Cleanup: sync w/ blender2.8 branch

Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
This commit is contained in:
2018-01-19 17:55:51 +11:00
parent ebf01d44ee
commit 53e062da94
5 changed files with 358 additions and 309 deletions

View File

@@ -47,6 +47,7 @@ struct bScreen;
struct ARegion;
struct uiBlock;
struct rcti;
struct Main;
/* regions */
void ED_region_do_listen(struct bScreen *sc, struct ScrArea *sa, struct ARegion *ar, struct wmNotifier *note);

View File

@@ -42,6 +42,7 @@ set(SRC
area.c
glutil.c
screen_context.c
screen_draw.c
screen_edit.c
screen_ops.c
screendump.c

View File

@@ -0,0 +1,349 @@
/*
* ***** BEGIN GPL 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.
*
* 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/screen/screen_draw.c
* \ingroup edscr
*/
#include "BIF_gl.h"
#include "WM_api.h"
#include "ED_screen.h"
#include "screen_intern.h"
/**
* Draw horizontal shape visualizing future joining (left as well right direction of future joining).
*/
static void draw_horizontal_join_shape(ScrArea *sa, char dir)
{
vec2f points[10];
short i;
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
if (height < width) {
h = height / 8;
w = height / 4;
}
else {
h = width / 8;
w = width / 4;
}
points[0].x = sa->v1->vec.x;
points[0].y = sa->v1->vec.y + height / 2;
points[1].x = sa->v1->vec.x;
points[1].y = sa->v1->vec.y;
points[2].x = sa->v4->vec.x - w;
points[2].y = sa->v4->vec.y;
points[3].x = sa->v4->vec.x - w;
points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
points[4].x = sa->v4->vec.x - 2 * w;
points[4].y = sa->v4->vec.y + height / 2;
points[5].x = sa->v4->vec.x - w;
points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
points[6].x = sa->v3->vec.x - w;
points[6].y = sa->v3->vec.y;
points[7].x = sa->v2->vec.x;
points[7].y = sa->v2->vec.y;
points[8].x = sa->v4->vec.x;
points[8].y = sa->v4->vec.y + height / 2 - h;
points[9].x = sa->v4->vec.x;
points[9].y = sa->v4->vec.y + height / 2 + h;
if (dir == 'l') {
/* when direction is left, then we flip direction of arrow */
float cx = sa->v1->vec.x + width;
for (i = 0; i < 10; i++) {
points[i].x -= cx;
points[i].x = -points[i].x;
points[i].x += sa->v1->vec.x;
}
}
glBegin(GL_POLYGON);
for (i = 0; i < 5; i++)
glVertex2f(points[i].x, points[i].y);
glEnd();
glBegin(GL_POLYGON);
for (i = 4; i < 8; i++)
glVertex2f(points[i].x, points[i].y);
glVertex2f(points[0].x, points[0].y);
glEnd();
glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw vertical shape visualizing future joining (up/down direction).
*/
static void draw_vertical_join_shape(ScrArea *sa, char dir)
{
vec2f points[10];
short i;
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
if (height < width) {
h = height / 4;
w = height / 8;
}
else {
h = width / 4;
w = width / 8;
}
points[0].x = sa->v1->vec.x + width / 2;
points[0].y = sa->v3->vec.y;
points[1].x = sa->v2->vec.x;
points[1].y = sa->v2->vec.y;
points[2].x = sa->v1->vec.x;
points[2].y = sa->v1->vec.y + h;
points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
points[3].y = sa->v1->vec.y + h;
points[4].x = sa->v1->vec.x + width / 2;
points[4].y = sa->v1->vec.y + 2 * h;
points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
points[5].y = sa->v1->vec.y + h;
points[6].x = sa->v4->vec.x;
points[6].y = sa->v4->vec.y + h;
points[7].x = sa->v3->vec.x;
points[7].y = sa->v3->vec.y;
points[8].x = sa->v1->vec.x + width / 2 - w;
points[8].y = sa->v1->vec.y;
points[9].x = sa->v1->vec.x + width / 2 + w;
points[9].y = sa->v1->vec.y;
if (dir == 'u') {
/* when direction is up, then we flip direction of arrow */
float cy = sa->v1->vec.y + height;
for (i = 0; i < 10; i++) {
points[i].y -= cy;
points[i].y = -points[i].y;
points[i].y += sa->v1->vec.y;
}
}
glBegin(GL_POLYGON);
for (i = 0; i < 5; i++)
glVertex2f(points[i].x, points[i].y);
glEnd();
glBegin(GL_POLYGON);
for (i = 4; i < 8; i++)
glVertex2f(points[i].x, points[i].y);
glVertex2f(points[0].x, points[0].y);
glEnd();
glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
}
/**
* Draw join shape due to direction of joining.
*/
static void draw_join_shape(ScrArea *sa, char dir)
{
if (dir == 'u' || dir == 'd') {
draw_vertical_join_shape(sa, dir);
}
else {
draw_horizontal_join_shape(sa, dir);
}
}
/**
* Draw screen area darker with arrow (visualization of future joining).
*/
static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(0, 0, 0, 50);
draw_join_shape(sa, dir);
}
/**
* Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
*/
static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
{
glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
/* value 181 was hardly computed: 181~105 */
glColor4ub(255, 255, 255, 50);
/* draw_join_shape(sa, dir); */
glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
{
/* right border area */
if (x2 < sizex - 1) {
glVertex2s(x2, y1);
glVertex2s(x2, y2);
}
/* left border area */
if (x1 > 0) { /* otherwise it draws the emboss of window over */
glVertex2s(x1, y1);
glVertex2s(x1, y2);
}
/* top border area */
if (y2 < sizey - 1) {
glVertex2s(x1, y2);
glVertex2s(x2, y2);
}
/* bottom border area */
if (y1 > 0) {
glVertex2s(x1, y1);
glVertex2s(x2, y1);
}
}
/**
* \brief Screen edges drawing.
*/
static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
{
short x1 = sa->v1->vec.x;
short y1 = sa->v1->vec.y;
short x2 = sa->v3->vec.x;
short y2 = sa->v3->vec.y;
drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
}
/**
* Only for edge lines between areas, and the blended join arrows.
*/
void ED_screen_draw_edges(wmWindow *win)
{
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
ScrArea *sa;
wmSubWindowSet(win, win->screen->mainwin);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
if (U.pixelsize > 1.0f) {
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
glColor3ub(0x50, 0x50, 0x50);
glBegin(GL_LINES);
for (sa = win->screen->areabase.first; sa; sa = sa->next)
drawscredge_area(sa, winsize_x, winsize_y);
glEnd();
}
glLineWidth(1);
glColor3ub(0, 0, 0);
glBegin(GL_LINES);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y);
}
glEnd();
win->screen->do_draw = false;
}
void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
{
glLineWidth(1);
/* blended join arrow */
int dir = area_getorientation(sa1, sa2);
int dira = -1;
if (dir != -1) {
switch (dir) {
case 0: /* W */
dir = 'r';
dira = 'l';
break;
case 1: /* N */
dir = 'd';
dira = 'u';
break;
case 2: /* E */
dir = 'l';
dira = 'r';
break;
case 3: /* S */
dir = 'u';
dira = 'd';
break;
}
glEnable(GL_BLEND);
scrarea_draw_shape_dark(sa2, dir);
scrarea_draw_shape_light(sa1, dira);
glDisable(GL_BLEND);
}
}
void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
{
/* splitpoint */
glEnable(GL_BLEND);
glBegin(GL_LINES);
glColor4ub(255, 255, 255, 100);
if (dir == 'h') {
const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
glVertex2s(sa->totrct.xmin, y);
glVertex2s(sa->totrct.xmax, y);
glColor4ub(0, 0, 0, 100);
glVertex2s(sa->totrct.xmin, y + 1);
glVertex2s(sa->totrct.xmax, y + 1);
}
else {
const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
glVertex2s(x, sa->totrct.ymin);
glVertex2s(x, sa->totrct.ymax);
glColor4ub(0, 0, 0, 100);
glVertex2s(x + 1, sa->totrct.ymin);
glVertex2s(x + 1, sa->totrct.ymax);
}
glEnd();
glDisable(GL_BLEND);
}

View File

@@ -835,218 +835,6 @@ static void screen_test_scale(bScreen *sc, int winsize_x, int winsize_y)
}
/* *********************** DRAWING **************************************** */
/* draw vertical shape visualizing future joining (left as well
* right direction of future joining) */
static void draw_horizontal_join_shape(ScrArea *sa, char dir)
{
vec2f points[10];
short i;
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
if (height < width) {
h = height / 8;
w = height / 4;
}
else {
h = width / 8;
w = width / 4;
}
points[0].x = sa->v1->vec.x;
points[0].y = sa->v1->vec.y + height / 2;
points[1].x = sa->v1->vec.x;
points[1].y = sa->v1->vec.y;
points[2].x = sa->v4->vec.x - w;
points[2].y = sa->v4->vec.y;
points[3].x = sa->v4->vec.x - w;
points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
points[4].x = sa->v4->vec.x - 2 * w;
points[4].y = sa->v4->vec.y + height / 2;
points[5].x = sa->v4->vec.x - w;
points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
points[6].x = sa->v3->vec.x - w;
points[6].y = sa->v3->vec.y;
points[7].x = sa->v2->vec.x;
points[7].y = sa->v2->vec.y;
points[8].x = sa->v4->vec.x;
points[8].y = sa->v4->vec.y + height / 2 - h;
points[9].x = sa->v4->vec.x;
points[9].y = sa->v4->vec.y + height / 2 + h;
if (dir == 'l') {
/* when direction is left, then we flip direction of arrow */
float cx = sa->v1->vec.x + width;
for (i = 0; i < 10; i++) {
points[i].x -= cx;
points[i].x = -points[i].x;
points[i].x += sa->v1->vec.x;
}
}
glBegin(GL_POLYGON);
for (i = 0; i < 5; i++)
glVertex2f(points[i].x, points[i].y);
glEnd();
glBegin(GL_POLYGON);
for (i = 4; i < 8; i++)
glVertex2f(points[i].x, points[i].y);
glVertex2f(points[0].x, points[0].y);
glEnd();
glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
}
/* draw vertical shape visualizing future joining (up/down direction) */
static void draw_vertical_join_shape(ScrArea *sa, char dir)
{
vec2f points[10];
short i;
float w, h;
float width = sa->v3->vec.x - sa->v1->vec.x;
float height = sa->v3->vec.y - sa->v1->vec.y;
if (height < width) {
h = height / 4;
w = height / 8;
}
else {
h = width / 4;
w = width / 8;
}
points[0].x = sa->v1->vec.x + width / 2;
points[0].y = sa->v3->vec.y;
points[1].x = sa->v2->vec.x;
points[1].y = sa->v2->vec.y;
points[2].x = sa->v1->vec.x;
points[2].y = sa->v1->vec.y + h;
points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
points[3].y = sa->v1->vec.y + h;
points[4].x = sa->v1->vec.x + width / 2;
points[4].y = sa->v1->vec.y + 2 * h;
points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
points[5].y = sa->v1->vec.y + h;
points[6].x = sa->v4->vec.x;
points[6].y = sa->v4->vec.y + h;
points[7].x = sa->v3->vec.x;
points[7].y = sa->v3->vec.y;
points[8].x = sa->v1->vec.x + width / 2 - w;
points[8].y = sa->v1->vec.y;
points[9].x = sa->v1->vec.x + width / 2 + w;
points[9].y = sa->v1->vec.y;
if (dir == 'u') {
/* when direction is up, then we flip direction of arrow */
float cy = sa->v1->vec.y + height;
for (i = 0; i < 10; i++) {
points[i].y -= cy;
points[i].y = -points[i].y;
points[i].y += sa->v1->vec.y;
}
}
glBegin(GL_POLYGON);
for (i = 0; i < 5; i++)
glVertex2f(points[i].x, points[i].y);
glEnd();
glBegin(GL_POLYGON);
for (i = 4; i < 8; i++)
glVertex2f(points[i].x, points[i].y);
glVertex2f(points[0].x, points[0].y);
glEnd();
glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
}
/* draw join shape due to direction of joining */
static void draw_join_shape(ScrArea *sa, char dir)
{
if (dir == 'u' || dir == 'd')
draw_vertical_join_shape(sa, dir);
else
draw_horizontal_join_shape(sa, dir);
}
/* draw screen area darker with arrow (visualization of future joining) */
static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(0, 0, 0, 50);
draw_join_shape(sa, dir);
}
/* draw screen area ligher with arrow shape ("eraser" of previous dark shape) */
static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
{
glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
/* value 181 was hardly computed: 181~105 */
glColor4ub(255, 255, 255, 50);
/* draw_join_shape(sa, dir); */
glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
{
/* right border area */
if (x2 < sizex - 1) {
glVertex2s(x2, y1);
glVertex2s(x2, y2);
}
/* left border area */
if (x1 > 0) { /* otherwise it draws the emboss of window over */
glVertex2s(x1, y1);
glVertex2s(x1, y2);
}
/* top border area */
if (y2 < sizey - 1) {
glVertex2s(x1, y2);
glVertex2s(x2, y2);
}
/* bottom border area */
if (y1 > 0) {
glVertex2s(x1, y1);
glVertex2s(x2, y1);
}
}
/** screen edges drawing **/
static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
{
short x1 = sa->v1->vec.x;
short y1 = sa->v1->vec.y;
short x2 = sa->v3->vec.x;
short y2 = sa->v3->vec.y;
drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
}
/* ****************** EXPORTED API TO OTHER MODULES *************************** */
bScreen *ED_screen_duplicate(wmWindow *win, bScreen *sc)
@@ -1102,100 +890,6 @@ void ED_screen_do_listen(bContext *C, wmNotifier *note)
}
}
/**
* Only for edge lines between areas, and the blended join arrows.
*/
void ED_screen_draw_edges(wmWindow *win)
{
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
ScrArea *sa;
wmSubWindowSet(win, win->screen->mainwin);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
if (U.pixelsize > 1.0f) {
/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
glLineWidth((2.0f * U.pixelsize) - 1);
glColor3ub(0x50, 0x50, 0x50);
glBegin(GL_LINES);
for (sa = win->screen->areabase.first; sa; sa = sa->next)
drawscredge_area(sa, winsize_x, winsize_y);
glEnd();
}
glLineWidth(1);
glColor3ub(0, 0, 0);
glBegin(GL_LINES);
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
drawscredge_area(sa, winsize_x, winsize_y);
}
glEnd();
win->screen->do_draw = false;
}
void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2)
{
glLineWidth(1);
/* blended join arrow */
int dir = area_getorientation(sa1, sa2);
int dira = -1;
if (dir != -1) {
switch (dir) {
case 0: /* W */
dir = 'r';
dira = 'l';
break;
case 1: /* N */
dir = 'd';
dira = 'u';
break;
case 2: /* E */
dir = 'l';
dira = 'r';
break;
case 3: /* S */
dir = 'u';
dira = 'd';
break;
}
glEnable(GL_BLEND);
scrarea_draw_shape_dark(sa2, dir);
scrarea_draw_shape_light(sa1, dira);
glDisable(GL_BLEND);
}
}
void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac)
{
/* splitpoint */
glEnable(GL_BLEND);
glBegin(GL_LINES);
glColor4ub(255, 255, 255, 100);
if (dir == 'h') {
const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax;
glVertex2s(sa->totrct.xmin, y);
glVertex2s(sa->totrct.xmax, y);
glColor4ub(0, 0, 0, 100);
glVertex2s(sa->totrct.xmin, y + 1);
glVertex2s(sa->totrct.xmax, y + 1);
}
else {
const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax;
glVertex2s(x, sa->totrct.ymin);
glVertex2s(x, sa->totrct.ymax);
glColor4ub(0, 0, 0, 100);
glVertex2s(x + 1, sa->totrct.ymin);
glVertex2s(x + 1, sa->totrct.ymax);
}
glEnd();
glDisable(GL_BLEND);
}
/* helper call for below, dpi changes headers */
static void screen_refresh_headersizes(void)
{

View File

@@ -31,6 +31,9 @@
#ifndef __SCREEN_INTERN_H__
#define __SCREEN_INTERN_H__
struct bContext;
struct bContextDataResult;
/* internal exports only */
#define AZONESPOT (0.6f * U.widget_unit)
@@ -40,12 +43,12 @@
/* area.c */
void ED_area_data_copy(ScrArea *sa_dst, ScrArea *sa_src, const bool do_free);
void ED_area_data_swap(ScrArea *sa1, ScrArea *sa2);
void region_toggle_hidden(bContext *C, ARegion *ar, const bool do_fade);
void region_toggle_hidden(struct bContext *C, ARegion *ar, const bool do_fade);
/* screen_edit.c */
ScrEdge *screen_findedge(bScreen *sc, ScrVert *v1, ScrVert *v2);
ScrArea *area_split(bScreen *sc, ScrArea *sa, char dir, float fac, int merge);
int screen_area_join(bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2);
int screen_area_join(struct bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2);
int area_getorientation(ScrArea *sa, ScrArea *sb);
void select_connected_scredge(bScreen *sc, ScrEdge *edge);
@@ -61,7 +64,8 @@ ScrEdge *screen_find_active_scredge(bScreen *sc,
struct AZone *is_in_area_actionzone(ScrArea *sa, const int xy[2]);
/* screen_context.c */
int ed_screen_context(const bContext *C, const char *member, bContextDataResult *result);
int ed_screen_context(
const struct bContext *C, const char *member, struct bContextDataResult *result);
extern const char *screen_context_dir[]; /* doc access */