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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 "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
*/
/***/
/* ************ GLOBALS ************* */
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float UIwinmat[4][4];
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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
uiBut *UIbuttip;
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/* ************* PROTOTYPES ***************** */
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static void ui_set_but_val(uiBut *but, double value);
static void ui_set_ftf_font(uiBlock *block);
static void ui_do_but_tip(uiBut *buttip);
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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);
}
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* ************* window matrix ************** */
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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= ((float)sx) + ((float)getsizex)*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0]));
*y= ((float)sy) + ((float)getsizey)*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1]));
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}
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*((float)getsizex)*UIwinmat[0][0];
b= .5*((float)getsizex)*UIwinmat[1][0];
c= .5*((float)getsizex)*(1.0+UIwinmat[3][0]);
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d= .5*((float)getsizey)*UIwinmat[0][1];
e= .5*((float)getsizey)*UIwinmat[1][1];
f= .5*((float)getsizey)*(1.0+UIwinmat[3][1]);
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px= *x;
py= *y;
*y= (a*(py-f) + d*(c-px))/(a*e-d*b);
*x= (px- b*(*y)- c)/a;
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* ************* SAVE UNDER ************ */
2002-10-12 11:37:38 +00:00
/* new method:
OverDraw *ui_begin_overdraw(int minx, int miny, int maxx, int maxy);
- enforces mainwindow to become active
- grabs copy from frontbuffer, pastes in back
void ui_flush_overdraw(OverDraw *od);
- copies backbuffer to front
void ui_refresh_overdraw(Overdraw *od);
- pastes in back copy of frontbuffer again for fresh drawing
void ui_end_overdraw(OverDraw *od);
- puts back on frontbuffer saved image
- frees copy
- sets back active blender area
- signals backbuffer to be corrupt (sel buffer!)
*/
/* frontbuffer updates now glCopyPixels too, with block->flush rect */
/* new idea for frontbuffer updates:
- hilites: with blended poly?
- full updates... thats harder, but:
- copy original
- before draw, always paste to backbuf
- flush
- always end with redraw event for full update
*/
static void myglCopyPixels(int a, int b, int c, int d, int e)
{
if(G.rt==2) {
unsigned int *buf= MEM_mallocN(4*c*d, "temp glcopypixels");
glReadPixels(a, b, c, d, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glDrawPixels(c, d, GL_RGBA, GL_UNSIGNED_BYTE, buf);
MEM_freeN(buf);
}
else glCopyPixels(a, b, c, d, e);
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
typedef struct {
short x, y, sx, sy, oldwin;
unsigned int *rect;
} uiOverDraw;
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static uiOverDraw *ui_begin_overdraw(int minx, int miny, int maxx, int maxy)
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{
uiOverDraw *od=NULL;
2002-10-12 11:37:38 +00:00
// dirty patch removed for sun and sgi to mywindow.c commented out
/* clip with actual window size */
if(minx < 0) minx= 0;
if(miny < 0) miny= 0;
if(maxx >= G.curscreen->sizex) maxx= G.curscreen->sizex-1;
if(maxy >= G.curscreen->sizey) maxy= G.curscreen->sizey-1;
2002-10-12 11:37:38 +00:00
if(minx<maxx && miny<maxy) {
od= MEM_callocN(sizeof(uiOverDraw), "overdraw");
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
od->x= minx;
od->y= miny;
od->sx= maxx-minx;
od->sy= maxy-miny;
od->rect= MEM_mallocN(od->sx*od->sy*4, "temp_frontbuffer_image");
od->oldwin= mywinget();
mywinset(G.curscreen->mainwin);
/* grab front */
glReadBuffer(GL_FRONT);
glReadPixels(od->x, od->y, od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
glReadBuffer(GL_BACK);
/* paste in back */
glDisable(GL_DITHER);
glRasterPos2f(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
glEnable(GL_DITHER);
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}
return od;
}
2002-10-12 11:37:38 +00:00
static void ui_flush_overdraw(uiOverDraw *od)
{
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if(od==NULL) return;
glDisable(GL_DITHER);
glReadBuffer(GL_BACK);
glDrawBuffer(GL_FRONT);
glRasterPos2s(od->x, od->y);
myglCopyPixels(od->x, od->y, od->sx, od->sy, GL_COLOR);
glEnable(GL_DITHER);
glFlush();
glDrawBuffer(GL_BACK);
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* special flush version to enable transparent menus */
static void ui_block_flush_overdraw(uiBlock *block)
{
if(block->flag & UI_BLOCK_LOOP) {
char col[4];
BIF_GetThemeColor4ubv(TH_MENU_BACK, col);
if(col[3]!=255) {
uiBut *bt;
uiOverDraw *od= block->overdraw;
/* completely draw all! */
glRasterPos2s(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
uiDrawMenuBox(block->minx, block->miny, block->maxx, block->maxy, block->flag);
for (bt= block->buttons.first; bt; bt= bt->next) {
ui_draw_but(bt);
}
}
}
ui_flush_overdraw(block->overdraw);
}
static void ui_end_overdraw(uiOverDraw *od)
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{
if(od==NULL) return;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
glDisable(GL_DITHER);
// clear in back
glRasterPos2s(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
2002-10-12 11:37:38 +00:00
// clear in front
glDrawBuffer(GL_FRONT);
glRasterPos2s(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
glFlush();
glDrawBuffer(GL_BACK);
glEnable(GL_DITHER);
if(od->oldwin) mywinset(od->oldwin);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
MEM_freeN(od->rect);
MEM_freeN(od);
markdirty_all_back(); // sets flags only
2002-10-12 11:37:38 +00:00
}
/* ****************** live updates for hilites and button presses *********** */
void ui_block_flush_back(uiBlock *block)
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{
int minx, miny, sizex, sizey;
/* note; this routine also has to work for block loop */
if(block->needflush==0) return;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* exception, when we cannot use backbuffer for draw... */
if(block->flag & UI_BLOCK_FRONTBUFFER) {
glFlush();
glDrawBuffer(GL_BACK);
block->needflush= 0;
return;
}
/* copy pixels works on window coords, so we move to window space */
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
ui_graphics_to_window(block->win, &block->flush.xmin, &block->flush.ymin);
ui_graphics_to_window(block->win, &block->flush.xmax, &block->flush.ymax);
minx= floor(block->flush.xmin);
miny= floor(block->flush.ymin);
sizex= ceil(block->flush.xmax-block->flush.xmin);
sizey= ceil(block->flush.ymax-block->flush.ymin);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
if(sizex>0 && sizey>0) {
glPushMatrix();
mywinset(G.curscreen->mainwin);
glDisable(GL_DITHER);
glReadBuffer(GL_BACK);
glDrawBuffer(GL_FRONT);
glRasterPos2i(minx, miny);
myglCopyPixels(minx, miny, sizex, sizey, GL_COLOR);
glEnable(GL_DITHER);
glFlush();
glDrawBuffer(GL_BACK);
mywinset(block->win);
glPopMatrix();
markdirty_win_back(block->win);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
}
block->needflush= 0;
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}
/* merge info for live updates in frontbuf */
void ui_block_set_flush(uiBlock *block, uiBut *but)
{
/* clear signal */
if(but==NULL) {
block->needflush= 0;
block->flush.xmin= 0.0;
block->flush.xmax= 0.0;
}
else {
/* exception, when we cannot use backbuffer for draw... */
if(block->flag & UI_BLOCK_FRONTBUFFER) {
glDrawBuffer(GL_FRONT);
}
else if(block->needflush==0) {
/* first rect */
block->flush.xmin= but->x1;
block->flush.xmax= but->x2;
block->flush.ymin= but->y1;
block->flush.ymax= but->y2;
}
else {
/* union of rects */
if(block->flush.xmin > but->x1) block->flush.xmin= but->x1;
if(block->flush.xmax < but->x2) block->flush.xmax= but->x2;
if(block->flush.ymin > but->y1) block->flush.ymin= but->y1;
if(block->flush.ymax < but->y2) block->flush.ymax= but->y2;
}
block->needflush= 1;
}
}
2002-10-12 11:37:38 +00:00
/* ******************* copy and paste ******************** */
/* c = copy, v = paste */
static void ui_but_copy_paste(uiBut *but, char mode)
{
static char str[256]="";
static double butval=0.0;
if ELEM3(but->type, NUM, NUMSLI, HSVSLI) {
if(mode=='c') {
butval= ui_get_but_val(but);
}
else {
ui_set_but_val(but, butval);
ui_check_but(but);
}
}
else if(but->type==TEX) {
if(mode=='c') {
strncpy(str, but->poin, but->max);
}
else {
strncpy(but->poin, str, but->max);
uibut_do_func(but);
ui_check_but(but);
}
}
else if(but->type==IDPOIN) {
if(mode=='c') {
ID *id= *but->idpoin_idpp;
if(id) strncpy(str, id->name+2, 22);
}
else {
but->idpoin_func(str, but->idpoin_idpp);
ui_check_but(but);
}
}
}
2002-10-12 11:37:38 +00:00
/* ******************* 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 & USER_TR_BUTTONS));
if(j > i) i = j;
}
bt= bt->next;
}
bt= block->buttons.first;
while(bt) {
bt->x2 = i + addval;
ui_check_but(bt); // clips text again
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;
2002-10-12 11:37:38 +00:00
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;
}
block->safety.xmin= block->minx-40;
block->safety.ymin= block->miny-40;
block->safety.xmax= block->maxx+40;
block->safety.ymax= block->maxy+40;
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}
static void ui_positionblock(uiBlock *block, uiBut *but)
{
/* position block relative to but */
uiBut *bt;
rctf butrct;
int xsize, ysize, xof=0, yof=0, centre;
short dir1= 0, dir2=0;
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/* first transform to screen coords, assuming matrix is stil OK */
/* the UIwinmat is in panelspace */
butrct.xmin= but->x1; butrct.xmax= but->x2;
butrct.ymin= but->y1; butrct.ymax= but->y2;
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
/* calc block rect */
if(block->buttons.first) {
block->minx= block->miny= 10000;
block->maxx= block->maxy= -10000;
2002-10-12 11:37:38 +00:00
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;
}
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}
else {
/* we're nice and allow empty blocks too */
block->minx= block->miny= 0;
block->maxx= block->maxy= 20;
}
ui_graphics_to_window(block->win, &block->minx, &block->miny);
ui_graphics_to_window(block->win, &block->maxx, &block->maxy);
//block->minx-= 2.0; block->miny-= 2.0;
//block->maxx+= 2.0; block->maxy+= 2.0;
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xsize= block->maxx - block->minx+4; // 4 for shadow
ysize= block->maxy - block->miny+4;
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if(but) {
short left=0, right=0, top=0, down=0;
if(block->direction & UI_CENTRE) centre= ysize/2;
else centre= 0;
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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+centre > 0.0) down= 1;
if( butrct.ymax+ysize-centre < G.curscreen->sizey) top= 1;
2002-10-12 11:37:38 +00:00
dir1= block->direction & UI_DIRECTION;
/* secundary directions */
if(dir1 & (UI_TOP|UI_DOWN)) {
if(dir1 & UI_LEFT) dir2= UI_LEFT;
else if(dir1 & UI_RIGHT) dir2= UI_RIGHT;
dir1 &= (UI_TOP|UI_DOWN);
}
if(dir2==0) if(dir1==UI_LEFT || dir1==UI_RIGHT) dir2= UI_DOWN;
if(dir2==0) if(dir1==UI_TOP || dir1==UI_DOWN) dir2= UI_LEFT;
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/* 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= butrct.xmin - block->maxx;
if(dir2==UI_TOP) yof= butrct.ymin - block->miny-centre;
else yof= butrct.ymax - block->maxy+centre;
2002-10-12 11:37:38 +00:00
}
else if(dir1==UI_RIGHT) {
xof= butrct.xmax - block->minx;
if(dir2==UI_TOP) yof= butrct.ymin - block->miny-centre;
else yof= butrct.ymax - block->maxy+centre;
2002-10-12 11:37:38 +00:00
}
else if(dir1==UI_TOP) {
yof= butrct.ymax - block->miny;
if(dir2==UI_RIGHT) xof= butrct.xmax - block->maxx;
else xof= butrct.xmin - block->minx;
// changed direction?
if((dir1 & block->direction)==0) {
if(block->direction & UI_SHIFT_FLIPPED)
xof+= dir2==UI_LEFT?25:-25;
uiBlockFlipOrder(block);
}
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}
else if(dir1==UI_DOWN) {
yof= butrct.ymin - block->maxy;
if(dir2==UI_RIGHT) xof= butrct.xmax - block->maxx;
else xof= butrct.xmin - block->minx;
// changed direction?
if((dir1 & block->direction)==0) {
if(block->direction & UI_SHIFT_FLIPPED)
xof+= dir2==UI_LEFT?25:-25;
uiBlockFlipOrder(block);
}
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}
// apply requested offset in the block
xof += block->xofs/block->aspect;
yof += block->yofs/block->aspect;
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}
/* apply */
bt= block->buttons.first;
while(bt) {
ui_graphics_to_window(block->win, &bt->x1, &bt->y1);
ui_graphics_to_window(block->win, &bt->x2, &bt->y2);
2002-10-12 11:37:38 +00:00
bt->x1 += xof;
bt->x2 += xof;
bt->y1 += yof;
bt->y2 += yof;
bt->aspect= 1.0;
// ui_check_but recalculates drawstring size in pixels
ui_check_but(bt);
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bt= bt->next;
}
block->minx += xof;
block->miny += yof;
block->maxx += xof;
block->maxy += yof;
/* safety calculus */
if(but) {
float midx= (block->parentrct.xmin+block->parentrct.xmax)/2.0;
float midy= (block->parentrct.ymin+block->parentrct.ymax)/2.0;
/* when you are outside parent button, safety there should be smaller */
// parent button to left
if( midx < block->minx ) block->safety.xmin= block->minx-3;
else block->safety.xmin= block->minx-40;
// parent button to right
if( midx > block->maxx ) block->safety.xmax= block->maxx+3;
else block->safety.xmax= block->maxx+40;
// parent button on bottom
if( midy < block->miny ) block->safety.ymin= block->miny-3;
else block->safety.ymin= block->miny-40;
// parent button on top
if( midy > block->maxy ) block->safety.ymax= block->maxy+3;
else block->safety.ymax= block->maxy+40;
// exception for switched pulldowns...
if(dir1 && (dir1 & block->direction)==0) {
if(dir2==UI_RIGHT) block->safety.xmax= block->maxx+3;
if(dir2==UI_LEFT) block->safety.xmin= block->minx-3;
}
block->direction= dir1;
}
else {
block->safety.xmin= block->minx-40;
block->safety.ymin= block->miny-40;
block->safety.xmax= block->maxx+40;
block->safety.ymax= block->maxy+40;
}
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}
void ui_autofill(uiBlock *block)
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{
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) {
// signal for aligning code
but->flag |= UI_BUT_ALIGN_DOWN;
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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;
}
uiBlockEndAlign(block);
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MEM_freeN(maxw); MEM_freeN(maxh);
block->autofill= 0;
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* ************** LINK LINE DRAWING ************* */
/* link line drawing is not part of buttons or theme.. so we stick with it here */
static void ui_draw_linkline(uiBut *but, uiLinkLine *line)
{
float vec1[2], vec2[2];
if(line->from==NULL || line->to==NULL) return;
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_ThemeColorShade(but->themecol, 80);
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);
line= line->next;
}
}
but= but->next;
}
}
/* ************** BLOCK DRAWING FUNCTION ************* */
void uiDrawBlock(uiBlock *block)
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{
uiBut *but;
/* handle pending stuff */
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if(block->autofill) ui_autofill(block);
if(block->minx==0.0 && block->maxx==0.0) uiBoundsBlock(block, 0);
if(block->flag & UI_BUT_ALIGN) uiBlockEndAlign(block);
uiPanelPush(block); // panel matrix
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if(block->flag & UI_BLOCK_LOOP) {
uiDrawMenuBox(block->minx, block->miny, block->maxx, block->maxy, block->flag);
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}
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;
int icon;
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} 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, int icon) {
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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->items[md->nitems].icon= icon;
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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 nicon=0, nretval= 1, nitem_is_title= 0;
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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 (s[1]=='i') {
nicon= atoi(s+2);
s++;
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}
} 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, nicon);
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nretval= md->nitems+1;
}
nitem= NULL;
nicon= 0;
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}
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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static int ui_do_but_MENU(uiBut *but)
{
uiBlock *block;
uiBut *bt;
ListBase listb={NULL, NULL}, lb;
double fvalue;
int width, height=0, a, xmax, starty;
short startx;
int columns=1, rows=0, boxh, event;
short x1, y1, active= -1;
short mval[2];
MenuData *md;
but->flag |= UI_SELECT;
ui_draw_but(but);
ui_block_flush_back(but->block); // flush because this button creates own blocks loop
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
block->themecol= TH_MENU_ITEM;
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 & USER_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 & USER_TR_MENUS));
if(xmax>width) width= xmax;
}
width+= 10;
if (width < (but->x2 - but->x1)) width = (but->x2 - but->x1);
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(active=0; active<md->nitems; active++) {
if( md->items[active].retval== (int)fvalue ) break;
}
/* no active item? */
if(active==md->nitems) {
if(md->title) active= -1;
else active= 0;
}
/* for now disabled... works confusing because you think it's a title or so.... */
active= -1;
/* 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)(md->nitems-a-1)/rows);
y1= but->y1 - boxh*(rows - ((md->nitems - a - 1)%rows)) + (rows*boxh);
if (strcmp(md->items[md->nitems-a-1].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 if(md->items[md->nitems-a-1].icon) {
uiBut *bt= uiDefIconTextBut(block, BUTM|but->pointype, but->retval, md->items[md->nitems-a-1].icon ,md->items[md->nitems-a-1].str, x1, y1,(short)(width-(rows>1)), (short)(boxh-1), but->poin, (float) md->items[md->nitems-a-1].retval, 0.0, 0, 0, "");
if(active==a) bt->flag |= UI_ACTIVE;
}
else {
uiBut *bt= uiDefBut(block, BUTM|but->pointype, but->retval, md->items[md->nitems-a-1].str, x1, y1,(short)(width-(rows>1)), (short)(boxh-1), but->poin, (float) md->items[md->nitems-a-1].retval, 0.0, 0, 0, "");
if(active==a) bt->flag |= UI_ACTIVE;
}
}
/* the code up here has flipped locations, because of change of preferred order */
/* thats why we have to switch list order too, to make arrowkeys work */
lb.first= lb.last= NULL;
bt= block->buttons.first;
while(bt) {
uiBut *next= bt->next;
BLI_remlink(&block->buttons, bt);
BLI_addhead(&lb, bt);
bt= next;
}
block->buttons= lb;
/* and lets go */
block->direction= UI_TOP;
ui_positionblock(block, but);
/* blocks can come (and get scaled) from a normal window, now we go to screenspace */
block->win= G.curscreen->mainwin;
for(bt= block->buttons.first; bt; bt= bt->next) bt->win= block->win;
bwin_getsinglematrix(block->win, block->winmat);
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!=but->min) push= 1;
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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);
ui_block_flush_back(but->block);
}
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);
// no frontbuffer draw for this one
if((but->flag & UI_NO_HILITE)==0) ui_draw_but(but);
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}
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);
// no frontbuffer draw for this one
if((but->flag & UI_NO_HILITE)==0) ui_draw_but(but);
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}
/* 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];
short capturing;
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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 & USER_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);
ui_block_flush_back(but->block);
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while (get_mbut() & L_MOUSE) BIF_wait_for_statechange();
len= strlen(str);
but->min= 0.0;
capturing = TRUE;
while(capturing) {
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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(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;
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}
}
else if(val) {
switch (dev) {
case RIGHTARROWKEY:
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if(G.qual & LR_SHIFTKEY) but->pos= strlen(str);
else but->pos++;
if(but->pos>strlen(str)) but->pos= strlen(str);
dodraw= 1;
break;
case LEFTARROWKEY:
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if(G.qual & LR_SHIFTKEY) but->pos= 0;
else if(but->pos>0) but->pos--;
dodraw= 1;
break;
case ENDKEY:
but->pos= strlen(str);
dodraw= 1;
break;
case HOMEKEY:
but->pos= 0;
dodraw= 1;
break;
case PADENTER:
case RETKEY:
capturing = FALSE;
break;
case 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;
}
break;
case BACKSPACEKEY:
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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;
}
}
break;
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}
}
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if(dodraw) {
ui_check_but(but);
ui_draw_but(but);
ui_block_flush_back(but->block);
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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)
{
void *but_func;
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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);
}
/* store values before calling as text button */
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point= but->poin;
but->poin= str;
but_func= but->func;
but->func= NULL;
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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);
/* restore values */
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but->type= temp;
but->poin= point;
but->func= but_func;
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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 retval=0, qual, sx, mval[2], pos=0;
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but->flag |= UI_SELECT;
ui_draw_but(but);
ui_block_flush_back(but->block);
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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) ) retval= but->retval;
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}
else {
retval= but->retval;
/* firsttime: this button can be approached with enter as well */
while (get_mbut() & L_MOUSE) {
qual= get_qual();
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deler= 500;
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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));
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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) {
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value= ui_get_but_val(but);
lvalue= (int)value;
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if(temp != lvalue ) {
pos= 1;
ui_set_but_val(but, (double)temp);
ui_check_but(but);
ui_draw_but(but);
ui_block_flush_back(but->block);
uibut_do_func(but);
}
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}
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}
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);
ui_block_flush_back(but->block);
}
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}
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}
}
BIF_wait_for_statechange();
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}
/* click on the side arrows to increment/decrement, click inside
* to edit the value directly */
if(pos==0) { /* plus 1 or minus 1 */
if( but->pointype!=FLO ) {
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if(sx < (but->x1 + (but->x2 - but->x1)/3 - 3)) {
temp--;
if( temp>=but->min && temp<=but->max) ui_set_but_val(but, (double)temp);
}
else if(sx > (but->x1 + (2*(but->x2 - but->x1)/3) + 3)) {
temp++;
if( temp>=but->min && temp<=but->max) ui_set_but_val(but, (double)temp);
}
else {
if( uiActAsTextBut(but) ); else retval= 0;
}
}
else {
if(sx < (but->x1 + (but->x2 - but->x1)/3 - 3)) {
tempf-= 0.01*but->a1;
if (tempf < but->min) tempf = but->min;
ui_set_but_val(but, tempf);
}
else if(sx > but->x1 + (2*((but->x2 - but->x1)/3) + 3)) {
tempf+= 0.01*but->a1;
if (tempf < but->min) tempf = but->min;
ui_set_but_val(but, tempf);
}
else {
if( uiActAsTextBut(but) ); else retval= 0;
}
}
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}
}
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but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
ui_block_flush_back(but->block);
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uibut_do_func(but);
return retval;
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}
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);
ui_block_flush_back(but->block); // flush because this button creates own blocks loop
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/* here we go! */
block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
block->themecol= TH_MENU_ITEM;
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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);
ui_block_flush_back(but->block); // flush because this button creates own blocks loop
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block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT;
block->themecol= TH_MENU_ITEM;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
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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 & USER_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 & USER_TR_MENUS));
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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)((but->icon)+(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, "");
2003-05-10 10:36:14 +00:00
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_SHIFTKEY) {
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f= (f-fstart)/10.0 + fstart;
}
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CLAMP(f, 0.0, 1.0);
tempf= but->min+f*(but->max-but->min);
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temp= floor(tempf+.5);
if(qual & LR_CTRLKEY) {
if(tempf==but->min || tempf==but->max);
else if( but->pointype==FLO ) {
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);
}
else {
temp= 10*(temp/10);
tempf= temp;
}
}
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value= ui_get_but_val(but);
lvalue= floor(value+0.5);
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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);
ui_block_flush_back(but->block);
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if(but->a1) { /* color number */
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uiBut *bt= but->prev;
while(bt) {
if(bt->a2 == but->a1) ui_draw_but(bt);
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bt= bt->prev;
}
bt= but->next;
while(bt) {
if(bt->a2 == but->a1) ui_draw_but(bt);
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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);
ui_block_flush_back(but->block);
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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);
uibut_do_func(but); // this is done in ui_do_but_SLI() not in uiActAsTextBut()
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}
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;
uiBut *bt;
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but->flag |= UI_SELECT;
ui_draw_but(but);
block= but->block_func(but->poin);
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block->xofs = -2; /* for proper alignment */
/* only used for automatic toolbox, so can set the shift flag */
if(but->flag & UI_MAKE_TOP) {
block->direction= UI_TOP|UI_SHIFT_FLIPPED;
uiBlockFlipOrder(block);
}
if(but->flag & UI_MAKE_DOWN) block->direction= UI_DOWN|UI_SHIFT_FLIPPED;
if(but->flag & UI_MAKE_LEFT) block->direction |= UI_LEFT;
if(but->flag & UI_MAKE_RIGHT) block->direction |= UI_RIGHT;
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ui_positionblock(block, but);
block->flag |= UI_BLOCK_LOOP;
/* blocks can come (and get scaled) from a normal window, now we go to screenspace */
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block->win= G.curscreen->mainwin;
for(bt= block->buttons.first; bt; bt= bt->next) bt->win= block->win;
bwin_getsinglematrix(block->win, block->winmat);
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/* postpone draw, this will cause a new window matrix, first finish all other buttons */
block->flag |= UI_BLOCK_REDRAW;
but->flag &= ~UI_SELECT;
uibut_do_func(but);
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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)
{
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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;
}
/* picker sizes S hsize, F full size, D spacer, B button/pallette height */
#define SPICK 110.0
#define FPICK 180.0
#define DPICK 6.0
#define BPICK 24.0
#define UI_PALETTE_TOT 16
/* note; in tot+1 the old color is stored */
static float palette[UI_PALETTE_TOT+1][3]= {
{0.93, 0.83, 0.81}, {0.88, 0.89, 0.73}, {0.69, 0.81, 0.57}, {0.51, 0.76, 0.64},
{0.37, 0.56, 0.61}, {0.33, 0.29, 0.55}, {0.46, 0.21, 0.51}, {0.40, 0.12, 0.18},
{1.0, 1.0, 1.0}, {0.85, 0.85, 0.85}, {0.7, 0.7, 0.7}, {0.56, 0.56, 0.56},
{0.42, 0.42, 0.42}, {0.28, 0.28, 0.28}, {0.14, 0.14, 0.14}, {0.0, 0.0, 0.0}
};
/* for picker, while editing hsv */
static void ui_set_but_hsv(uiBut *but)
{
float col[3];
hsv_to_rgb(but->hsv[0], but->hsv[1], but->hsv[2], col, col+1, col+2);
ui_set_but_vectorf(but, col);
}
static void update_picker_buts(uiBlock *block, float *hsv)
{
uiBut *bt;
float r, g, b;
// this updates button strings, is hackish... but button pointers are on stack of caller function
hsv_to_rgb(hsv[0], hsv[1], hsv[2], &r, &g, &b);
for(bt= block->buttons.first; bt; bt= bt->next) {
if(bt->type==HSVCUBE) {
VECCOPY(bt->hsv, hsv);
ui_set_but_hsv(bt);
}
else if(bt->str[1]==' ') {
if(bt->str[0]=='R') {
ui_set_but_val(bt, r);
ui_check_but(bt);
}
else if(bt->str[0]=='G') {
ui_set_but_val(bt, g);
ui_check_but(bt);
}
else if(bt->str[0]=='B') {
ui_set_but_val(bt, b);
ui_check_but(bt);
}
else if(bt->str[0]=='H') {
ui_set_but_val(bt, hsv[0]);
ui_check_but(bt);
}
else if(bt->str[0]=='S') {
ui_set_but_val(bt, hsv[1]);
ui_check_but(bt);
}
else if(bt->str[0]=='V') {
ui_set_but_val(bt, hsv[2]);
ui_check_but(bt);
}
}
}
}
/* bt1 is palette but, col1 is original color */
/* callback to copy from/to palette */
static void do_palette_cb(void *bt1, void *col1)
{
uiBut *but1= (uiBut *)bt1;
uiBut *but;
float *col= (float *)col1;
float *fp, hsv[3];
fp= (float *)but1->poin;
if( (get_qual() & LR_CTRLKEY) ) {
VECCOPY(fp, col);
}
else {
VECCOPY(col, fp);
}
rgb_to_hsv(col[0], col[1], col[2], hsv, hsv+1, hsv+2);
update_picker_buts(but1->block, hsv);
for (but= but1->block->buttons.first; but; but= but->next) {
ui_draw_but(but);
}
but= but1->block->buttons.first;
ui_block_flush_back(but->block);
}
/* bt1 is num but, col1 is pointer to original color */
/* callback to handle changes in num-buts in picker */
static void do_palette1_cb(void *bt1, void *hsv1)
{
uiBut *but1= (uiBut *)bt1;
uiBut *but;
float *hsv= (float *)hsv1;
float *fp= NULL;
if(but1->str[0]=='R') fp= (float *)but1->poin;
else if(but1->str[0]=='G') fp= ((float *)but1->poin)-1;
else if(but1->str[0]=='B') fp= ((float *)but1->poin)-2;
if(fp) {
rgb_to_hsv(fp[0], fp[1], fp[2], hsv, hsv+1, hsv+2);
}
update_picker_buts(but1->block, hsv);
for (but= but1->block->buttons.first; but; but= but->next) {
ui_draw_but(but);
}
but= but1->block->buttons.first;
ui_block_flush_back(but->block);
}
/* color picker, Gimp version. mode: 'f' = floating panel, 'p' = popup */
/* col = read/write to, hsv/old = memory for temporal use */
void uiBlockPickerButtons(uiBlock *block, float *col, float *hsv, float *old, char mode, short retval)
{
uiBut *bt;
float h, offs;
int a;
VECCOPY(old, col); // old color stored there, for palette_cb to work
// the cube intersection
bt= uiDefButF(block, HSVCUBE, retval, "", 0,DPICK+BPICK,FPICK,FPICK, col, 0.0, 0.0, 2, 0, "");
uiButSetFlag(bt, UI_NO_HILITE);
bt= uiDefButF(block, HSVCUBE, retval, "", 0,0,FPICK,BPICK, col, 0.0, 0.0, 3, 0, "");
uiButSetFlag(bt, UI_NO_HILITE);
// palette
uiBlockSetEmboss(block, UI_EMBOSSP);
bt=uiDefButF(block, COL, retval, "", FPICK+DPICK, 0, BPICK,BPICK, old, 0.0, 0.0, -1, 0, "Old color, click to restore");
uiButSetFunc(bt, do_palette_cb, bt, col);
uiDefButF(block, COL, retval, "", FPICK+DPICK, BPICK+DPICK, BPICK,60-BPICK-DPICK, col, 0.0, 0.0, -1, 0, "Active color");
h= (DPICK+BPICK+FPICK-64)/(UI_PALETTE_TOT/2.0);
uiBlockBeginAlign(block);
for(a= -1+UI_PALETTE_TOT/2; a>=0; a--) {
bt= uiDefButF(block, COL, retval, "", FPICK+DPICK, 65.0+(float)a*h, BPICK/2, h, palette[a+UI_PALETTE_TOT/2], 0.0, 0.0, -1, 0, "Click to choose, hold CTRL to store in palette");
uiButSetFunc(bt, do_palette_cb, bt, col);
bt= uiDefButF(block, COL, retval, "", FPICK+DPICK+BPICK/2, 65.0+(float)a*h, BPICK/2, h, palette[a], 0.0, 0.0, -1, 0, "Click to choose, hold CTRL to store in palette");
uiButSetFunc(bt, do_palette_cb, bt, col);
}
uiBlockEndAlign(block);
uiBlockSetEmboss(block, UI_EMBOSSX);
// buttons
rgb_to_hsv(col[0], col[1], col[2], hsv, hsv+1, hsv+2);
offs= FPICK+2*DPICK+BPICK;
uiBlockBeginAlign(block);
bt= uiDefButF(block, NUM, retval, "R ", offs, 110, 80,20, col, 0.0, 1.0, 10, 2, "");
uiButSetFunc(bt, do_palette1_cb, bt, hsv);
bt= uiDefButF(block, NUM, retval, "G ", offs, 90, 80,20, col+1, 0.0, 1.0, 10, 2, "");
uiButSetFunc(bt, do_palette1_cb, bt, hsv);
bt= uiDefButF(block, NUM, retval, "B ", offs, 70, 80,20, col+2, 0.0, 1.0, 10, 2, "");
uiButSetFunc(bt, do_palette1_cb, bt, hsv);
uiBlockBeginAlign(block);
bt= uiDefButF(block, NUM, retval, "H ", offs, 40, 80,20, hsv, 0.0, 1.0, 10, 2, "");
uiButSetFunc(bt, do_palette1_cb, bt, hsv);
bt= uiDefButF(block, NUM, retval, "S ", offs, 20, 80,20, hsv+1, 0.0, 1.0, 10, 2, "");
uiButSetFunc(bt, do_palette1_cb, bt, hsv);
bt= uiDefButF(block, NUM, retval, "V ", offs, 0, 80,20, hsv+2, 0.0, 1.0, 10, 2, "");
uiButSetFunc(bt, do_palette1_cb, bt, hsv);
uiBlockEndAlign(block);
}
static int ui_do_but_COL(uiBut *but)
{
uiBlock *block;
uiBut *bt;
ListBase listb={NULL, NULL};
float hsv[3], old[3], *poin= NULL, colstore[3];
short event;
// signal to prevent calling up color picker
if(but->a1 == -1) {
uibut_do_func(but);
return but->retval;
}
// enable char button too, use temporal colstore for color
if(but->pointype!=FLO) {
if(but->pointype==CHA) {
ui_get_but_vectorf(but, colstore);
poin= colstore;
}
else return but->retval;
}
else poin= (float *)but->poin;
block= uiNewBlock(&listb, "colorpicker", UI_EMBOSSX, UI_HELV, but->win);
block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW;
block->themecol= TH_BUT_NUM;
uiBlockPickerButtons(block, poin, hsv, old, 'p', 0);
/* and lets go */
block->direction= UI_TOP;
ui_positionblock(block, but);
uiBoundsBlock(block, 3);
/* blocks can come from a normal window, but we go to screenspace */
block->win= G.curscreen->mainwin;
for(bt= block->buttons.first; bt; bt= bt->next) bt->win= block->win;
bwin_getsinglematrix(block->win, block->winmat);
event= uiDoBlocks(&listb, 0);
if(but->pointype==CHA) ui_set_but_vectorf(but, colstore);
return but->retval;
}
static int ui_do_but_HSVCUBE(uiBut *but)
{
uiBut *bt;
float x, y;
short mval[2], mvalo[2];
mvalo[0]= mvalo[1]= -32000;
/* we work on persistant hsv, to prevent it being converted back and forth all the time */
while (get_mbut() & L_MOUSE) {
uiGetMouse(mywinget(), mval);
if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1]) {
mvalo[0]= mval[0];
mvalo[1]= mval[1];
/* relative position within box */
x= ((float)mval[0]-but->x1)/(but->x2-but->x1);
y= ((float)mval[1]-but->y1)/(but->y2-but->y1);
CLAMP(x, 0.0, 1.0);
CLAMP(y, 0.0, 1.0);
if(but->a1==0) {
but->hsv[0]= x;
but->hsv[2]= y;
// hsv_to_rgb(x, s, y, col, col+1, col+2);
}
else if(but->a1==1) {
but->hsv[0]= x;
but->hsv[1]= y;
// hsv_to_rgb(x, y, v, col, col+1, col+2);
}
else if(but->a1==2) {
but->hsv[2]= x;
but->hsv[1]= y;
// hsv_to_rgb(h, y, x, col, col+1, col+2);
}
else {
but->hsv[0]= x;
// hsv_to_rgb(x, s, v, col, col+1, col+2);
}
ui_set_but_hsv(but); // converts to rgb
// update button values and strings
update_picker_buts(but->block, but->hsv);
/* we redraw the entire block */
for (bt= but->block->buttons.first; bt; bt= bt->next) {
if(but->poin == bt->poin) VECCOPY(bt->hsv, but->hsv);
ui_draw_but(bt);
}
ui_block_flush_back(but->block);
}
else BIF_wait_for_statechange();
}
return but->retval;
}
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/* ************************************************ */
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) {
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);
ui_block_flush_back(but->block);
didit= 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:
case PULLDOWN:
if(uevent->val) {
retval= ui_do_but_BLOCK(but);
if(block->auto_open==0) 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;
case COL:
if(uevent->val) retval= ui_do_but_COL(but);
break;
case HSVCUBE:
retval= ui_do_but_HSVCUBE(but);
break;
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}
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) {
glDrawBuffer(GL_FRONT);
/* 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);
}
line= line->next;
}
}
but= but->next;
}
glFlush();
glDrawBuffer(GL_BACK);
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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;
}
static void ui_set_ftf_font(uiBlock *block)
{
#ifdef INTERNATIONAL
if(block->aspect<1.15) {
FTF_SetFontSize('l');
}
else if(block->aspect<1.59) {
FTF_SetFontSize('m');
}
else {
FTF_SetFontSize('s');
}
#endif
}
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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 */
/* btw: we allow event==0 for first time in menus, draws the hilited item */
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->event==PADENTER) && uevent->val) {
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// printf("qual: %d %d %d\n", uevent->qual, get_qual(), G.qual);
if ((G.qual & LR_SHIFTKEY) == 0) {
return UI_RETURN_OK;
}
}
}
ui_set_ftf_font(block); // sets just a pointer in ftf lib... the button dont have ftf handles
// added this for panels in windows with buttons...
// maybe speed optimize should require test
if((block->flag & UI_BLOCK_LOOP)==0) {
glMatrixMode(GL_PROJECTION);
bwin_load_winmatrix(block->win, block->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
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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] ) {
// inside block
if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] ) inside= 1;
if(block->panel && block->panel->paneltab==NULL) {
/* clicked at panel header? */
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) { // this stuff should move to do_panel
if(uevent->event==LEFTMOUSE) {
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==ESCKEY) {
if(block->handler) {
rem_blockhandler(curarea, block->handler);
addqueue(curarea->win, REDRAW, 1);
}
}
else if(uevent->event==PADPLUSKEY || uevent->event==PADMINUS) {
SpaceLink *sl= curarea->spacedata.first;
if(curarea->spacetype!=SPACE_BUTS) {
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 LEFTARROWKEY: // later on implement opening/closing sublevels of pupmenus
case RIGHTARROWKEY:
break;
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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) {
for(but= block->buttons.first; but; but= but->next) {
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but->flag &= ~UI_MOUSE_OVER;
if(but->flag & UI_ACTIVE) {
but->flag &= ~UI_ACTIVE;
ui_draw_but(but);
if(event==UPARROWKEY) {
if(block->direction & UI_TOP) bt= ui_but_next(but);
else bt= ui_but_prev(but);
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}
else {
if(block->direction & UI_TOP) bt= ui_but_prev(but);
else bt= ui_but_next(but);
}
if(bt) {
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bt->flag |= UI_ACTIVE;
ui_draw_but(bt);
break;
}
}
}
/* nothing done */
if(but==NULL) {
if(event==UPARROWKEY) {
if(block->direction & UI_TOP) but= ui_but_first(block);
else but= ui_but_last(block);
}
else {
if(block->direction & UI_TOP) but= ui_but_last(block);
else but= ui_but_first(block);
}
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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;
count= 0;
for(but= block->buttons.first; but; but= but->next) {
int doit= 0;
if(but->type!=LABEL && but->type!=SEPR) count++;
/* exception for menus like layer buts, with button aligning they're not drawn in order */
if(but->type==TOGR) {
if(but->bitnr==act-1) doit= 1;
} else if(count==act) doit=1;
if(doit) {
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but->flag |= UI_ACTIVE;
if(uevent->val==1) ui_draw_but(but);
else if(block->flag & UI_BLOCK_RET_1) { /* to make UI_BLOCK_RET_1 working */
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uevent->event= RETKEY;
uevent->val= 1;
//addqueue(block->winq, RIGHTARROWKEY, 1); (why! (ton))
}
else {
uevent->event= LEFTMOUSE; /* to make sure the button is handled further on */
uevent->val= 1;
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}
}
else if(but->flag & UI_ACTIVE) {
but->flag &= ~UI_ACTIVE;
ui_draw_but(but);
}
}
}
break;
case BUT_ACTIVATE:
for(but= block->buttons.first; but; but= but->next) {
if(but->retval==uevent->val) but->flag |= UI_ACTIVE;
}
break;
case VKEY:
case CKEY:
if(uevent->val && (uevent->qual & (LR_CTRLKEY|LR_COMMANDKEY))) {
for(but= block->buttons.first; but; but= but->next) {
if(but->type!=LABEL) {
if(but->flag & UI_ACTIVE) {
if(uevent->event==VKEY) ui_but_copy_paste(but, 'v');
else ui_but_copy_paste(but, 'c');
ui_draw_but(but);
if(but->retval) addqueue(block->winq, UI_BUT_EVENT, (short)but->retval);
BIF_undo_push(but->str);
if( (block->flag & UI_BLOCK_LOOP) && but->type==BLOCK);
else if(but->retval) retval= UI_RETURN_OK;
break;
}
}
}
}
break;
case PADENTER:
case RETKEY: // prevent treating this as mousemove. for example when you enter at popup
if(block->flag & UI_BLOCK_LOOP) break;
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default:
for(but= block->buttons.first; but; but= but->next) {
but->flag &= ~UI_MOUSE_OVER;
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/* 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->flag & UI_NO_HILITE)==0) ui_draw_but(but);
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}
}
/* hilite case 2 */
if(but->flag & UI_ACTIVE) {
if( (but->flag & UI_MOUSE_OVER)==0) {
/* we dont clear active flag until mouse move, for Menu buttons to remain showing active item when opened */
if (uevent->event==MOUSEY) {
but->flag &= ~UI_ACTIVE;
if(but->type != LABEL && (but->flag & UI_NO_HILITE)==0) ui_draw_but(but);
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}
}
else if(but->type==BLOCK || but->type==MENU || but->type==PULLDOWN || but->type==ICONTEXTROW) { // automatic opens block button (pulldown)
int time;
if(uevent->event!=LEFTMOUSE ) {
if(block->auto_open==2) time= 1; // test for toolbox
else if(block->auto_open) time= 5*U.menuthreshold2;
else if(U.uiflag & USER_MENUOPENAUTO) time= 5*U.menuthreshold1;
else time= -1;
for (; time>0; time--) {
if (qtest()) break;
else PIL_sleep_ms(20);
}
if(time==0) {
uevent->val= 1; // otherwise buttons dont react
ui_do_button(block, but, uevent);
}
}
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}
if(but->flag & UI_ACTIVE) active= 1;
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}
}
/* 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);
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}
/* middlemouse exception, not for regular blocks */
if( (block->flag & UI_BLOCK_LOOP) && uevent->event==MIDDLEMOUSE) uevent->event= LEFTMOUSE;
/* the final dobutton */
for(but= block->buttons.first; but; but= but->next) {
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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 ELEM4(uevent->event, LEFTMOUSE, PADENTER, RETKEY, BUT_ACTIVATE) {
/* when mouse outside, don't do button */
if(inside || uevent->event!=LEFTMOUSE) {
butevent= ui_do_button(block, but, uevent);
/* add undo pushes if... */
if( !(block->flag & UI_BLOCK_LOOP)) {
if(!G.obedit) {
if ELEM4(but->type, BLOCK, BUT, LABEL, PULLDOWN);
else {
/* define which string to use for undo */
if ELEM(but->type, LINK, INLINK) BIF_undo_push("Add button link");
else if ELEM(but->type, MENU, ICONTEXTROW) BIF_undo_push(but->drawstr);
else if(but->str[0]) BIF_undo_push(but->str);
else BIF_undo_push(but->tip);
}
}
}
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(butevent) addqueue(block->winq, UI_BUT_EVENT, (short)butevent);
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/* i doubt about the next line! */
/* if(but->func) mywinset(block->win); */
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if( (block->flag & UI_BLOCK_LOOP) && but->type==BLOCK);
else
if(/*but->func ||*/ butevent) retval= UI_RETURN_OK;
}
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}
}
}
}
/* flush to frontbuffer */
if((block->flag & UI_BLOCK_LOOP)==0) { // no loop, might need total flush in uidoblocks()
ui_block_flush_back(block);
}
uiPanelPop(block); // pop matrix; no return without pop!
/* the linkines... why not make buttons from it? Speed? Memory? */
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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) {
if(BLI_in_rctf(&block->parentrct, (float)uevent->mval[0], (float)uevent->mval[1]));
else return UI_RETURN_OUT;
}
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}
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) {
/* 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 if( BLI_in_rctf(&block->safety, (float)uevent->mval[0], (float)uevent->mval[1]));
else return UI_RETURN_OUT;
}
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}
return retval;
}
static uiOverDraw *ui_draw_but_tip(uiBut *but)
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{
uiOverDraw *od;
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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 & USER_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())-12; y2= but->y1-12;
} 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())-12; y2= but->y1-12;
}
} else {
x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*BMF_GetStringWidth(but->font, but->tip);
y1= but->y1-30; y2= but->y1-12;
}
#else
x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*BMF_GetStringWidth(but->font, but->tip);
y1= but->y1-30; y2= but->y1-12;
#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;
}
2003-05-09 11:39:37 +00:00
// 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
od= ui_begin_overdraw((int)(x1-1), (int)(y1-2), (int)(x2+4), (int)(y2+4));
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4ub(0, 0, 0, 20);
gl_round_box(GL_POLYGON, x1+3, y1-1, x2+1, y2-2, 2.0);
gl_round_box(GL_POLYGON, x1+3, y1-2, x2+2, y2-2, 3.0);
glColor4ub(0, 0, 0, 8);
gl_round_box(GL_POLYGON, x1+3, y1-3, x2+3, y2-3, 4.0);
gl_round_box(GL_POLYGON, x1+3, y1-4, x2+4, y2-3, 5.0);
glDisable(GL_BLEND);
glColor3ub(0xFF, 0xFF, 0xDD);
glRectf(x1, y1, x2, y2);
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glColor3ub(0,0,0);
ui_rasterpos_safe( x1+3, y1+5.0/but->aspect, but->aspect);
BIF_DrawString(but->font, but->tip, (U.transopts & USER_TR_TOOLTIPS));
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ui_flush_overdraw(od); /* to show it in the frontbuffer */
return od;
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}
/* inside this function no global UIbuttip... qread is not safe */
static void ui_do_but_tip(uiBut *buttip)
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{
uiOverDraw *od;
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int time;
if (buttip && buttip->tip && buttip->tip[0]) {
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/* 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<25; time++) {
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if (anyqtest())
return;
else
PIL_sleep_ms(20);
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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(buttip->block); // panel matrix
od= ui_draw_but_tip(buttip);
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while (1) {
char ascii;
short val;
unsigned short evt= extern_qread_ext(&val, &ascii);
if (evt==MOUSEX || evt==MOUSEY) {
short mouse[2];
uiGetMouse(od->oldwin, mouse);
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if (!uibut_contains_pt(buttip, mouse))
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break;
} else {
mainqpushback(evt, val, ascii);
break;
}
}
ui_end_overdraw(od);
uiPanelPop(buttip->block); // panel matrix
/* still the evil global.... */
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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;
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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 glFlush, which slows down interface */
block= lb->first;
while(block) {
ui_block_set_flush(block, NULL); // clears all flushing info
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->overdraw= ui_begin_overdraw((int)block->minx-1, (int)block->miny-10, (int)block->maxx+10, (int)block->maxy+1);
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}
block->in_use= 1; // is always a menu
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uiDrawBlock(block);
block->flag &= ~UI_BLOCK_REDRAW;
}
block->in_use= 1; // bit awkward, but now we can detect if frontbuf flush should be set
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retval= ui_do_block(block, &uevent);
block->in_use= 0;
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 flush cached? */
if(block->needflush) {
ui_block_flush_overdraw(block);
block->needflush= 0;
}
/* to make sure the matrix of the panel works for menus too */
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)) {
if(block->auto_open==0) 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->overdraw= ui_begin_overdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1);
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}
uiDrawBlock(block);
block->flag &= ~UI_BLOCK_REDRAW;
ui_flush_overdraw(block->overdraw);
block->needflush= 0;
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}
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uevent.event= extern_qread(&uevent.val);
uevent.qual= G.qual;
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if(uevent.event) {
block->in_use= 1; // bit awkward, but now we can detect if frontbuf flush should be set
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retval= ui_do_block(block, &uevent);
block->in_use= 0;
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if(block->needflush) { // flush (old menu) now, maybe new menu was opened
ui_block_flush_overdraw(block);
block->needflush= 0;
}
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if(retval & UI_RETURN) {
ui_end_overdraw(block->overdraw);
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BLI_remlink(lb, block);
uiFreeBlock(block);
}
if(retval & (UI_RETURN_OK|UI_RETURN_CANCEL)) {
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/* free other menus */
while( (block= lb->first) && (block->flag & UI_BLOCK_LOOP)) {
ui_end_overdraw(block->overdraw);
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BLI_remlink(lb, block);
uiFreeBlock(block);
}
}
}
/* tooltip */
if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) {
if(U.flag & USER_TOOLTIPS) ui_do_but_tip(UIbuttip);
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}
}
/* 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;
}
/* 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) {
mywinset(curarea->win);
UIafterfunc(UIafterfunc_arg, UIafterval);
}
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UIafterfunc= NULL;
}
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/* tooltip */
if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) {
if(U.flag & USER_TOOLTIPS) ui_do_but_tip(UIbuttip);
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}
return retval;
}
/* ************** DATA *************** */
/* for buttons pointing to color for example */
void ui_get_but_vectorf(uiBut *but, float *vec)
{
void *poin;
poin= but->poin;
if( but->pointype == CHA ) {
char *cp= (char *)poin;
vec[0]= ((float)cp[0])/255.0;
vec[1]= ((float)cp[1])/255.0;
vec[2]= ((float)cp[2])/255.0;
}
else if( but->pointype == FLO ) {
float *fp= (float *)poin;
VECCOPY(vec, fp);
}
}
/* for buttons pointing to color for example */
void ui_set_but_vectorf(uiBut *but, float *vec)
{
void *poin;
poin= but->poin;
if( but->pointype == CHA ) {
char *cp= (char *)poin;
cp[0]= (char)(0.5 +vec[0]*255.0);
cp[1]= (char)(0.5 +vec[1]*255.0);
cp[2]= (char)(0.5 +vec[2]*255.0);
}
else if( but->pointype == FLO ) {
float *fp= (float *)poin;
VECCOPY(fp, vec);
}
}
2002-10-12 11:37:38 +00:00
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
double ui_get_but_val(uiBut *but)
2002-10-12 11:37:38 +00:00
{
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 */
2002-10-12 11:37:38 +00:00
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)floor(value+0.5);
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) floor(value+0.5);
*((short *)poin)= (short) gcckludge;
}
2002-10-12 11:37:38 +00:00
else if( but->pointype==INT )
*((int *)poin)= (int)floor(value+0.5);
2002-10-12 11:37:38 +00:00
else if( but->pointype==FLO )
*((float *)poin)= value;
/* update select flag */
ui_is_but_sel(but);
}
void uiSetCurFont(uiBlock *block, int index)
{
ui_set_ftf_font(block);
2002-10-12 11:37:38 +00:00
if(block->aspect<0.60) {
block->curfont= UIfont[index].xl;
2002-10-12 11:37:38 +00:00
}
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);
2002-10-12 11:37:38 +00:00
}
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);
2002-10-12 11:37:38 +00:00
while( (but= block->buttons.first) ) {
BLI_remlink(&block->buttons, but);
ui_free_but(but);
}
if(block->panel) block->panel->active= 0;
2002-10-12 11:37:38 +00:00
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 */
2002-10-12 11:37:38 +00:00
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;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
block->themecol= TH_AUTO;
2002-10-12 11:37:38 +00:00
/* aspect */
bwin_getsinglematrix(win, block->winmat);
if (win==G.curscreen->mainwin) {
block->aspect= 1.0;
block->auto_open= 2;
2002-10-12 11:37:38 +00:00
} 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;
}
/* used for making screenshots for menus, called in screendump.c */
int uiIsMenu(int *x, int *y, int *sizex, int *sizey)
{
uiBlock *block= curarea->uiblocks.first;
int minx, miny, maxx, maxy;
minx= 1<<30;
miny= 1<<30;
maxx= 0;
maxy= 0;
while(block) {
if(block->flag & UI_BLOCK_LOOP) {
if(block->minx < minx) minx= (int)block->minx;
if(block->miny < miny) miny= (int)block->miny;
if(block->maxx > maxx) maxx= (int)block->maxx;
if(block->maxy > maxy) maxy= (int)block->maxy;
}
block= block->next;
}
printf("%d %d %d %d\n", minx, miny, maxx, maxy);
if(maxx!=0 && maxy!=0) {
*x= minx-10<0?0:minx;
*y= miny-10<0?0:miny;
*sizex= maxx-minx+10;
*sizey= maxy-miny+10;
return 1;
}
return 0;
}
void ui_check_but(uiBut *but)
2002-10-12 11:37:38 +00:00
{
/* if something changed in the button */
ID *id;
double value;
float okwidth;
2002-10-12 11:37:38 +00:00
short pos;
ui_is_but_sel(but);
/* 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;
case ICONTEXTROW:
value= ui_get_but_val(but);
but->iconadd= (int)value- (int)(but->min);
break;
}
/* safety is 4 to enable small number buttons (like 'users') */
if(but->type==NUMSLI || but->type==HSVSLI)
okwidth= -4 + (but->x2 - but->x1)/2.0;
else
okwidth= -4 + (but->x2 - but->x1);
2002-10-12 11:37:38 +00:00
/* name: */
switch( but->type ) {
case MENU:
case ICONTEXTROW:
2002-10-12 11:37:38 +00:00
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);
}
2002-10-12 11:37:38 +00:00
}
else {
sprintf(but->drawstr, "%s%d", but->str, (int)value);
}
break;
case LABEL:
if( but->pointype==FLO && but->poin) {
value= ui_get_but_val(but);
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 {
sprintf(but->drawstr, "%s%.2f", but->str, value);
}
}
else strcpy(but->drawstr, but->str);
break;
2002-10-12 11:37:38 +00:00
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 & USER_TR_BUTTONS));
// here should be check for less space for icon offsets...
if(but->type==MENU) okwidth -= 20;
}
else
but->strwidth= 0;
/* automatic width */
2002-10-12 11:37:38 +00:00
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 & USER_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;
2002-10-12 11:37:38 +00:00
}
}
if(but->strwidth < 10) break;
2002-10-12 11:37:38 +00:00
}
/* 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;
}
}
2002-10-12 11:37:38 +00:00
}
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
static int ui_auto_themecol(uiBut *but)
{
switch(but->type) {
case BUT:
return TH_BUT_ACTION;
case ROW:
case TOG:
case TOG3:
case TOGR:
case TOGN:
return TH_BUT_SETTING;
case SLI:
case NUM:
case NUMSLI:
case HSVSLI:
return TH_BUT_NUM;
case TEX:
return TH_BUT_TEXTFIELD;
case PULLDOWN:
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
case BLOCK:
case MENU:
case BUTM:
// (weak!) detect if it is a blockloop
if(UIbuttip) return TH_MENU_ITEM;
return TH_BUT_POPUP;
default:
return TH_BUT_NEUTRAL;
}
}
void uiBlockBeginAlign(uiBlock *block)
{
/* if other align was active, end it */
if(block->flag & UI_BUT_ALIGN) uiBlockEndAlign(block);
block->flag |= UI_BUT_ALIGN_DOWN;
/* buttons declared after this call will this align flag */
}
static int buts_are_horiz(uiBut *but1, uiBut *but2)
{
float dx, dy;
dx= fabs( but1->x2 - but2->x1);
dy= fabs( but1->y1 - but2->y2);
if(dx > dy) return 0;
return 1;
}
void uiBlockEndAlign(uiBlock *block)
{
uiBut *prev, *but=NULL, *next;
int flag= 0, cols=0, rows=0;
if ( !((BIF_GetThemeValue(TH_BUT_DRAWTYPE) == 1) || (BIF_GetThemeValue(TH_BUT_DRAWTYPE) == 2))) return;
/* auto align:
- go back to first button of align start (ALIGN_DOWN)
- compare triples, and define flags
*/
prev= block->buttons.last;
while(prev) {
if( (prev->flag & UI_BUT_ALIGN_DOWN)) but= prev;
else break;
if(but && but->next) {
if(buts_are_horiz(but, but->next)) cols++;
else rows++;
}
prev= prev->prev;
}
if(but==NULL) return;
/* rows==0: 1 row, cols==0: 1 collumn */
prev= NULL;
while(but) {
next= but->next;
/* clear old flag */
but->flag &= ~UI_BUT_ALIGN_DOWN;
if(flag==0) { /* first case */
if(next) {
if(buts_are_horiz(but, next)) {
if(rows==0)
flag= UI_BUT_ALIGN_RIGHT;
else
flag= UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT;
}
else {
flag= UI_BUT_ALIGN_DOWN;
}
}
}
else if(next==NULL) { /* last case */
if(prev) {
if(buts_are_horiz(prev, but)) {
if(rows==0)
flag= UI_BUT_ALIGN_LEFT;
else
flag= UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT;
}
else flag= UI_BUT_ALIGN_TOP;
}
}
else if(buts_are_horiz(but, next)) {
/* check if this is already second row */
if( prev && buts_are_horiz(prev, but)==0) {
flag |= UI_BUT_ALIGN_TOP;
/* exception case: bottom row */
if(rows>0) {
uiBut *bt= but;
while(bt) {
if(bt->next && buts_are_horiz(bt, bt->next)==0 ) break;
bt= bt->next;
}
if(bt==0) flag= UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT;
}
}
else flag |= UI_BUT_ALIGN_LEFT;
}
else {
if(cols==0) {
flag |= UI_BUT_ALIGN_TOP;
}
else { /* next button switches to new row */
if( (flag & UI_BUT_ALIGN_TOP)==0) { /* stil top row */
flag= UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT;
}
else flag |= UI_BUT_ALIGN_TOP;
}
}
but->flag |= flag;
/* merge coordinates */
if(prev) {
// simple cases
if(rows==0) {
but->x1= (prev->x2+but->x1)/2.0;
prev->x2= but->x1;
}
else if(cols==0) {
but->y2= (prev->y1+but->y2)/2.0;
prev->y1= but->y2;
}
else {
if(buts_are_horiz(prev, but)) {
but->x1= (prev->x2+but->x1)/2.0;
prev->x2= but->x1;
/* copy height too */
but->y2= prev->y2;
}
else if(prev->prev && buts_are_horiz(prev->prev, prev)==0) {
/* the previous button is a single one in its row */
but->y2= (prev->y1+but->y2)/2.0;
prev->y1= but->y2;
}
else {
/* the previous button is not a single one in its row */
but->y2= prev->y1;
}
}
}
prev= but;
but= next;
}
block->flag &= ~UI_BUT_ALIGN; // all 4 flags
}
void uiBlockEndAligno(uiBlock *block)
{
uiBut *but;
/* correct last defined button */
but= block->buttons.last;
if(but) {
/* vertical align case */
if( (block->flag & UI_BUT_ALIGN) == (UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_DOWN) ) {
but->flag &= ~UI_BUT_ALIGN_DOWN;
}
/* horizontal align case */
if( (block->flag & UI_BUT_ALIGN) == (UI_BUT_ALIGN_LEFT|UI_BUT_ALIGN_RIGHT) ) {
but->flag &= ~UI_BUT_ALIGN_RIGHT;
}
/* else do nothing, manually provided flags */
}
block->flag &= ~UI_BUT_ALIGN; // all 4 flags
}
2002-10-12 11:37:38 +00:00
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 */
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
BIF_ThemeColor(block->themecol);
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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;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
2002-10-12 11:37:38 +00:00
but->lock= UIlock;
but->lockstr= UIlockstr;
but->aspect= block->aspect;
but->win= block->win;
but->block= block; // pointer back, used for frontbuffer status, and picker
2002-10-12 11:37:38 +00:00
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
if(block->themecol==TH_AUTO) but->themecol= ui_auto_themecol(but);
else but->themecol= block->themecol;
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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;
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
ui_set_embossfunc(but, block->dt);
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but->pos= -1; /* cursor invisible */
if(but->type==NUM) { /* add a space to name */
2002-10-12 11:37:38 +00:00
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(but->type==HSVCUBE) { /* hsv buttons temp storage */
float rgb[3];
ui_get_but_vectorf(but, rgb);
rgb_to_hsv(rgb[0], rgb[1], rgb[2], but->hsv, but->hsv+1, but->hsv+2);
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
if ELEM8(but->type, HSVSLI , NUMSLI, MENU, TEX, LABEL, IDPOIN, BLOCK, BUTM) {
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but->flag |= UI_TEXT_LEFT;
}
but->flag |= (block->flag & UI_BUT_ALIGN);
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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;
}
/* if _x_ is a power of two (only one bit) return the power,
* otherwise return -1.
* (1<<findBitIndex(x))==x for powers of two.
*/
static int findBitIndex(unsigned int x) {
if (!x || (x&(x-1))!=0) { /* x&(x-1) strips lowest bit */
return -1;
} else {
int idx= 0;
if (x&0xFFFF0000) idx+=16, x>>=16;
if (x&0xFF00) idx+=8, x>>=8;
if (x&0xF0) idx+=4, x>>=4;
if (x&0xC) idx+=2, x>>=2;
if (x&0x2) idx+=1;
return idx;
}
}
static uiBut *uiDefButBit(uiBlock *block, int type, int bit, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
{
int bitIdx= findBitIndex(bit);
if (bitIdx==-1) {
return NULL;
} else {
return uiDefBut(block, type|BIT|bitIdx, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
}
}
2002-10-12 11:37:38 +00:00
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 *uiDefButBitF(uiBlock *block, int type, int bit, 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 uiDefButBit(block, type|FLO, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
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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 *uiDefButBitI(uiBlock *block, int type, int bit, 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 uiDefButBit(block, type|INT, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
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 *uiDefButBitS(uiBlock *block, int type, int bit, 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 uiDefButBit(block, type|SHO, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
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 *uiDefButBitC(uiBlock *block, int type, int bit, 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 uiDefButBit(block, type|CHA, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
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;
}
static uiBut *uiDefIconButBit(uiBlock *block, int type, int bit, int retval, int icon, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
{
int bitIdx= findBitIndex(bit);
if (bitIdx==-1) {
return NULL;
} else {
return uiDefIconBut(block, type|BIT|bitIdx, retval, icon, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
}
}
2002-10-12 11:37:38 +00:00
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 *uiDefIconButBitF(uiBlock *block, int type, int bit, 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 uiDefIconButBit(block, type|FLO, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
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 *uiDefIconButBitI(uiBlock *block, int type, int bit, 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 uiDefIconButBit(block, type|INT, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
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 *uiDefIconButBitS(uiBlock *block, int type, int bit, 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 uiDefIconButBit(block, type|SHO, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
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);
}
uiBut *uiDefIconButBitC(uiBlock *block, int type, int bit, 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 uiDefIconButBit(block, type|CHA, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2002-10-12 11:37:38 +00:00
2003-05-10 10:36:14 +00:00
/* 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;
}
static uiBut *uiDefIconTextButBit(uiBlock *block, int type, int bit, 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)
{
int bitIdx= findBitIndex(bit);
if (bitIdx==-1) {
return NULL;
} else {
return uiDefIconTextBut(block, type|BIT|bitIdx, retval, icon, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
}
}
2003-05-10 10:36:14 +00:00
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 *uiDefIconTextButBitF(uiBlock *block, int type, int bit, 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 uiDefIconTextButBit(block, type|FLO, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2003-05-10 10:36:14 +00:00
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 *uiDefIconTextButBitI(uiBlock *block, int type, int bit, 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 uiDefIconTextButBit(block, type|INT, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2003-05-10 10:36:14 +00:00
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 *uiDefIconTextButBitS(uiBlock *block, int type, int bit, 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 uiDefIconTextButBit(block, type|SHO, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2003-05-10 10:36:14 +00:00
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);
}
uiBut *uiDefIconTextButBitC(uiBlock *block, int type, int bit, 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 uiDefIconTextButBit(block, type|CHA, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
}
2003-05-10 10:36:14 +00:00
/* 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)
{
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
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return block->themecol;
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}
void uiBlockSetCol(uiBlock *block, int col)
{
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
block->themecol= col;
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}
void uiBlockSetEmboss(uiBlock *block, int emboss)
{
block->dt= emboss;
}
void uiBlockSetDirection(uiBlock *block, int direction)
{
block->direction= direction;
}
/* this call escapes if there's alignment flags */
void uiBlockFlipOrder(uiBlock *block)
{
ListBase lb;
uiBut *but, *next;
float centy, miny=10000, maxy= -10000;
for(but= block->buttons.first; but; but= but->next) {
if(but->flag & UI_BUT_ALIGN) return;
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);
}
/* also flip order in block itself, for example for arrowkey */
lb.first= lb.last= NULL;
but= block->buttons.first;
while(but) {
next= but->next;
BLI_remlink(&block->buttons, but);
BLI_addtail(&lb, but);
but= next;
}
block->buttons= lb;
}
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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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}
uiBut *uiDefPulldownBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip)
{
uiBut *but= ui_def_but(block, PULLDOWN, 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;
}
/* 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 ****************** */
static int pupmenu_set= 0;
void pupmenu_set_active(int val)
{
pupmenu_set= val;
}
/* value== -1 read, otherwise set */
static int pupmenu_memory(char *str, int value)
{
static char mem[256], first=1;
int val=0, nr=0;
if(first) {
memset(mem, 0, 256);
first= 0;
}
while(str[nr]) {
val+= str[nr];
nr++;
}
if(value >= 0) mem[ val & 255 ]= value;
else return mem[ val & 255 ];
return 0;
}
#define PUP_LABELH 6
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short pupmenu(char *instr)
{
uiBlock *block;
ListBase listb= {NULL, NULL};
int event;
short lastselected, width, height=0, mousexmove = 0, mouseymove, xmax, ymax, mval[2], val= -1;
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short a, startx, starty, endx, endy, boxh=TBOXH, x1, y1;
MenuData *md;
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/* 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);
block->themecol= TH_MENU_ITEM;
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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 && USER_TR_BUTTONS));
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else width= 0;
for(a=0; a<md->nitems; a++) {
char *name= md->items[a].str;
xmax= BIF_GetStringWidth(uiBlockGetCurFont(block), md->items[a].str, (U.transopts && USER_TR_BUTTONS));
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if(xmax>width) width= xmax;
if( strcmp(name, "%l")==0) height+= PUP_LABELH;
else height+= boxh;
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}
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width+= 10;
xmax = G.curscreen->sizex;
ymax = G.curscreen->sizey;
getmouseco_sc(mval);
/* set first item */
lastselected= 0;
if(pupmenu_set) {
lastselected= pupmenu_set-1;
pupmenu_set= 0;
}
else if(md->nitems>1) {
lastselected= pupmenu_memory(instr, -1);
}
startx= mval[0]-(0.8*(width));
starty= mval[1]-height+boxh/2;
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if(lastselected>=0 && lastselected<md->nitems) {
for(a=0; a<md->nitems; a++) {
if(a==lastselected) break;
if( strcmp(md->items[a].str, "%l")==0) starty+= PUP_LABELH;
else starty+=boxh;
}
//starty= mval[1]-height+boxh/2+lastselected*boxh;
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}
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+height), width, boxh, NULL, 0.0, 0.0, 0, 0, "");
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bt->flag= UI_TEXT_LEFT;
uiSetCurFont(block, UI_HELV);
}
y1= starty + height - boxh;
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x1= startx;
for(a=0; a<md->nitems; a++) {
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char *name= md->items[a].str;
if( strcmp(name, "%l")==0) {
uiDefBut(block, SEPR, B_NOP, "", x1, y1, width, PUP_LABELH, NULL, 0, 0.0, 0, 0, "");
y1 -= PUP_LABELH;
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}
else {
uiDefButS(block, BUTM, B_NOP, name, x1, y1, width, boxh-1, &val, (float) md->items[a].retval, 0.0, 0, 0, "");
y1 -= boxh;
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}
}
uiBoundsBlock(block, 2);
event= uiDoBlocks(&listb, 0);
/* calculate last selected */
if(event & UI_RETURN_OK) {
lastselected= 0;
for(a=0; a<md->nitems; a++) {
if(val==md->items[a].retval) lastselected= a;
}
pupmenu_memory(instr, lastselected);
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}
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_RET_1|UI_BLOCK_NUMSELECT);
block->themecol= TH_MENU_ITEM;
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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+columns) ) rows++;
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/* size and location */
if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(uiBlockGetCurFont(block), md->title, (U.transopts & USER_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 & USER_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++) {
char *name= md->items[a].str;
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x1= startx + width*((int)a/rows);
y1= starty - boxh*(a%rows) + (rows-1)*boxh;
if( strcmp(name, "%l")==0){
uiDefBut(block, SEPR, B_NOP, "", x1, y1, width, PUP_LABELH, NULL, 0, 0.0, 0, 0, "");
y1 -= PUP_LABELH;
}
else {
uiDefButI(block, BUTM, B_NOP, name, x1, y1, width, boxh-1, &val, (float) md->items[a].retval, 0.0, 0, 0, "");
y1 -= 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, "");
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}
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;
}