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blender-archive/source/blender/editors/interface/interface_align.c

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/*
* 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2015 by Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
*/
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "UI_interface.h"
#include "interface_intern.h"
#include "MEM_guardedalloc.h"
#ifdef USE_UIBUT_SPATIAL_ALIGN
/**
* This struct stores a (simplified) 2D representation of all buttons of a same align group,
* with their immediate neighbors (if found),
* and needed value to compute 'stitching' of aligned buttons.
*
* \note This simplistic struct cannot fully represent complex layouts where buttons share some
* 'align space' with several others (see schema below), we'd need linked list and more
* complex code to handle that. However, looks like we can do without that for now,
* which is rather lucky!
*
* <pre>
* +--------+-------+
* | BUT 1 | BUT 2 | BUT 3 has two 'top' neighbors...
* |----------------| => In practice, we only store one of BUT 1 or 2 (which ones is not
* | BUT 3 | really deterministic), and assume the other stores a ref to BUT 3.
* +----------------+
* </pre>
*
* This will probably not work in all possible cases,
* but not sure we want to support such exotic cases anyway.
*/
typedef struct ButAlign {
uiBut *but;
/* Neighbor buttons */
struct ButAlign *neighbors[4];
/* Pointers to coordinates (rctf values) of the button. */
float *borders[4];
/* Distances to the neighbors. */
float dists[4];
/* Flags, used to mark whether we should 'stitch'
* the corners of this button with its neighbors' ones. */
char flags[4];
} ButAlign;
/* Side-related enums and flags. */
enum {
/* Sides (used as indices, order is **crucial**,
* this allows us to factorize code in a loop over the four sides). */
LEFT = 0,
TOP = 1,
RIGHT = 2,
DOWN = 3,
TOTSIDES = 4,
/* Stitch flags, built from sides values. */
STITCH_LEFT = 1 << LEFT,
STITCH_TOP = 1 << TOP,
STITCH_RIGHT = 1 << RIGHT,
STITCH_DOWN = 1 << DOWN,
};
/* Mapping between 'our' sides and 'public' UI_BUT_ALIGN flags, order must match enum above. */
# define SIDE_TO_UI_BUT_ALIGN \
{ \
UI_BUT_ALIGN_LEFT, UI_BUT_ALIGN_TOP, UI_BUT_ALIGN_RIGHT, UI_BUT_ALIGN_DOWN \
}
/* Given one side, compute the three other ones */
# define SIDE1(_s) (((_s) + 1) % TOTSIDES)
# define OPPOSITE(_s) (((_s) + 2) % TOTSIDES)
# define SIDE2(_s) (((_s) + 3) % TOTSIDES)
/* 0: LEFT/RIGHT sides; 1 = TOP/DOWN sides. */
# define IS_COLUMN(_s) ((_s) % 2)
/* Stitch flag from side value. */
# define STITCH(_s) (1 << (_s))
/* Max distance between to buttons for them to be 'mergeable'. */
# define MAX_DELTA 0.45f * max_ii(UI_UNIT_Y, UI_UNIT_X)
2015-11-07 17:36:10 +11:00
bool ui_but_can_align(const uiBut *but)
{
const bool btype_can_align = !ELEM(but->type,
UI_BTYPE_LABEL,
UI_BTYPE_CHECKBOX,
UI_BTYPE_CHECKBOX_N,
UI_BTYPE_TAB,
UI_BTYPE_SEPR,
UI_BTYPE_SEPR_LINE,
UI_BTYPE_SEPR_SPACER);
return (btype_can_align && (BLI_rctf_size_x(&but->rect) > 0.0f) &&
(BLI_rctf_size_y(&but->rect) > 0.0f));
}
/**
2019-04-17 08:44:38 +02:00
* This function checks a pair of buttons (assumed in a same align group),
* and if they are neighbors, set needed data accordingly.
*
2019-04-17 08:44:38 +02:00
* \note It is designed to be called in total random order of buttons.
* Order-based optimizations are done by caller.
*/
static void block_align_proximity_compute(ButAlign *butal, ButAlign *butal_other)
{
/* That's the biggest gap between two borders to consider them 'alignable'. */
const float max_delta = MAX_DELTA;
float delta, delta_side_opp;
int side, side_opp;
const bool butal_can_align = ui_but_can_align(butal->but);
const bool butal_other_can_align = ui_but_can_align(butal_other->but);
const bool buts_share[2] = {
/* Sharing same line? */
!((*butal->borders[DOWN] >= *butal_other->borders[TOP]) ||
(*butal->borders[TOP] <= *butal_other->borders[DOWN])),
/* Sharing same column? */
!((*butal->borders[LEFT] >= *butal_other->borders[RIGHT]) ||
(*butal->borders[RIGHT] <= *butal_other->borders[LEFT])),
};
/* Early out in case buttons share no column or line, or if none can align... */
if (!(buts_share[0] || buts_share[1]) || !(butal_can_align || butal_other_can_align)) {
return;
}
for (side = 0; side < RIGHT; side++) {
/* We are only interested in buttons which share a same line
* (LEFT/RIGHT sides) or column (TOP/DOWN sides). */
if (buts_share[IS_COLUMN(side)]) {
side_opp = OPPOSITE(side);
/* We check both opposite sides at once, because with very small buttons,
* delta could be below max_delta for the wrong side
* (that is, in horizontal case, the total width of two buttons can be below max_delta).
* We rely on exact zero value here as an 'already processed' flag,
* so ensure we never actually set a zero value at this stage.
* FLT_MIN is zero-enough for UI position computing. ;) */
delta = max_ff(fabsf(*butal->borders[side] - *butal_other->borders[side_opp]), FLT_MIN);
delta_side_opp = max_ff(fabsf(*butal->borders[side_opp] - *butal_other->borders[side]),
FLT_MIN);
if (delta_side_opp < delta) {
SWAP(int, side, side_opp);
delta = delta_side_opp;
}
if (delta < max_delta) {
/* We are only interested in neighbors that are
* at least as close as already found ones. */
if (delta <= butal->dists[side]) {
{
/* We found an as close or closer neighbor.
* If both buttons are alignable, we set them as each other neighbors.
* Else, we have an unalignable one, we need to reset the others matching
* neighbor to NULL if its 'proximity distance'
* is really lower with current one.
*
* NOTE: We cannot only execute that piece of code in case we found a
* **closer** neighbor, due to the limited way we represent neighbors
* (buttons only know **one** neighbor on each side, when they can
* actually have several ones), it would prevent some buttons to be
* properly 'neighborly-initialized'. */
if (butal_can_align && butal_other_can_align) {
butal->neighbors[side] = butal_other;
butal_other->neighbors[side_opp] = butal;
}
else if (butal_can_align && (delta < butal->dists[side])) {
butal->neighbors[side] = NULL;
}
else if (butal_other_can_align && (delta < butal_other->dists[side_opp])) {
butal_other->neighbors[side_opp] = NULL;
}
butal->dists[side] = butal_other->dists[side_opp] = delta;
}
if (butal_can_align && butal_other_can_align) {
const int side_s1 = SIDE1(side);
const int side_s2 = SIDE2(side);
const int stitch = STITCH(side);
const int stitch_opp = STITCH(side_opp);
if (butal->neighbors[side] == NULL) {
butal->neighbors[side] = butal_other;
}
if (butal_other->neighbors[side_opp] == NULL) {
butal_other->neighbors[side_opp] = butal;
}
/* We have a pair of neighbors, we have to check whether we
* can stitch their matching corners.
* E.g. if butal_other is on the left of butal (that is, side == LEFT),
* if both TOP (side_s1) coordinates of buttons are close enough,
* we can stitch their upper matching corners,
* and same for DOWN (side_s2) side. */
delta = fabsf(*butal->borders[side_s1] - *butal_other->borders[side_s1]);
if (delta < max_delta) {
butal->flags[side_s1] |= stitch;
butal_other->flags[side_s1] |= stitch_opp;
}
delta = fabsf(*butal->borders[side_s2] - *butal_other->borders[side_s2]);
if (delta < max_delta) {
butal->flags[side_s2] |= stitch;
butal_other->flags[side_s2] |= stitch_opp;
}
}
}
/* We assume two buttons can only share one side at most - for until
2019-07-07 15:38:41 +10:00
* we have spherical UI. */
return;
}
}
}
}
/**
* This function takes care of case described in this schema:
*
* <pre>
* +-----------+-----------+
* | BUT 1 | BUT 2 |
* |-----------------------+
* | BUT 3 |
* +-----------+
* </pre>
*
2019-04-17 08:44:38 +02:00
* Here, BUT 3 RIGHT side would not get 'dragged' to align with BUT 1 RIGHT side,
* since BUT 3 has not RIGHT neighbor.
* So, this function, when called with BUT 1, will 'walk' the whole column in \a side_s1 direction
* (TOP or DOWN when called for RIGHT side), and force buttons like BUT 3 to align as needed,
* if BUT 1 and BUT 3 were detected as needing top-right corner stitching in
* #block_align_proximity_compute() step.
*
2019-04-17 08:44:38 +02:00
* \note To avoid doing this twice, some stitching flags are cleared to break the
* 'stitching connection' between neighbors.
*/
static void block_align_stitch_neighbors(ButAlign *butal,
const int side,
const int side_opp,
const int side_s1,
const int side_s2,
const int align,
const int align_opp,
const float co)
{
ButAlign *butal_neighbor;
const int stitch_s1 = STITCH(side_s1);
const int stitch_s2 = STITCH(side_s2);
2019-04-17 08:44:38 +02:00
/* We have to check stitching flags on both sides of the stitching,
* since we only clear one of them flags to break any future loop on same 'columns/side' case.
* Also, if butal is spanning over several rows or columns of neighbors,
* it may have both of its stitching flags
2015-11-07 17:31:28 +11:00
* set, but would not be the case of its immediate neighbor! */
while ((butal->flags[side] & stitch_s1) && (butal = butal->neighbors[side_s1]) &&
(butal->flags[side] & stitch_s2)) {
butal_neighbor = butal->neighbors[side];
2019-04-17 08:44:38 +02:00
/* If we actually do have a neighbor, we directly set its values accordingly,
* and clear its matching 'dist' to prevent it being set again later... */
if (butal_neighbor) {
butal->but->drawflag |= align;
butal_neighbor->but->drawflag |= align_opp;
*butal_neighbor->borders[side_opp] = co;
butal_neighbor->dists[side_opp] = 0.0f;
}
/* See definition of UI_BUT_ALIGN_STITCH_LEFT/TOP for reason of this... */
else if (side == LEFT) {
butal->but->drawflag |= UI_BUT_ALIGN_STITCH_LEFT;
}
else if (side == TOP) {
butal->but->drawflag |= UI_BUT_ALIGN_STITCH_TOP;
}
*butal->borders[side] = co;
butal->dists[side] = 0.0f;
/* Clearing one of the 'flags pair' here is enough to prevent this loop running on
* the same column, side and direction again. */
butal->flags[side] &= ~stitch_s2;
}
}
/**
* Helper to sort ButAlign items by:
* - Their align group.
* - Their vertical position.
* - Their horizontal position.
*/
static int ui_block_align_butal_cmp(const void *a, const void *b)
{
const ButAlign *butal = a;
const ButAlign *butal_other = b;
/* Sort by align group. */
if (butal->but->alignnr != butal_other->but->alignnr) {
return butal->but->alignnr - butal_other->but->alignnr;
}
/* Sort vertically.
* Note that Y of buttons is decreasing (first buttons have higher Y value than later ones). */
if (*butal->borders[TOP] != *butal_other->borders[TOP]) {
return (*butal_other->borders[TOP] > *butal->borders[TOP]) ? 1 : -1;
}
/* Sort horizontally. */
if (*butal->borders[LEFT] != *butal_other->borders[LEFT]) {
return (*butal->borders[LEFT] > *butal_other->borders[LEFT]) ? 1 : -1;
}
/* XXX We cannot actually assert here, since in some very compressed space cases,
* stupid UI code produces widgets which have the same TOP and LEFT positions...
* We do not care really,
* because this happens when UI is way too small to be usable anyway. */
/* BLI_assert(0); */
return 0;
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
static void ui_block_align_but_to_region(uiBut *but, const ARegion *region)
{
rctf *rect = &but->rect;
const float but_width = BLI_rctf_size_x(rect);
const float but_height = BLI_rctf_size_y(rect);
2018-10-29 10:35:05 +11:00
const float outline_px = U.pixelsize; /* This may have to be made more variable. */
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
switch (but->drawflag & UI_BUT_ALIGN) {
case UI_BUT_ALIGN_TOP:
2018-10-29 10:35:05 +11:00
rect->ymax = region->winy + outline_px;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
rect->ymin = but->rect.ymax - but_height;
break;
case UI_BUT_ALIGN_DOWN:
2018-10-29 10:35:05 +11:00
rect->ymin = -outline_px;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
rect->ymax = rect->ymin + but_height;
break;
case UI_BUT_ALIGN_LEFT:
2018-10-29 10:35:05 +11:00
rect->xmin = -outline_px;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
rect->xmax = rect->xmin + but_width;
break;
case UI_BUT_ALIGN_RIGHT:
2018-10-29 10:35:05 +11:00
rect->xmax = region->winx + outline_px;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
rect->xmin = rect->xmax - but_width;
break;
default:
/* Tabs may be shown in unaligned regions too, they just appear as regular buttons then. */
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
break;
}
}
/**
* Compute the alignment of all 'align groups' of buttons in given block.
*
2019-04-17 08:44:38 +02:00
* This is using an order-independent algorithm,
* i.e. alignment of buttons should be OK regardless of order in which
* they are added to the block.
*/
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
void ui_block_align_calc(uiBlock *block, const ARegion *region)
{
int num_buttons = 0;
const int sides_to_ui_but_align_flags[4] = SIDE_TO_UI_BUT_ALIGN;
ButAlign *butal_array;
ButAlign *butal, *butal_other;
int side;
2019-04-17 08:44:38 +02:00
/* First loop: we count number of buttons belonging to an align group,
* and clear their align flag.
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
* Tabs get some special treatment here, they get aligned to region border. */
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
/* special case: tabs need to be aligned to a region border, drawflag tells which one */
if (but->type == UI_BTYPE_TAB) {
ui_block_align_but_to_region(but, region);
}
else {
/* Clear old align flags. */
but->drawflag &= ~UI_BUT_ALIGN_ALL;
}
if (but->alignnr != 0) {
num_buttons++;
}
}
if (num_buttons < 2) {
/* No need to go further if we have nothing to align... */
return;
}
/* Note that this is typically less than ~20, and almost always under ~100.
* Even so, we can't ensure this value won't exceed available stack memory.
* Fallback to allocation instead of using #alloca, see: T78636. */
ButAlign butal_array_buf[256];
if (num_buttons <= ARRAY_SIZE(butal_array_buf)) {
butal_array = butal_array_buf;
}
else {
butal_array = MEM_mallocN(sizeof(*butal_array) * num_buttons, __func__);
}
memset(butal_array, 0, sizeof(*butal_array) * (size_t)num_buttons);
/* Second loop: we initialize our ButAlign data for each button. */
butal = butal_array;
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
if (but->alignnr != 0) {
butal->but = but;
butal->borders[LEFT] = &but->rect.xmin;
butal->borders[RIGHT] = &but->rect.xmax;
butal->borders[DOWN] = &but->rect.ymin;
butal->borders[TOP] = &but->rect.ymax;
copy_v4_fl(butal->dists, FLT_MAX);
butal++;
}
}
/* This will give us ButAlign items regrouped by align group, vertical and horizontal location.
* Note that, given how buttons are defined in UI code,
* butal_array shall already be "nearly sorted"... */
qsort(butal_array, (size_t)num_buttons, sizeof(*butal_array), ui_block_align_butal_cmp);
/* Third loop: for each pair of buttons in the same align group,
* we compute their potential proximity. Note that each pair is checked only once, and that we
* break early in case we know all remaining pairs will always be too far away. */
2020-09-09 18:41:07 +02:00
int i;
for (i = 0, butal = butal_array; i < num_buttons; i++, butal++) {
const short alignnr = butal->but->alignnr;
2020-09-09 18:41:07 +02:00
int j;
for (j = i + 1, butal_other = &butal_array[i + 1]; j < num_buttons; j++, butal_other++) {
const float max_delta = MAX_DELTA;
/* Since they are sorted, buttons after current butal can only be of same or higher
* group, and once they are not of same group, we know we can break this sub-loop and
* start checking with next butal. */
if (butal_other->but->alignnr != alignnr) {
break;
}
/* Since they are sorted vertically first, buttons after current butal can only be at
* same or lower height, and once they are lower than a given threshold, we know we can
* break this sub-loop and start checking with next butal. */
if ((*butal->borders[DOWN] - *butal_other->borders[TOP]) > max_delta) {
break;
}
block_align_proximity_compute(butal, butal_other);
}
}
/* Fourth loop: we have all our 'aligned' buttons as a 'map' in butal_array. We need to:
* - update their relevant coordinates to stitch them.
* - assign them valid flags.
*/
for (i = 0; i < num_buttons; i++) {
butal = &butal_array[i];
for (side = 0; side < TOTSIDES; side++) {
butal_other = butal->neighbors[side];
if (butal_other) {
const int side_opp = OPPOSITE(side);
const int side_s1 = SIDE1(side);
const int side_s2 = SIDE2(side);
const int align = sides_to_ui_but_align_flags[side];
const int align_opp = sides_to_ui_but_align_flags[side_opp];
float co;
butal->but->drawflag |= align;
butal_other->but->drawflag |= align_opp;
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (!IS_EQF(butal->dists[side], 0.0f)) {
float *delta = &butal->dists[side];
if (*butal->borders[side] < *butal_other->borders[side_opp]) {
*delta *= 0.5f;
}
else {
*delta *= -0.5f;
}
co = (*butal->borders[side] += *delta);
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490
2020-05-26 15:39:49 -04:00
if (!IS_EQF(butal_other->dists[side_opp], 0.0f)) {
BLI_assert(butal_other->dists[side_opp] * 0.5f == fabsf(*delta));
*butal_other->borders[side_opp] = co;
butal_other->dists[side_opp] = 0.0f;
}
*delta = 0.0f;
}
else {
co = *butal->borders[side];
}
block_align_stitch_neighbors(
butal, side, side_opp, side_s1, side_s2, align, align_opp, co);
block_align_stitch_neighbors(
butal, side, side_opp, side_s2, side_s1, align, align_opp, co);
}
}
}
if (butal_array_buf != butal_array) {
MEM_freeN(butal_array);
}
}
# undef SIDE_TO_UI_BUT_ALIGN
# undef SIDE1
# undef OPPOSITE
# undef SIDE2
# undef IS_COLUMN
# undef STITCH
# undef MAX_DELTA
#else /* !USE_UIBUT_SPATIAL_ALIGN */
bool ui_but_can_align(const uiBut *but)
{
return !ELEM(but->type,
UI_BTYPE_LABEL,
UI_BTYPE_CHECKBOX,
UI_BTYPE_CHECKBOX_N,
UI_BTYPE_SEPR,
UI_BTYPE_SEPR_LINE,
UI_BTYPE_SEPR_SPACER);
}
static bool buts_are_horiz(uiBut *but1, uiBut *but2)
{
float dx, dy;
/* simple case which can fail if buttons shift apart
* with proportional layouts, see: T38602. */
if ((but1->rect.ymin == but2->rect.ymin) && (but1->rect.xmin != but2->rect.xmin)) {
return true;
}
dx = fabsf(but1->rect.xmax - but2->rect.xmin);
dy = fabsf(but1->rect.ymin - but2->rect.ymax);
return (dx <= dy);
}
static void ui_block_align_calc_but(uiBut *first, short nr)
{
uiBut *prev, *but = NULL, *next;
int flag = 0, cols = 0, rows = 0;
/* auto align */
for (but = first; but && but->alignnr == nr; but = but->next) {
if (but->next && but->next->alignnr == nr) {
2019-03-25 10:15:20 +11:00
if (buts_are_horiz(but, but->next)) {
cols++;
}
else {
rows++;
}
}
}
/* rows == 0: 1 row, cols == 0: 1 column */
/* note; how it uses 'flag' in loop below (either set it, or OR it) is confusing */
for (but = first, prev = NULL; but && but->alignnr == nr; prev = but, but = but->next) {
next = but->next;
2019-03-25 10:15:20 +11:00
if (next && next->alignnr != nr) {
next = NULL;
2019-03-25 10:15:20 +11:00
}
/* clear old flag */
but->drawflag &= ~UI_BUT_ALIGN;
if (flag == 0) { /* first case */
if (next) {
if (buts_are_horiz(but, next)) {
2019-03-25 10:15:20 +11:00
if (rows == 0) {
flag = UI_BUT_ALIGN_RIGHT;
2019-03-25 10:15:20 +11:00
}
else {
flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_RIGHT;
2019-03-25 10:15:20 +11:00
}
}
else {
flag = UI_BUT_ALIGN_DOWN;
}
}
}
else if (next == NULL) { /* last case */
if (prev) {
if (buts_are_horiz(prev, but)) {
2019-03-25 10:15:20 +11:00
if (rows == 0) {
flag = UI_BUT_ALIGN_LEFT;
2019-03-25 10:15:20 +11:00
}
else {
flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_LEFT;
2019-03-25 10:15:20 +11:00
}
}
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_LEFT;
flag |= UI_BUT_ALIGN_TOP;
/* exception case: bottom row */
if (rows > 0) {
uiBut *bt = but;
while (bt && bt->alignnr == nr) {
if (bt->next && bt->next->alignnr == nr && buts_are_horiz(bt, bt->next) == 0) {
break;
}
bt = bt->next;
}
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if (bt == NULL || bt->alignnr != nr) {
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 */
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if (prev && buts_are_horiz(prev, but)) {
flag |= UI_BUT_ALIGN_LEFT;
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}
else {
flag &= ~UI_BUT_ALIGN_LEFT;
flag |= UI_BUT_ALIGN_TOP;
}
if ((flag & UI_BUT_ALIGN_TOP) == 0) { /* still top row */
if (prev) {
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if (next && buts_are_horiz(but, next)) {
flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT | UI_BUT_ALIGN_RIGHT;
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}
else {
/* last button in top row */
flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT;
}
}
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else {
flag |= UI_BUT_ALIGN_DOWN;
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}
}
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else {
flag |= UI_BUT_ALIGN_TOP;
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}
}
}
but->drawflag |= flag;
/* merge coordinates */
if (prev) {
/* simple cases */
if (rows == 0) {
but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
prev->rect.xmax = but->rect.xmin;
}
else if (cols == 0) {
but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
prev->rect.ymin = but->rect.ymax;
}
else {
if (buts_are_horiz(prev, but)) {
but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
prev->rect.xmax = but->rect.xmin;
/* copy height too */
but->rect.ymax = prev->rect.ymax;
}
else if (prev->prev && buts_are_horiz(prev->prev, prev) == 0) {
/* the previous button is a single one in its row */
but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
prev->rect.ymin = but->rect.ymax;
but->rect.xmin = prev->rect.xmin;
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if (next && buts_are_horiz(but, next) == 0) {
but->rect.xmax = prev->rect.xmax;
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}
}
else {
/* the previous button is not a single one in its row */
but->rect.ymax = prev->rect.ymin;
}
}
}
}
}
void ui_block_align_calc(uiBlock *block, const struct ARegion *UNUSED(region))
{
short nr;
/* align buttons with same align nr */
LISTBASE_FOREACH (uiBut *, but, &block->buttons) {
if (but->alignnr) {
nr = but->alignnr;
ui_block_align_calc_but(but, nr);
/* skip with same number */
for (; but && but->alignnr == nr; but = but->next) {
/* pass */
}
if (!but) {
break;
}
}
else {
but = but->next;
}
}
}
#endif /* !USE_UIBUT_SPATIAL_ALIGN */
int ui_but_align_opposite_to_area_align_get(const ARegion *region)
{
const ARegion *align_region = (region->alignment & RGN_SPLIT_PREV && region->prev) ?
region->prev :
region;
switch (RGN_ALIGN_ENUM_FROM_MASK(align_region->alignment)) {
case RGN_ALIGN_TOP:
return UI_BUT_ALIGN_DOWN;
case RGN_ALIGN_BOTTOM:
return UI_BUT_ALIGN_TOP;
case RGN_ALIGN_LEFT:
return UI_BUT_ALIGN_RIGHT;
case RGN_ALIGN_RIGHT:
return UI_BUT_ALIGN_LEFT;
}
return 0;
}