fac)*ps->orig->ofsx);
ps->orig->ofsy= floor(0.5 + fac*ps->pa->ofsy + (1.0-fac)*ps->orig->ofsy);
done= 1;
}
}
}
/* copy locations to tabs */
for(pa= sa->panels.first; pa; pa= pa->next) {
if(pa->paneltab && pa->active) {
copy_panel_offset(pa, pa->paneltab);
}
}
/* free panelsort array */
ps= panelsort;
for(a=0; a<tot; a++, ps++) {
MEM_freeN(ps->pa);
}
MEM_freeN(panelsort);
return done;
}
static void ui_animate_panels(ScrArea *sa)
{
double time=0, ltime;
float result= 0.0, fac= 0.2;
ltime = PIL_check_seconds_timer();
/* for max 1 second, interpolate positions */
while(TRUE) {
if( uiAlignPanelStep(sa, fac) ) {
/* warn: this re-allocs uiblocks! */
scrarea_do_windraw(curarea);
ui_redraw_select_panel(curarea);
screen_swapbuffers();
}
else {
addqueue(curarea->win, REDRAW,1 ); // because 'Animate' is also called as redraw
break;
}
if(result >= 1.0) break;
if(result==0.0) { // firsttime
time = PIL_check_seconds_timer()-ltime;
if(time > 0.5) fac= 0.7;
else if(time > 0.2) fac= 0.5;
else if(time > 0.1) fac= 0.4;
else if(time > 0.05) fac= 0.3; // 11 steps
}
result= fac + (1.0-fac)*result;
if(result > 0.98) {
result= 1.0;
fac= 1.0;
}
}
}
/* only draws blocks with panels */
void uiDrawBlocksPanels(ScrArea *sa, int re_align)
{
uiBlock *block;
Panel *panot, *panew, *patest;
/* scaling contents */
block= sa->uiblocks.first;
while(block) {
if(block->panel) ui_scale_panel_block(block);
block= block->next;
}
/* consistancy; are panels not made, whilst they have tabs */
for(panot= sa->panels.first; panot; panot= panot->next) {
if(panot->active==0) { // not made
for(panew= sa->panels.first; panew; panew= panew->next) {
if(panew->active) {
if(panew->paneltab==panot) { // panew is tab in notmade pa
break;
}
}
}
/* now panew can become the new parent, check all other tabs */
if(panew) {
for(patest= sa->panels.first; patest; patest= patest->next) {
if(patest->paneltab == panot) {
patest->paneltab= panew;
}
}
panot->paneltab= panew;
panew->paneltab= NULL;
addqueue(sa->win, REDRAW, 1); // the buttons panew were not made
}
}
}
/* re-align */
if(re_align) uiAlignPanelStep(sa, 1.0);
/* draw */
block= sa->uiblocks.first;
while(block) {
if(block->panel) uiDrawBlock(block);
block= block->next;
}
}
/* ------------ panel merging ---------------- */
static void check_panel_overlap(ScrArea *sa, Panel *panel)
{
Panel *pa= sa->panels.first;
/* also called with panel==NULL for clear */
while(pa) {
pa->flag &= ~PNL_OVERLAP;
if(panel && (pa != panel)) {
if(pa->paneltab==NULL && pa->active) {
float safex= 0.2, safey= 0.2;
if( pa->flag & PNL_CLOSEDX) safex= 0.05;
else if(pa->flag & PNL_CLOSEDY) safey= 0.05;
else if( panel->flag & PNL_CLOSEDX) safex= 0.05;
else if(panel->flag & PNL_CLOSEDY) safey= 0.05;
if( pa->ofsx > panel->ofsx- safex*panel->sizex)
if( pa->ofsx+pa->sizex < panel->ofsx+ (1.0+safex)*panel->sizex)
if( pa->ofsy > panel->ofsy- safey*panel->sizey)
if( pa->ofsy+pa->sizey < panel->ofsy+ (1.0+safey)*panel->sizey)
pa->flag |= PNL_OVERLAP;
}
}
pa= pa->next;
}
}
static void test_add_new_tabs(ScrArea *sa)
{
Panel *pa, *pasel=NULL, *palap=NULL;
/* search selected and overlapped panel */
pa= sa->panels.first;
while(pa) {
if(pa->active) {
if(pa->flag & PNL_SELECT) pasel= pa;
if(pa->flag & PNL_OVERLAP) palap= pa;
}
pa= pa->next;
}
if(pasel && palap==NULL) {
/* copy locations */
pa= sa->panels.first;
while(pa) {
if(pa->paneltab==pasel) {
copy_panel_offset(pa, pasel);
}
pa= pa->next;
}
}
if(pasel==NULL || palap==NULL) return;
/* the overlapped panel becomes a tab */
palap->paneltab= pasel;
/* the selected panel gets coords of overlapped one */
copy_panel_offset(pasel, palap);
/* and its tabs */
pa= sa->panels.first;
while(pa) {
if(pa->paneltab == pasel) {
copy_panel_offset(pa, palap);
}
pa= pa->next;
}
/* but, the overlapped panel already can have tabs too! */
pa= sa->panels.first;
while(pa) {
if(pa->paneltab == palap) {
pa->paneltab = pasel;
}
pa= pa->next;
}
}
/* ------------ panel drag ---------------- */
static void ui_drag_panel(uiBlock *block)
{
Panel *panel= block->panel;
short align=0, first=1, ofsx, ofsy, dx=0, dy=0, dxo=0, dyo=0, mval[2], mvalo[2];
if(curarea->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= curarea->spacedata.first;
align= sbuts->align;
}
uiGetMouse(block->win, mvalo);
ofsx= block->panel->ofsx;
ofsy= block->panel->ofsy;
panel->flag |= PNL_SELECT;
while(TRUE) {
if( !(get_mbut() & L_MOUSE) ) break;
/* first clip for window, no dragging outside */
getmouseco_areawin(mval);
if( mval[0]>0 && mval[0]<curarea->winx && mval[1]>0 && mval[1]<curarea->winy) {
uiGetMouse(mywinget(), mval);
dx= (mval[0]-mvalo[0]) & ~(PNL_GRID-1);
dy= (mval[1]-mvalo[1]) & ~(PNL_GRID-1);
}
if(dx!=dxo || dy!=dyo || first || align) {
dxo= dx; dyo= dy;
first= 0;
panel->ofsx = ofsx+dx;
panel->ofsy = ofsy+dy;
check_panel_overlap(curarea, panel);
if(align) uiAlignPanelStep(curarea, 0.2);
/* warn: this re-allocs blocks! */
scrarea_do_windraw(curarea);
ui_redraw_select_panel(curarea);
screen_swapbuffers();
/* so, we find the new block */
block= curarea->uiblocks.first;
while(block) {
if(block->panel == panel) break;
block= block->next;
}
// temporal debug
if(block==NULL) {
printf("block null while panel drag, should not happen\n");
}
/* restore */
Mat4CpyMat4(UIwinmat, block->winmat);
/* idle for align */
if(dx==dxo && dy==dyo) PIL_sleep_ms(30);
}
/* idle for this poor code */
else PIL_sleep_ms(30);
}
test_add_new_tabs(curarea); // also copies locations of tabs in dragged panel
panel->flag &= ~PNL_SELECT;
check_panel_overlap(curarea, NULL); // clears
if(align==0) addqueue(block->win, REDRAW, 1);
else ui_animate_panels(curarea);
}
static void ui_panel_untab(uiBlock *block)
{
Panel *panel= block->panel, *pa, *panew=NULL;
short nr, mval[2], mvalo[2];
/* while hold mouse, check for movement, then untab */
uiGetMouse(block->win, mvalo);
while(TRUE) {
if( !(get_mbut() & L_MOUSE) ) break;
uiGetMouse(mywinget(), mval);
if( abs(mval[0]-mvalo[0]) + abs(mval[1]-mvalo[1]) > 6 ) {
/* find new parent panel */
nr= 0;
pa= curarea->panels.first;
while(pa) {
if(pa->paneltab==panel) {
panew= pa;
nr++;
}
pa= pa->next;
}
/* make old tabs point to panew */
if(panew==NULL) printf("panel untab: shouldnt happen\n");
panew->paneltab= NULL;
pa= curarea->panels.first;
while(pa) {
if(pa->paneltab==panel) {
pa->paneltab= panew;
}
pa= pa->next;
}
ui_drag_panel(block);
break;
}
/* idle for this poor code */
else PIL_sleep_ms(50);
}
}
/* ------------ panel events ---------------- */
static void panel_clicked_tabs(uiBlock *block, int mousex)
{
Panel *pa, *tabsel=NULL, *panel= block->panel;
int nr= 1, a, width;
/* count */
pa= curarea->panels.first;
while(pa) {
if(pa!=panel) {
if(pa->paneltab==panel) nr++;
}
pa= pa->next;
}
if(nr==1) return;
/* find clicked tab, mouse in panel coords */
a= 0;
width= (panel->sizex - 3- 2*PNL_ICON)/nr;
pa= curarea->panels.first;
while(pa) {
if(pa==panel || pa->paneltab==panel) {
if( (mousex > PNL_ICON+a*width) && (mousex < PNL_ICON+(a+1)*width) ) {
tabsel= pa;
}
a++;
}
pa= pa->next;
}
if(tabsel) {
if(tabsel == panel) {
ui_panel_untab(block);
}
else {
/* tabsel now becomes parent for all others */
panel->paneltab= tabsel;
tabsel->paneltab= NULL;
pa= curarea->panels.first;
while(pa) {
if(pa->paneltab == panel) pa->paneltab = tabsel;
pa= pa->next;
}
addqueue(curarea->win, REDRAW, 1);
}
}
}
/* this function is supposed to call general window drawing too */
/* also it supposes a block has panel, and isnt a menu */
static void ui_do_panel(uiBlock *block, uiEvent *uevent)
{
Panel *pa;
int align= 0;
if(curarea->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= curarea->spacedata.first;
align= sbuts->align;
}
/* mouse coordinates in panel space! */
if(uevent->event==LEFTMOUSE && block->panel->paneltab==NULL) {
int button= 0;
/* check open/closed button */
if(block->panel->flag & PNL_CLOSEDX) {
if(uevent->mval[1] >= block->maxy) button= 1;
}
else if(uevent->mval[0] <= block->minx+PNL_ICON+3) button= 1;
if(button) {
if(block->panel->flag & PNL_CLOSED) block->panel->flag &= ~PNL_CLOSED;
else if(align==BUT_HORIZONTAL) block->panel->flag |= PNL_CLOSEDX;
else block->panel->flag |= PNL_CLOSEDY;
for(pa= curarea->panels.first; pa; pa= pa->next) {
if(pa->paneltab==block->panel) {
if(block->panel->flag & PNL_CLOSED) pa->flag |= PNL_CLOSED;
else pa->flag &= ~PNL_CLOSED;
}
}
if(align==0) addqueue(block->win, REDRAW, 1);
else ui_animate_panels(curarea);
}
else if(block->panel->flag & PNL_CLOSED) {
ui_drag_panel(block);
}
/* check if clicked in tabbed area */
else if(uevent->mval[0] < block->maxx-PNL_ICON-3 && panel_has_tabs(block->panel)) {
panel_clicked_tabs(block, uevent->mval[0]);
}
else {
ui_drag_panel(block);
}
}
}