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blender-archive/source/blender/editors/interface/view2d.c
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C

/*
* 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) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
*/
#include <float.h>
#include <limits.h>
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BLI_array.h"
#include "BLI_link_utils.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_memarena.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_timecode.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_screen.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "WM_api.h"
#include "BLF_api.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_view2d.h"
#include "interface_intern.h"
static void ui_view2d_curRect_validate_resize(View2D *v2d, bool resize);
/* -------------------------------------------------------------------- */
/** \name Internal Utilities
* \{ */
BLI_INLINE int clamp_float_to_int(const float f)
{
const float min = (float)INT_MIN;
const float max = (float)INT_MAX;
if (UNLIKELY(f < min)) {
return min;
}
if (UNLIKELY(f > max)) {
return (int)max;
}
return (int)f;
}
/**
* use instead of #BLI_rcti_rctf_copy so we have consistent behavior
* with users of #clamp_float_to_int.
*/
BLI_INLINE void clamp_rctf_to_rcti(rcti *dst, const rctf *src)
{
dst->xmin = clamp_float_to_int(src->xmin);
dst->xmax = clamp_float_to_int(src->xmax);
dst->ymin = clamp_float_to_int(src->ymin);
dst->ymax = clamp_float_to_int(src->ymax);
}
/* XXX still unresolved: scrolls hide/unhide vs region mask handling */
/* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Scroll & Mask Utilities
* \{ */
/**
* helper to allow scrollbars to dynamically hide
* - returns a copy of the scrollbar settings with the flags to display
* horizontal/vertical scrollbars removed
* - input scroll value is the v2d->scroll var
* - hide flags are set per region at drawtime
*/
static int view2d_scroll_mapped(int scroll)
{
if (scroll & V2D_SCROLL_HORIZONTAL_FULLR) {
scroll &= ~V2D_SCROLL_HORIZONTAL;
}
if (scroll & V2D_SCROLL_VERTICAL_FULLR) {
scroll &= ~V2D_SCROLL_VERTICAL;
}
return scroll;
}
void UI_view2d_mask_from_win(const View2D *v2d, rcti *r_mask)
{
r_mask->xmin = 0;
r_mask->ymin = 0;
r_mask->xmax = v2d->winx - 1; /* -1 yes! masks are pixels */
r_mask->ymax = v2d->winy - 1;
}
/**
* Called each time #View2D.cur changes, to dynamically update masks.
*
* \param mask_scroll: Optionally clamp scrollbars by this region.
*/
static void view2d_masks(View2D *v2d, const rcti *mask_scroll)
{
int scroll;
/* mask - view frame */
UI_view2d_mask_from_win(v2d, &v2d->mask);
if (mask_scroll == NULL) {
mask_scroll = &v2d->mask;
}
/* check size if hiding flag is set: */
if (v2d->scroll & V2D_SCROLL_HORIZONTAL_HIDE) {
if (!(v2d->scroll & V2D_SCROLL_HORIZONTAL_HANDLES)) {
if (BLI_rctf_size_x(&v2d->tot) > BLI_rctf_size_x(&v2d->cur)) {
v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR;
}
else {
v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR;
}
}
}
if (v2d->scroll & V2D_SCROLL_VERTICAL_HIDE) {
if (!(v2d->scroll & V2D_SCROLL_VERTICAL_HANDLES)) {
if (BLI_rctf_size_y(&v2d->tot) + 0.01f > BLI_rctf_size_y(&v2d->cur)) {
v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR;
}
else {
v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR;
}
}
}
scroll = view2d_scroll_mapped(v2d->scroll);
/* scrollers are based off regionsize
* - they can only be on one to two edges of the region they define
* - if they overlap, they must not occupy the corners (which are reserved for other widgets)
*/
if (scroll) {
float scroll_width, scroll_height;
UI_view2d_scroller_size_get(v2d, &scroll_width, &scroll_height);
/* vertical scroller */
if (scroll & V2D_SCROLL_LEFT) {
/* on left-hand edge of region */
v2d->vert = *mask_scroll;
v2d->vert.xmax = scroll_width;
}
else if (scroll & V2D_SCROLL_RIGHT) {
/* on right-hand edge of region */
v2d->vert = *mask_scroll;
v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
v2d->vert.xmin = v2d->vert.xmax - scroll_width;
}
/* Currently, all regions that have vertical scale handles,
* also have the scrubbing area at the top.
* So the scrollbar has to move down a bit. */
if (scroll & V2D_SCROLL_VERTICAL_HANDLES) {
v2d->vert.ymax -= UI_TIME_SCRUB_MARGIN_Y;
}
/* horizontal scroller */
if (scroll & V2D_SCROLL_BOTTOM) {
/* on bottom edge of region */
v2d->hor = *mask_scroll;
v2d->hor.ymax = scroll_height;
}
else if (scroll & V2D_SCROLL_TOP) {
/* on upper edge of region */
v2d->hor = *mask_scroll;
v2d->hor.ymin = v2d->hor.ymax - scroll_height;
}
/* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
if (scroll & V2D_SCROLL_VERTICAL) {
if (scroll & V2D_SCROLL_BOTTOM) {
/* on bottom edge of region */
v2d->vert.ymin = v2d->hor.ymax;
}
else if (scroll & V2D_SCROLL_TOP) {
/* on upper edge of region */
v2d->vert.ymax = v2d->hor.ymin;
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View2D Refresh and Validation (Spatial)
* \{ */
/**
* Initialize all relevant View2D data (including view rects if first time)
* and/or refresh mask sizes after view resize.
*
* - For some of these presets, it is expected that the region will have defined some
* additional settings necessary for the customization of the 2D viewport to its requirements
* - This function should only be called from region init() callbacks, where it is expected that
* this is called before #UI_view2d_size_update(),
* as this one checks that the rects are properly initialized.
*/
void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
{
bool tot_changed = false, do_init;
const uiStyle *style = UI_style_get();
do_init = (v2d->flag & V2D_IS_INIT) == 0;
/* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
switch (type) {
/* 'standard view' - optimum setup for 'standard' view behavior,
* that should be used new views as basis for their
* own unique View2D settings, which should be used instead of this in most cases...
*/
case V2D_COMMONVIEW_STANDARD: {
/* for now, aspect ratio should be maintained,
* and zoom is clamped within sane default limits */
v2d->keepzoom = (V2D_KEEPASPECT | V2D_LIMITZOOM);
v2d->minzoom = 0.01f;
v2d->maxzoom = 1000.0f;
/* View2D tot rect and cur should be same size,
* and aligned using 'standard' OpenGL coordinates for now:
* - region can resize 'tot' later to fit other data
* - keeptot is only within bounds, as strict locking is not that critical
* - view is aligned for (0,0) -> (winx-1, winy-1) setup
*/
v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
v2d->keeptot = V2D_KEEPTOT_BOUNDS;
if (do_init) {
v2d->tot.xmin = v2d->tot.ymin = 0.0f;
v2d->tot.xmax = (float)(winx - 1);
v2d->tot.ymax = (float)(winy - 1);
v2d->cur = v2d->tot;
}
/* scrollers - should we have these by default? */
/* XXX for now, we don't override this, or set it either! */
break;
}
/* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
case V2D_COMMONVIEW_LIST: {
/* zoom + aspect ratio are locked */
v2d->keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
v2d->minzoom = v2d->maxzoom = 1.0f;
/* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
v2d->keeptot = V2D_KEEPTOT_STRICT;
tot_changed = do_init;
/* scroller settings are currently not set here... that is left for regions... */
break;
}
/* 'stack view' - practically the same as list/channel view,
* except is located in the pos y half instead.
* Zoom, aspect ratio, and alignment restrictions are set here. */
case V2D_COMMONVIEW_STACK: {
/* zoom + aspect ratio are locked */
v2d->keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
v2d->minzoom = v2d->maxzoom = 1.0f;
/* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
v2d->keeptot = V2D_KEEPTOT_STRICT;
tot_changed = do_init;
/* scroller settings are currently not set here... that is left for regions... */
break;
}
/* 'header' regions - zoom, aspect ratio,
* alignment, and panning restrictions are set here */
case V2D_COMMONVIEW_HEADER: {
/* zoom + aspect ratio are locked */
v2d->keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
v2d->minzoom = v2d->maxzoom = 1.0f;
if (do_init) {
v2d->tot.xmin = 0.0f;
v2d->tot.xmax = winx;
v2d->tot.ymin = 0.0f;
v2d->tot.ymax = winy;
v2d->cur = v2d->tot;
v2d->min[0] = v2d->max[0] = (float)(winx - 1);
v2d->min[1] = v2d->max[1] = (float)(winy - 1);
}
/* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
v2d->keeptot = V2D_KEEPTOT_STRICT;
tot_changed = do_init;
/* panning in y-axis is prohibited */
v2d->keepofs = V2D_LOCKOFS_Y;
/* absolutely no scrollers allowed */
v2d->scroll = 0;
break;
}
/* panels view, with horizontal/vertical align */
case V2D_COMMONVIEW_PANELS_UI: {
/* for now, aspect ratio should be maintained,
* and zoom is clamped within sane default limits */
v2d->keepzoom = (V2D_KEEPASPECT | V2D_LIMITZOOM | V2D_KEEPZOOM);
v2d->minzoom = 0.5f;
v2d->maxzoom = 2.0f;
v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
v2d->keeptot = V2D_KEEPTOT_BOUNDS;
/* note, scroll is being flipped in ED_region_panels() drawing */
v2d->scroll |= (V2D_SCROLL_HORIZONTAL_HIDE | V2D_SCROLL_VERTICAL_HIDE);
if (do_init) {
const float panelzoom = (style) ? style->panelzoom : 1.0f;
v2d->tot.xmin = 0.0f;
v2d->tot.xmax = winx;
v2d->tot.ymax = 0.0f;
v2d->tot.ymin = -winy;
v2d->cur.xmin = 0.0f;
v2d->cur.xmax = (winx)*panelzoom;
v2d->cur.ymax = 0.0f;
v2d->cur.ymin = (-winy) * panelzoom;
}
break;
}
/* other view types are completely defined using their own settings already */
default:
/* we don't do anything here,
* as settings should be fine, but just make sure that rect */
break;
}
/* set initialized flag so that View2D doesn't get reinitialized next time again */
v2d->flag |= V2D_IS_INIT;
/* store view size */
v2d->winx = winx;
v2d->winy = winy;
view2d_masks(v2d, NULL);
if (do_init) {
/* Visible by default. */
v2d->alpha_hor = v2d->alpha_vert = 255;
}
/* set 'tot' rect before setting cur? */
/* XXX confusing stuff here still */
if (tot_changed) {
UI_view2d_totRect_set_resize(v2d, winx, winy, !do_init);
}
else {
ui_view2d_curRect_validate_resize(v2d, !do_init);
}
}
/**
* Ensure View2D rects remain in a viable configuration
* 'cur' is not allowed to be: larger than max, smaller than min, or outside of 'tot'
*/
/* XXX pre2.5 -> this used to be called test_view2d() */
static void ui_view2d_curRect_validate_resize(View2D *v2d, bool resize)
{
float totwidth, totheight, curwidth, curheight, width, height;
float winx, winy;
rctf *cur, *tot;
/* use mask as size of region that View2D resides in, as it takes into account
* scrollbars already - keep in sync with zoomx/zoomy in view_zoomstep_apply_ex! */
winx = (float)(BLI_rcti_size_x(&v2d->mask) + 1);
winy = (float)(BLI_rcti_size_y(&v2d->mask) + 1);
/* get pointers to rcts for less typing */
cur = &v2d->cur;
tot = &v2d->tot;
/* we must satisfy the following constraints (in decreasing order of importance):
* - alignment restrictions are respected
* - cur must not fall outside of tot
* - axis locks (zoom and offset) must be maintained
* - zoom must not be excessive (check either sizes or zoom values)
* - aspect ratio should be respected (NOTE: this is quite closely related to zoom too)
*/
/* Step 1: if keepzoom, adjust the sizes of the rects only
* - firstly, we calculate the sizes of the rects
* - curwidth and curheight are saved as reference... modify width and height values here
*/
totwidth = BLI_rctf_size_x(tot);
totheight = BLI_rctf_size_y(tot);
/* keep in sync with zoomx/zoomy in view_zoomstep_apply_ex! */
curwidth = width = BLI_rctf_size_x(cur);
curheight = height = BLI_rctf_size_y(cur);
/* if zoom is locked, size on the appropriate axis is reset to mask size */
if (v2d->keepzoom & V2D_LOCKZOOM_X) {
width = winx;
}
if (v2d->keepzoom & V2D_LOCKZOOM_Y) {
height = winy;
}
/* values used to divide, so make it safe
* NOTE: width and height must use FLT_MIN instead of 1, otherwise it is impossible to
* get enough resolution in Graph Editor for editing some curves
*/
if (width < FLT_MIN) {
width = 1;
}
if (height < FLT_MIN) {
height = 1;
}
if (winx < 1) {
winx = 1;
}
if (winy < 1) {
winy = 1;
}
/* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */
if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) {
float zoom, oldzoom;
if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) {
zoom = winx / width;
oldzoom = v2d->oldwinx / curwidth;
if (oldzoom != zoom) {
width *= zoom / oldzoom;
}
}
if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0) {
zoom = winy / height;
oldzoom = v2d->oldwiny / curheight;
if (oldzoom != zoom) {
height *= zoom / oldzoom;
}
}
}
/* keepzoom (V2D_LIMITZOOM set), indicates that zoom level on each axis must not exceed limits
* NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
*/
else if (v2d->keepzoom & V2D_LIMITZOOM) {
/* check if excessive zoom on x-axis */
if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) {
const float zoom = winx / width;
if (zoom < v2d->minzoom) {
width = winx / v2d->minzoom;
}
else if (zoom > v2d->maxzoom) {
width = winx / v2d->maxzoom;
}
}
/* check if excessive zoom on y-axis */
if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0) {
const float zoom = winy / height;
if (zoom < v2d->minzoom) {
height = winy / v2d->minzoom;
}
else if (zoom > v2d->maxzoom) {
height = winy / v2d->maxzoom;
}
}
}
else {
/* make sure sizes don't exceed that of the min/max sizes
* (even though we're not doing zoom clamping) */
CLAMP(width, v2d->min[0], v2d->max[0]);
CLAMP(height, v2d->min[1], v2d->max[1]);
}
/* check if we should restore aspect ratio (if view size changed) */
if (v2d->keepzoom & V2D_KEEPASPECT) {
bool do_x = false, do_y = false, do_cur /* , do_win */ /* UNUSED */;
float curRatio, winRatio;
/* when a window edge changes, the aspect ratio can't be used to
* find which is the best new 'cur' rect. that's why it stores 'old'
*/
if (winx != v2d->oldwinx) {
do_x = true;
}
if (winy != v2d->oldwiny) {
do_y = true;
}
curRatio = height / width;
winRatio = winy / winx;
/* both sizes change (area/region maximized) */
if (do_x == do_y) {
if (do_x && do_y) {
/* here is 1,1 case, so all others must be 0,0 */
if (fabsf(winx - v2d->oldwinx) > fabsf(winy - v2d->oldwiny)) {
do_y = false;
}
else {
do_x = false;
}
}
else if (winRatio > curRatio) {
do_x = false;
}
else {
do_x = true;
}
}
do_cur = do_x;
/* do_win = do_y; */ /* UNUSED */
if (do_cur) {
if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) {
/* Special exception for Outliner (and later channel-lists):
* - The view may be moved left to avoid contents
* being pushed out of view when view shrinks.
* - The keeptot code will make sure cur->xmin will not be less than tot->xmin
* (which cannot be allowed).
* - width is not adjusted for changed ratios here.
*/
if (winx < v2d->oldwinx) {
const float temp = v2d->oldwinx - winx;
cur->xmin -= temp;
cur->xmax -= temp;
/* width does not get modified, as keepaspect here is just set to make
* sure visible area adjusts to changing view shape!
*/
}
}
else {
/* portrait window: correct for x */
width = height / winRatio;
}
}
else {
if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) {
/* special exception for Outliner (and later channel-lists):
* - Currently, no actions need to be taken here...
*/
if (winy < v2d->oldwiny) {
const float temp = v2d->oldwiny - winy;
if (v2d->align & V2D_ALIGN_NO_NEG_Y) {
cur->ymin -= temp;
cur->ymax -= temp;
}
else { /* Assume V2D_ALIGN_NO_POS_Y or combination */
cur->ymin += temp;
cur->ymax += temp;
}
}
}
else {
/* landscape window: correct for y */
height = width * winRatio;
}
}
/* store region size for next time */
v2d->oldwinx = (short)winx;
v2d->oldwiny = (short)winy;
}
/* Step 2: apply new sizes to cur rect,
* but need to take into account alignment settings here... */
if ((width != curwidth) || (height != curheight)) {
float temp, dh;
/* resize from centerpoint, unless otherwise specified */
if (width != curwidth) {
if (v2d->keepofs & V2D_LOCKOFS_X) {
cur->xmax += width - BLI_rctf_size_x(cur);
}
else if (v2d->keepofs & V2D_KEEPOFS_X) {
if (v2d->align & V2D_ALIGN_NO_POS_X) {
cur->xmin -= width - BLI_rctf_size_x(cur);
}
else {
cur->xmax += width - BLI_rctf_size_x(cur);
}
}
else {
temp = BLI_rctf_cent_x(cur);
dh = width * 0.5f;
cur->xmin = temp - dh;
cur->xmax = temp + dh;
}
}
if (height != curheight) {
if (v2d->keepofs & V2D_LOCKOFS_Y) {
cur->ymax += height - BLI_rctf_size_y(cur);
}
else if (v2d->keepofs & V2D_KEEPOFS_Y) {
if (v2d->align & V2D_ALIGN_NO_POS_Y) {
cur->ymin -= height - BLI_rctf_size_y(cur);
}
else {
cur->ymax += height - BLI_rctf_size_y(cur);
}
}
else {
temp = BLI_rctf_cent_y(cur);
dh = height * 0.5f;
cur->ymin = temp - dh;
cur->ymax = temp + dh;
}
}
}
/* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
if (v2d->keeptot) {
float temp, diff;
/* recalculate extents of cur */
curwidth = BLI_rctf_size_x(cur);
curheight = BLI_rctf_size_y(cur);
/* width */
if ((curwidth > totwidth) &&
!(v2d->keepzoom & (V2D_KEEPZOOM | V2D_LOCKZOOM_X | V2D_LIMITZOOM))) {
/* if zoom doesn't have to be maintained, just clamp edges */
if (cur->xmin < tot->xmin) {
cur->xmin = tot->xmin;
}
if (cur->xmax > tot->xmax) {
cur->xmax = tot->xmax;
}
}
else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
/* This is an exception for the outliner (and later channel-lists, headers)
* - must clamp within tot rect (absolutely no excuses)
* --> therefore, cur->xmin must not be less than tot->xmin
*/
if (cur->xmin < tot->xmin) {
/* move cur across so that it sits at minimum of tot */
temp = tot->xmin - cur->xmin;
cur->xmin += temp;
cur->xmax += temp;
}
else if (cur->xmax > tot->xmax) {
/* - only offset by difference of cur-xmax and tot-xmax if that would not move
* cur-xmin to lie past tot-xmin
* - otherwise, simply shift to tot-xmin???
*/
temp = cur->xmax - tot->xmax;
if ((cur->xmin - temp) < tot->xmin) {
/* only offset by difference from cur-min and tot-min */
temp = cur->xmin - tot->xmin;
cur->xmin -= temp;
cur->xmax -= temp;
}
else {
cur->xmin -= temp;
cur->xmax -= temp;
}
}
}
else {
/* This here occurs when:
* - width too big, but maintaining zoom (i.e. widths cannot be changed)
* - width is OK, but need to check if outside of boundaries
*
* So, resolution is to just shift view by the gap between the extremities.
* We favor moving the 'minimum' across, as that's origin for most things.
* (XXX - in the past, max was favored... if there are bugs, swap!)
*/
if ((cur->xmin < tot->xmin) && (cur->xmax > tot->xmax)) {
/* outside boundaries on both sides,
* so take middle-point of tot, and place in balanced way */
temp = BLI_rctf_cent_x(tot);
diff = curwidth * 0.5f;
cur->xmin = temp - diff;
cur->xmax = temp + diff;
}
else if (cur->xmin < tot->xmin) {
/* move cur across so that it sits at minimum of tot */
temp = tot->xmin - cur->xmin;
cur->xmin += temp;
cur->xmax += temp;
}
else if (cur->xmax > tot->xmax) {
/* - only offset by difference of cur-xmax and tot-xmax if that would not move
* cur-xmin to lie past tot-xmin
* - otherwise, simply shift to tot-xmin???
*/
temp = cur->xmax - tot->xmax;
if ((cur->xmin - temp) < tot->xmin) {
/* only offset by difference from cur-min and tot-min */
temp = cur->xmin - tot->xmin;
cur->xmin -= temp;
cur->xmax -= temp;
}
else {
cur->xmin -= temp;
cur->xmax -= temp;
}
}
}
/* height */
if ((curheight > totheight) &&
!(v2d->keepzoom & (V2D_KEEPZOOM | V2D_LOCKZOOM_Y | V2D_LIMITZOOM))) {
/* if zoom doesn't have to be maintained, just clamp edges */
if (cur->ymin < tot->ymin) {
cur->ymin = tot->ymin;
}
if (cur->ymax > tot->ymax) {
cur->ymax = tot->ymax;
}
}
else {
/* This here occurs when:
* - height too big, but maintaining zoom (i.e. heights cannot be changed)
* - height is OK, but need to check if outside of boundaries
*
* So, resolution is to just shift view by the gap between the extremities.
* We favor moving the 'minimum' across, as that's origin for most things.
*/
if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
/* outside boundaries on both sides,
* so take middle-point of tot, and place in balanced way */
temp = BLI_rctf_cent_y(tot);
diff = curheight * 0.5f;
cur->ymin = temp - diff;
cur->ymax = temp + diff;
}
else if (cur->ymin < tot->ymin) {
/* there's still space remaining, so shift up */
temp = tot->ymin - cur->ymin;
cur->ymin += temp;
cur->ymax += temp;
}
else if (cur->ymax > tot->ymax) {
/* there's still space remaining, so shift down */
temp = cur->ymax - tot->ymax;
cur->ymin -= temp;
cur->ymax -= temp;
}
}
}
/* Step 4: Make sure alignment restrictions are respected */
if (v2d->align) {
/* If alignment flags are set (but keeptot is not), they must still be respected, as although
* they don't specify any particular bounds to stay within, they do define ranges which are
* invalid.
*
* Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these
* invalid zones, otherwise we offset.
*/
/* handle width - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
/* width is in negative-x half */
if (v2d->cur.xmax > 0) {
v2d->cur.xmin -= v2d->cur.xmax;
v2d->cur.xmax = 0.0f;
}
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
/* width is in positive-x half */
if (v2d->cur.xmin < 0) {
v2d->cur.xmax -= v2d->cur.xmin;
v2d->cur.xmin = 0.0f;
}
}
/* handle height - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
/* height is in negative-y half */
if (v2d->cur.ymax > 0) {
v2d->cur.ymin -= v2d->cur.ymax;
v2d->cur.ymax = 0.0f;
}
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
/* height is in positive-y half */
if (v2d->cur.ymin < 0) {
v2d->cur.ymax -= v2d->cur.ymin;
v2d->cur.ymin = 0.0f;
}
}
}
/* set masks */
view2d_masks(v2d, NULL);
}
void UI_view2d_curRect_validate(View2D *v2d)
{
ui_view2d_curRect_validate_resize(v2d, false);
}
void UI_view2d_curRect_changed(const bContext *C, View2D *v2d)
{
UI_view2d_curRect_validate(v2d);
ARegion *region = CTX_wm_region(C);
if (region->type->on_view2d_changed != NULL) {
region->type->on_view2d_changed(C, region);
}
}
/* ------------------ */
/* Called by menus to activate it, or by view2d operators
* to make sure 'related' views stay in synchrony */
void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
{
/* don't continue if no view syncing to be done */
if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME | V2D_VIEWSYNC_AREA_VERTICAL)) == 0) {
return;
}
/* check if doing within area syncing (i.e. channels/vertical) */
if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
/* don't operate on self */
if (v2dcur != &region->v2d) {
/* only if view has vertical locks enabled */
if (region->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
if (flag == V2D_LOCK_COPY) {
/* other views with locks on must copy active */
region->v2d.cur.ymin = v2dcur->cur.ymin;
region->v2d.cur.ymax = v2dcur->cur.ymax;
}
else { /* V2D_LOCK_SET */
/* active must copy others */
v2dcur->cur.ymin = region->v2d.cur.ymin;
v2dcur->cur.ymax = region->v2d.cur.ymax;
}
/* region possibly changed, so refresh */
ED_region_tag_redraw_no_rebuild(region);
}
}
}
}
/* check if doing whole screen syncing (i.e. time/horizontal) */
if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
LISTBASE_FOREACH (ScrArea *, area_iter, &screen->areabase) {
LISTBASE_FOREACH (ARegion *, region, &area_iter->regionbase) {
/* don't operate on self */
if (v2dcur != &region->v2d) {
/* only if view has horizontal locks enabled */
if (region->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
if (flag == V2D_LOCK_COPY) {
/* other views with locks on must copy active */
region->v2d.cur.xmin = v2dcur->cur.xmin;
region->v2d.cur.xmax = v2dcur->cur.xmax;
}
else { /* V2D_LOCK_SET */
/* active must copy others */
v2dcur->cur.xmin = region->v2d.cur.xmin;
v2dcur->cur.xmax = region->v2d.cur.xmax;
}
/* region possibly changed, so refresh */
ED_region_tag_redraw_no_rebuild(region);
}
}
}
}
}
}
/**
* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot).
* This does not take into account if zooming the view on an axis
* will improve the view (if allowed).
*/
void UI_view2d_curRect_reset(View2D *v2d)
{
float width, height;
/* assume width and height of 'cur' rect by default, should be same size as mask */
width = (float)(BLI_rcti_size_x(&v2d->mask) + 1);
height = (float)(BLI_rcti_size_y(&v2d->mask) + 1);
/* handle width - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
/* width is in negative-x half */
v2d->cur.xmin = -width;
v2d->cur.xmax = 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
/* width is in positive-x half */
v2d->cur.xmin = 0.0f;
v2d->cur.xmax = width;
}
else {
/* width is centered around (x == 0) */
const float dx = width / 2.0f;
v2d->cur.xmin = -dx;
v2d->cur.xmax = dx;
}
/* handle height - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
/* height is in negative-y half */
v2d->cur.ymin = -height;
v2d->cur.ymax = 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
/* height is in positive-y half */
v2d->cur.ymin = 0.0f;
v2d->cur.ymax = height;
}
else {
/* height is centered around (y == 0) */
const float dy = height / 2.0f;
v2d->cur.ymin = -dy;
v2d->cur.ymax = dy;
}
}
/* ------------------ */
/* Change the size of the maximum viewable area (i.e. 'tot' rect) */
void UI_view2d_totRect_set_resize(View2D *v2d, int width, int height, bool resize)
{
/* don't do anything if either value is 0 */
width = abs(width);
height = abs(height);
if (ELEM(0, width, height)) {
if (G.debug & G_DEBUG) {
printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d\n",
(void *)v2d,
width,
height); /* XXX temp debug info */
}
return;
}
/* handle width - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
/* width is in negative-x half */
v2d->tot.xmin = (float)-width;
v2d->tot.xmax = 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
/* width is in positive-x half */
v2d->tot.xmin = 0.0f;
v2d->tot.xmax = (float)width;
}
else {
/* width is centered around (x == 0) */
const float dx = (float)width / 2.0f;
v2d->tot.xmin = -dx;
v2d->tot.xmax = dx;
}
/* handle height - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
/* height is in negative-y half */
v2d->tot.ymin = (float)-height;
v2d->tot.ymax = 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
/* height is in positive-y half */
v2d->tot.ymin = 0.0f;
v2d->tot.ymax = (float)height;
}
else {
/* height is centered around (y == 0) */
const float dy = (float)height / 2.0f;
v2d->tot.ymin = -dy;
v2d->tot.ymax = dy;
}
/* make sure that 'cur' rect is in a valid state as a result of these changes */
ui_view2d_curRect_validate_resize(v2d, resize);
}
void UI_view2d_totRect_set(View2D *v2d, int width, int height)
{
UI_view2d_totRect_set_resize(v2d, width, height, false);
}
void UI_view2d_zoom_cache_reset(void)
{
/* TODO(sergey): This way we avoid threading conflict with sequencer rendering
* text strip. But ideally we want to make glyph cache to be fully safe
* for threading.
*/
if (G.is_rendering) {
return;
}
/* While scaling we can accumulate fonts at many sizes (~20 or so).
* Not an issue with embedded font, but can use over 500Mb with i18n ones! See T38244. */
/* note: only some views draw text, we could check for this case to avoid clearning cache */
BLF_cache_clear();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View2D Matrix Setup
* \{ */
/* mapping function to ensure 'cur' draws extended over the area where sliders are */
static void view2d_map_cur_using_mask(const View2D *v2d, rctf *r_curmasked)
{
*r_curmasked = v2d->cur;
if (view2d_scroll_mapped(v2d->scroll)) {
const float sizex = BLI_rcti_size_x(&v2d->mask);
const float sizey = BLI_rcti_size_y(&v2d->mask);
/* prevent tiny or narrow regions to get
* invalid coordinates - mask can get negative even... */
if (sizex > 0.0f && sizey > 0.0f) {
const float dx = BLI_rctf_size_x(&v2d->cur) / (sizex + 1);
const float dy = BLI_rctf_size_y(&v2d->cur) / (sizey + 1);
if (v2d->mask.xmin != 0) {
r_curmasked->xmin -= dx * (float)v2d->mask.xmin;
}
if (v2d->mask.xmax + 1 != v2d->winx) {
r_curmasked->xmax += dx * (float)(v2d->winx - v2d->mask.xmax - 1);
}
if (v2d->mask.ymin != 0) {
r_curmasked->ymin -= dy * (float)v2d->mask.ymin;
}
if (v2d->mask.ymax + 1 != v2d->winy) {
r_curmasked->ymax += dy * (float)(v2d->winy - v2d->mask.ymax - 1);
}
}
}
}
/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
void UI_view2d_view_ortho(const View2D *v2d)
{
rctf curmasked;
const int sizex = BLI_rcti_size_x(&v2d->mask);
const int sizey = BLI_rcti_size_y(&v2d->mask);
const float eps = 0.001f;
float xofs = 0.0f, yofs = 0.0f;
/* Pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1
* correspondence with pixels for smooth UI drawing,
* but only applied where requested.
*/
/* XXX brecht: instead of zero at least use a tiny offset, otherwise
* pixel rounding is effectively random due to float inaccuracy */
if (sizex > 0) {
xofs = eps * BLI_rctf_size_x(&v2d->cur) / sizex;
}
if (sizey > 0) {
yofs = eps * BLI_rctf_size_y(&v2d->cur) / sizey;
}
/* apply mask-based adjustments to cur rect (due to scrollers),
* to eliminate scaling artifacts */
view2d_map_cur_using_mask(v2d, &curmasked);
BLI_rctf_translate(&curmasked, -xofs, -yofs);
/* XXX ton: this flag set by outliner, for icons */
if (v2d->flag & V2D_PIXELOFS_X) {
curmasked.xmin = floorf(curmasked.xmin) - (eps + xofs);
curmasked.xmax = floorf(curmasked.xmax) - (eps + xofs);
}
if (v2d->flag & V2D_PIXELOFS_Y) {
curmasked.ymin = floorf(curmasked.ymin) - (eps + yofs);
curmasked.ymax = floorf(curmasked.ymax) - (eps + yofs);
}
/* set matrix on all appropriate axes */
wmOrtho2(curmasked.xmin, curmasked.xmax, curmasked.ymin, curmasked.ymax);
}
/**
* Set view matrices to only use one axis of 'cur' only
*
* \param xaxis: if non-zero, only use cur x-axis,
* otherwise use cur-yaxis (mostly this will be used for x).
*/
void UI_view2d_view_orthoSpecial(ARegion *region, View2D *v2d, const bool xaxis)
{
rctf curmasked;
float xofs, yofs;
/* Pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1
* correspondence with pixels for smooth UI drawing,
* but only applied where requested.
*/
/* XXX temp (ton) */
xofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? GLA_PIXEL_OFS : 0.0f;
yofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? GLA_PIXEL_OFS : 0.0f;
/* apply mask-based adjustments to cur rect (due to scrollers),
* to eliminate scaling artifacts */
view2d_map_cur_using_mask(v2d, &curmasked);
/* only set matrix with 'cur' coordinates on relevant axes */
if (xaxis) {
wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, -yofs, region->winy - yofs);
}
else {
wmOrtho2(-xofs, region->winx - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
}
}
/* Restore view matrices after drawing */
void UI_view2d_view_restore(const bContext *C)
{
ARegion *region = CTX_wm_region(C);
const int width = BLI_rcti_size_x(&region->winrct) + 1;
const int height = BLI_rcti_size_y(&region->winrct) + 1;
wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
GPU_matrix_identity_set();
// ED_region_pixelspace(CTX_wm_region(C));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Grid-Line Drawing
* \{ */
/* Draw a constant grid in given 2d-region */
void UI_view2d_constant_grid_draw(const View2D *v2d, float step)
{
float start_x, start_y;
int count_x, count_y;
start_x = v2d->cur.xmin;
if (start_x < 0.0) {
start_x += -(float)fmod(v2d->cur.xmin, step);
}
else {
start_x += (step - (float)fmod(v2d->cur.xmin, step));
}
if (start_x > v2d->cur.xmax) {
count_x = 0;
}
else {
count_x = (v2d->cur.xmax - start_x) / step + 1;
}
start_y = v2d->cur.ymin;
if (start_y < 0.0) {
start_y += -(float)fmod(v2d->cur.ymin, step);
}
else {
start_y += (step - (float)fabs(fmod(v2d->cur.ymin, step)));
}
if (start_y > v2d->cur.ymax) {
count_y = 0;
}
else {
count_y = (v2d->cur.ymax - start_y) / step + 1;
}
if (count_x > 0 || count_y > 0) {
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
float theme_color[3];
UI_GetThemeColorShade3fv(TH_BACK, -10, theme_color);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GPU_PRIM_LINES, count_x * 2 + count_y * 2 + 4);
immAttr3fv(color, theme_color);
for (int i = 0; i < count_x; start_x += step, i++) {
immVertex2f(pos, start_x, v2d->cur.ymin);
immVertex2f(pos, start_x, v2d->cur.ymax);
}
for (int i = 0; i < count_y; start_y += step, i++) {
immVertex2f(pos, v2d->cur.xmin, start_y);
immVertex2f(pos, v2d->cur.xmax, start_y);
}
/* X and Y axis */
UI_GetThemeColorShade3fv(TH_BACK, -18, theme_color);
immAttr3fv(color, theme_color);
immVertex2f(pos, 0.0f, v2d->cur.ymin);
immVertex2f(pos, 0.0f, v2d->cur.ymax);
immVertex2f(pos, v2d->cur.xmin, 0.0f);
immVertex2f(pos, v2d->cur.xmax, 0.0f);
immEnd();
immUnbindProgram();
}
}
/* Draw a multi-level grid in given 2d-region */
void UI_view2d_multi_grid_draw(
const View2D *v2d, int colorid, float step, int level_size, int totlevels)
{
/* Exit if there is nothing to draw */
if (totlevels == 0) {
return;
}
int offset = -10;
float lstep = step;
uchar grid_line_color[3];
/* Make an estimate of at least how many vertices will be needed */
uint vertex_count = 4;
vertex_count += 2 * ((int)((v2d->cur.xmax - v2d->cur.xmin) / lstep) + 1);
vertex_count += 2 * ((int)((v2d->cur.ymax - v2d->cur.ymin) / lstep) + 1);
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
GPU_line_width(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBeginAtMost(GPU_PRIM_LINES, vertex_count);
for (int level = 0; level < totlevels; level++) {
/* Blend the background color (colorid) with the grid color, to avoid either too low contrast
* or high contrast grid lines. This only has an effect if colorid != TH_GRID. */
UI_GetThemeColorBlendShade3ubv(colorid, TH_GRID, 0.25f, offset, grid_line_color);
int i = (int)(v2d->cur.xmin / lstep);
if (v2d->cur.xmin > 0.0f) {
i++;
}
float start = i * lstep;
for (; start < v2d->cur.xmax; start += lstep, i++) {
if (i == 0 || (level < totlevels - 1 && i % level_size == 0)) {
continue;
}
immAttrSkip(color);
immVertex2f(pos, start, v2d->cur.ymin);
immAttr3ubv(color, grid_line_color);
immVertex2f(pos, start, v2d->cur.ymax);
}
i = (int)(v2d->cur.ymin / lstep);
if (v2d->cur.ymin > 0.0f) {
i++;
}
start = i * lstep;
for (; start < v2d->cur.ymax; start += lstep, i++) {
if (i == 0 || (level < totlevels - 1 && i % level_size == 0)) {
continue;
}
immAttrSkip(color);
immVertex2f(pos, v2d->cur.xmin, start);
immAttr3ubv(color, grid_line_color);
immVertex2f(pos, v2d->cur.xmax, start);
}
lstep *= level_size;
offset -= 6;
}
/* X and Y axis */
UI_GetThemeColorBlendShade3ubv(
colorid, TH_GRID, 0.5f, -18 + ((totlevels - 1) * -6), grid_line_color);
immAttrSkip(color);
immVertex2f(pos, 0.0f, v2d->cur.ymin);
immAttr3ubv(color, grid_line_color);
immVertex2f(pos, 0.0f, v2d->cur.ymax);
immAttrSkip(color);
immVertex2f(pos, v2d->cur.xmin, 0.0f);
immAttr3ubv(color, grid_line_color);
immVertex2f(pos, v2d->cur.xmax, 0.0f);
immEnd();
immUnbindProgram();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Scrollers
* \{ */
/**
* View2DScrollers is typedef'd in UI_view2d.h
*
* \warning The start of this struct must not change, as view2d_ops.c uses this too.
* For now, we don't need to have a separate (internal) header for structs like this...
*/
struct View2DScrollers {
/* focus bubbles */
int vert_min, vert_max; /* vertical scrollbar */
int hor_min, hor_max; /* horizontal scrollbar */
/** Exact size of slider backdrop. */
rcti hor, vert;
/* set if sliders are full, we don't draw them */
/* int horfull, vertfull; */ /* UNUSED */
};
/* Calculate relevant scroller properties */
void UI_view2d_scrollers_calc(View2D *v2d,
const rcti *mask_custom,
struct View2DScrollers *r_scrollers)
{
rcti vert, hor;
float fac1, fac2, totsize, scrollsize;
const int scroll = view2d_scroll_mapped(v2d->scroll);
int smaller;
/* Always update before drawing (for dynamically sized scrollers). */
view2d_masks(v2d, mask_custom);
vert = v2d->vert;
hor = v2d->hor;
/* slider rects need to be smaller than region and not interfere with splitter areas */
hor.xmin += UI_HEADER_OFFSET;
hor.xmax -= UI_HEADER_OFFSET;
vert.ymin += UI_HEADER_OFFSET;
vert.ymax -= UI_HEADER_OFFSET;
/* width of sliders */
smaller = (int)(0.1f * U.widget_unit);
if (scroll & V2D_SCROLL_BOTTOM) {
hor.ymin += smaller;
}
else {
hor.ymax -= smaller;
}
if (scroll & V2D_SCROLL_LEFT) {
vert.xmin += smaller;
}
else {
vert.xmax -= smaller;
}
CLAMP_MAX(vert.ymin, vert.ymax - V2D_SCROLL_HANDLE_SIZE_HOTSPOT);
CLAMP_MAX(hor.xmin, hor.xmax - V2D_SCROLL_HANDLE_SIZE_HOTSPOT);
/* store in scrollers, used for drawing */
r_scrollers->vert = vert;
r_scrollers->hor = hor;
/* scroller 'buttons':
* - These should always remain within the visible region of the scrollbar
* - They represent the region of 'tot' that is visible in 'cur'
*/
/* horizontal scrollers */
if (scroll & V2D_SCROLL_HORIZONTAL) {
/* scroller 'button' extents */
totsize = BLI_rctf_size_x(&v2d->tot);
scrollsize = (float)BLI_rcti_size_x(&hor);
if (totsize == 0.0f) {
totsize = 1.0f; /* avoid divide by zero */
}
fac1 = (v2d->cur.xmin - v2d->tot.xmin) / totsize;
if (fac1 <= 0.0f) {
r_scrollers->hor_min = hor.xmin;
}
else {
r_scrollers->hor_min = (int)(hor.xmin + (fac1 * scrollsize));
}
fac2 = (v2d->cur.xmax - v2d->tot.xmin) / totsize;
if (fac2 >= 1.0f) {
r_scrollers->hor_max = hor.xmax;
}
else {
r_scrollers->hor_max = (int)(hor.xmin + (fac2 * scrollsize));
}
/* prevent inverted sliders */
if (r_scrollers->hor_min > r_scrollers->hor_max) {
r_scrollers->hor_min = r_scrollers->hor_max;
}
/* prevent sliders from being too small to grab */
if ((r_scrollers->hor_max - r_scrollers->hor_min) < V2D_SCROLL_THUMB_SIZE_MIN) {
r_scrollers->hor_max = r_scrollers->hor_min + V2D_SCROLL_THUMB_SIZE_MIN;
CLAMP(r_scrollers->hor_max, hor.xmin + V2D_SCROLL_THUMB_SIZE_MIN, hor.xmax);
CLAMP(r_scrollers->hor_min, hor.xmin, hor.xmax - V2D_SCROLL_THUMB_SIZE_MIN);
}
}
/* vertical scrollers */
if (scroll & V2D_SCROLL_VERTICAL) {
/* scroller 'button' extents */
totsize = BLI_rctf_size_y(&v2d->tot);
scrollsize = (float)BLI_rcti_size_y(&vert);
if (totsize == 0.0f) {
totsize = 1.0f; /* avoid divide by zero */
}
fac1 = (v2d->cur.ymin - v2d->tot.ymin) / totsize;
if (fac1 <= 0.0f) {
r_scrollers->vert_min = vert.ymin;
}
else {
r_scrollers->vert_min = (int)(vert.ymin + (fac1 * scrollsize));
}
fac2 = (v2d->cur.ymax - v2d->tot.ymin) / totsize;
if (fac2 >= 1.0f) {
r_scrollers->vert_max = vert.ymax;
}
else {
r_scrollers->vert_max = (int)(vert.ymin + (fac2 * scrollsize));
}
/* prevent inverted sliders */
if (r_scrollers->vert_min > r_scrollers->vert_max) {
r_scrollers->vert_min = r_scrollers->vert_max;
}
/* prevent sliders from being too small to grab */
if ((r_scrollers->vert_max - r_scrollers->vert_min) < V2D_SCROLL_THUMB_SIZE_MIN) {
r_scrollers->vert_max = r_scrollers->vert_min + V2D_SCROLL_THUMB_SIZE_MIN;
CLAMP(r_scrollers->vert_max, vert.ymin + V2D_SCROLL_THUMB_SIZE_MIN, vert.ymax);
CLAMP(r_scrollers->vert_min, vert.ymin, vert.ymax - V2D_SCROLL_THUMB_SIZE_MIN);
}
}
}
/* Draw scrollbars in the given 2d-region */
void UI_view2d_scrollers_draw(View2D *v2d, const rcti *mask_custom)
{
View2DScrollers scrollers;
UI_view2d_scrollers_calc(v2d, mask_custom, &scrollers);
bTheme *btheme = UI_GetTheme();
rcti vert, hor;
const int scroll = view2d_scroll_mapped(v2d->scroll);
const char emboss_alpha = btheme->tui.widget_emboss[3];
uchar scrollers_back_color[4];
/* Color for scrollbar backs */
UI_GetThemeColor4ubv(TH_BACK, scrollers_back_color);
/* make copies of rects for less typing */
vert = scrollers.vert;
hor = scrollers.hor;
/* horizontal scrollbar */
if (scroll & V2D_SCROLL_HORIZONTAL) {
uiWidgetColors wcol = btheme->tui.wcol_scroll;
const float alpha_fac = v2d->alpha_hor / 255.0f;
rcti slider;
int state;
slider.xmin = scrollers.hor_min;
slider.xmax = scrollers.hor_max;
slider.ymin = hor.ymin;
slider.ymax = hor.ymax;
state = (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE) ? UI_SCROLL_PRESSED : 0;
wcol.inner[3] *= alpha_fac;
wcol.item[3] *= alpha_fac;
wcol.outline[3] *= alpha_fac;
btheme->tui.widget_emboss[3] *= alpha_fac; /* will be reset later */
/* show zoom handles if:
* - zooming on x-axis is allowed (no scroll otherwise)
* - slider bubble is large enough (no overdraw confusion)
* - scale is shown on the scroller
* (workaround to make sure that button windows don't show these,
* and only the time-grids with their zoom-ability can do so).
*/
if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0 && (v2d->scroll & V2D_SCROLL_HORIZONTAL_HANDLES) &&
(BLI_rcti_size_x(&slider) > V2D_SCROLL_HANDLE_SIZE_HOTSPOT)) {
state |= UI_SCROLL_ARROWS;
}
UI_draw_widget_scroll(&wcol, &hor, &slider, state);
}
/* vertical scrollbar */
if (scroll & V2D_SCROLL_VERTICAL) {
uiWidgetColors wcol = btheme->tui.wcol_scroll;
rcti slider;
const float alpha_fac = v2d->alpha_vert / 255.0f;
int state;
slider.xmin = vert.xmin;
slider.xmax = vert.xmax;
slider.ymin = scrollers.vert_min;
slider.ymax = scrollers.vert_max;
state = (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE) ? UI_SCROLL_PRESSED : 0;
wcol.inner[3] *= alpha_fac;
wcol.item[3] *= alpha_fac;
wcol.outline[3] *= alpha_fac;
btheme->tui.widget_emboss[3] *= alpha_fac; /* will be reset later */
/* show zoom handles if:
* - zooming on y-axis is allowed (no scroll otherwise)
* - slider bubble is large enough (no overdraw confusion)
* - scale is shown on the scroller
* (workaround to make sure that button windows don't show these,
* and only the time-grids with their zoomability can do so)
*/
if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0 && (v2d->scroll & V2D_SCROLL_VERTICAL_HANDLES) &&
(BLI_rcti_size_y(&slider) > V2D_SCROLL_HANDLE_SIZE_HOTSPOT)) {
state |= UI_SCROLL_ARROWS;
}
UI_draw_widget_scroll(&wcol, &vert, &slider, state);
}
/* Was changed above, so reset. */
btheme->tui.widget_emboss[3] = emboss_alpha;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name List View Utilities
* \{ */
/**
* Get the 'cell' (row, column) that the given 2D-view coordinates
* (i.e. in 'tot' rect space) lie in.
*
* \param columnwidth, rowheight: size of each 'cell'
* \param startx, starty: coordinates (in 'tot' rect space) that the list starts from.
* This should be (0,0) for most views. However, for those where the starting row was offsetted
* (like for Animation Editor channel lists, to make the first entry more visible), these will be
* the min-coordinates of the first item.
* \param viewx, viewy: 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
* \param r_column, r_row: the 'coordinates' of the relevant 'cell'
*/
void UI_view2d_listview_view_to_cell(float columnwidth,
float rowheight,
float startx,
float starty,
float viewx,
float viewy,
int *r_column,
int *r_row)
{
if (r_column) {
if (columnwidth > 0) {
/* Columns go from left to right (x increases). */
*r_column = floorf((viewx - startx) / columnwidth);
}
else {
*r_column = 0;
}
}
if (r_row) {
if (rowheight > 0) {
/* Rows got from top to bottom (y decreases). */
*r_row = floorf((starty - viewy) / rowheight);
}
else {
*r_row = 0;
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Coordinate Conversions
* \{ */
float UI_view2d_region_to_view_x(const struct View2D *v2d, float x)
{
return (v2d->cur.xmin +
(BLI_rctf_size_x(&v2d->cur) * (x - v2d->mask.xmin) / BLI_rcti_size_x(&v2d->mask)));
}
float UI_view2d_region_to_view_y(const struct View2D *v2d, float y)
{
return (v2d->cur.ymin +
(BLI_rctf_size_y(&v2d->cur) * (y - v2d->mask.ymin) / BLI_rcti_size_y(&v2d->mask)));
}
/**
* Convert from screen/region space to 2d-View space
*
* \param x, y: coordinates to convert
* \param r_view_x, r_view_y: resultant coordinates
*/
void UI_view2d_region_to_view(
const View2D *v2d, float x, float y, float *r_view_x, float *r_view_y)
{
*r_view_x = UI_view2d_region_to_view_x(v2d, x);
*r_view_y = UI_view2d_region_to_view_y(v2d, y);
}
void UI_view2d_region_to_view_rctf(const View2D *v2d, const rctf *rect_src, rctf *rect_dst)
{
const float cur_size[2] = {BLI_rctf_size_x(&v2d->cur), BLI_rctf_size_y(&v2d->cur)};
const float mask_size[2] = {BLI_rcti_size_x(&v2d->mask), BLI_rcti_size_y(&v2d->mask)};
rect_dst->xmin = (v2d->cur.xmin +
(cur_size[0] * (rect_src->xmin - v2d->mask.xmin) / mask_size[0]));
rect_dst->xmax = (v2d->cur.xmin +
(cur_size[0] * (rect_src->xmax - v2d->mask.xmin) / mask_size[0]));
rect_dst->ymin = (v2d->cur.ymin +
(cur_size[1] * (rect_src->ymin - v2d->mask.ymin) / mask_size[1]));
rect_dst->ymax = (v2d->cur.ymin +
(cur_size[1] * (rect_src->ymax - v2d->mask.ymin) / mask_size[1]));
}
float UI_view2d_view_to_region_x(const View2D *v2d, float x)
{
return (v2d->mask.xmin +
(((x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur)) * BLI_rcti_size_x(&v2d->mask)));
}
float UI_view2d_view_to_region_y(const View2D *v2d, float y)
{
return (v2d->mask.ymin +
(((y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur)) * BLI_rcti_size_y(&v2d->mask)));
}
/**
* Convert from 2d-View space to screen/region space
* \note Coordinates are clamped to lie within bounds of region
*
* \param x, y: Coordinates to convert.
* \param r_region_x, r_region_y: Resultant coordinates.
*/
bool UI_view2d_view_to_region_clip(
const View2D *v2d, float x, float y, int *r_region_x, int *r_region_y)
{
/* express given coordinates as proportional values */
x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
/* check if values are within bounds */
if ((x >= 0.0f) && (x <= 1.0f) && (y >= 0.0f) && (y <= 1.0f)) {
*r_region_x = (int)(v2d->mask.xmin + (x * BLI_rcti_size_x(&v2d->mask)));
*r_region_y = (int)(v2d->mask.ymin + (y * BLI_rcti_size_y(&v2d->mask)));
return true;
}
/* set initial value in case coordinate lies outside of bounds */
*r_region_x = *r_region_y = V2D_IS_CLIPPED;
return false;
}
/**
* Convert from 2d-view space to screen/region space
*
* \note Coordinates are NOT clamped to lie within bounds of region.
*
* \param x, y: Coordinates to convert.
* \param r_region_x, r_region_y: Resultant coordinates.
*/
void UI_view2d_view_to_region(
const View2D *v2d, float x, float y, int *r_region_x, int *r_region_y)
{
/* step 1: express given coordinates as proportional values */
x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
/* step 2: convert proportional distances to screen coordinates */
x = v2d->mask.xmin + (x * BLI_rcti_size_x(&v2d->mask));
y = v2d->mask.ymin + (y * BLI_rcti_size_y(&v2d->mask));
/* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
*r_region_x = clamp_float_to_int(x);
*r_region_y = clamp_float_to_int(y);
}
void UI_view2d_view_to_region_fl(
const View2D *v2d, float x, float y, float *r_region_x, float *r_region_y)
{
/* express given coordinates as proportional values */
x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
/* convert proportional distances to screen coordinates */
*r_region_x = v2d->mask.xmin + (x * BLI_rcti_size_x(&v2d->mask));
*r_region_y = v2d->mask.ymin + (y * BLI_rcti_size_y(&v2d->mask));
}
void UI_view2d_view_to_region_rcti(const View2D *v2d, const rctf *rect_src, rcti *rect_dst)
{
const float cur_size[2] = {BLI_rctf_size_x(&v2d->cur), BLI_rctf_size_y(&v2d->cur)};
const float mask_size[2] = {BLI_rcti_size_x(&v2d->mask), BLI_rcti_size_y(&v2d->mask)};
rctf rect_tmp;
/* step 1: express given coordinates as proportional values */
rect_tmp.xmin = (rect_src->xmin - v2d->cur.xmin) / cur_size[0];
rect_tmp.xmax = (rect_src->xmax - v2d->cur.xmin) / cur_size[0];
rect_tmp.ymin = (rect_src->ymin - v2d->cur.ymin) / cur_size[1];
rect_tmp.ymax = (rect_src->ymax - v2d->cur.ymin) / cur_size[1];
/* step 2: convert proportional distances to screen coordinates */
rect_tmp.xmin = v2d->mask.xmin + (rect_tmp.xmin * mask_size[0]);
rect_tmp.xmax = v2d->mask.xmin + (rect_tmp.xmax * mask_size[0]);
rect_tmp.ymin = v2d->mask.ymin + (rect_tmp.ymin * mask_size[1]);
rect_tmp.ymax = v2d->mask.ymin + (rect_tmp.ymax * mask_size[1]);
clamp_rctf_to_rcti(rect_dst, &rect_tmp);
}
void UI_view2d_view_to_region_m4(const View2D *v2d, float matrix[4][4])
{
rctf mask;
unit_m4(matrix);
BLI_rctf_rcti_copy(&mask, &v2d->mask);
BLI_rctf_transform_calc_m4_pivot_min(&v2d->cur, &mask, matrix);
}
bool UI_view2d_view_to_region_rcti_clip(const View2D *v2d, const rctf *rect_src, rcti *rect_dst)
{
const float cur_size[2] = {BLI_rctf_size_x(&v2d->cur), BLI_rctf_size_y(&v2d->cur)};
const float mask_size[2] = {BLI_rcti_size_x(&v2d->mask), BLI_rcti_size_y(&v2d->mask)};
rctf rect_tmp;
BLI_assert(rect_src->xmin <= rect_src->xmax && rect_src->ymin <= rect_src->ymax);
/* step 1: express given coordinates as proportional values */
rect_tmp.xmin = (rect_src->xmin - v2d->cur.xmin) / cur_size[0];
rect_tmp.xmax = (rect_src->xmax - v2d->cur.xmin) / cur_size[0];
rect_tmp.ymin = (rect_src->ymin - v2d->cur.ymin) / cur_size[1];
rect_tmp.ymax = (rect_src->ymax - v2d->cur.ymin) / cur_size[1];
if (((rect_tmp.xmax < 0.0f) || (rect_tmp.xmin > 1.0f) || (rect_tmp.ymax < 0.0f) ||
(rect_tmp.ymin > 1.0f)) == 0) {
/* step 2: convert proportional distances to screen coordinates */
rect_tmp.xmin = v2d->mask.xmin + (rect_tmp.xmin * mask_size[0]);
rect_tmp.xmax = v2d->mask.ymin + (rect_tmp.xmax * mask_size[0]);
rect_tmp.ymin = v2d->mask.ymin + (rect_tmp.ymin * mask_size[1]);
rect_tmp.ymax = v2d->mask.ymin + (rect_tmp.ymax * mask_size[1]);
clamp_rctf_to_rcti(rect_dst, &rect_tmp);
return true;
}
rect_dst->xmin = rect_dst->xmax = rect_dst->ymin = rect_dst->ymax = V2D_IS_CLIPPED;
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
/* View2D data by default resides in region, so get from region stored in context */
View2D *UI_view2d_fromcontext(const bContext *C)
{
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
if (area == NULL) {
return NULL;
}
if (region == NULL) {
return NULL;
}
return &(region->v2d);
}
/* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
View2D *UI_view2d_fromcontext_rwin(const bContext *C)
{
ScrArea *area = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
if (area == NULL) {
return NULL;
}
if (region == NULL) {
return NULL;
}
if (region->regiontype != RGN_TYPE_WINDOW) {
ARegion *region_win = BKE_area_find_region_type(area, RGN_TYPE_WINDOW);
return region_win ? &(region_win->v2d) : NULL;
}
return &(region->v2d);
}
/* Get scrollbar sizes of the current 2D view. The size will be zero if the view has its scrollbars
* disabled. */
void UI_view2d_scroller_size_get(const View2D *v2d, float *r_x, float *r_y)
{
const int scroll = view2d_scroll_mapped(v2d->scroll);
if (r_x) {
if (scroll & V2D_SCROLL_VERTICAL) {
*r_x = (scroll & V2D_SCROLL_VERTICAL_HANDLES) ? V2D_SCROLL_HANDLE_WIDTH : V2D_SCROLL_WIDTH;
}
else {
*r_x = 0;
}
}
if (r_y) {
if (scroll & V2D_SCROLL_HORIZONTAL) {
*r_y = (scroll & V2D_SCROLL_HORIZONTAL_HANDLES) ? V2D_SCROLL_HANDLE_HEIGHT :
V2D_SCROLL_HEIGHT;
}
else {
*r_y = 0;
}
}
}
/**
* Calculate the scale per-axis of the drawing-area
*
* Is used to inverse correct drawing of icons, etc. that need to follow view
* but not be affected by scale
*
* \param r_x, r_y: scale on each axis
*/
void UI_view2d_scale_get(View2D *v2d, float *r_x, float *r_y)
{
if (r_x) {
*r_x = UI_view2d_scale_get_x(v2d);
}
if (r_y) {
*r_y = UI_view2d_scale_get_y(v2d);
}
}
float UI_view2d_scale_get_x(const View2D *v2d)
{
return BLI_rcti_size_x(&v2d->mask) / BLI_rctf_size_x(&v2d->cur);
}
float UI_view2d_scale_get_y(const View2D *v2d)
{
return BLI_rcti_size_y(&v2d->mask) / BLI_rctf_size_y(&v2d->cur);
}
/**
* Same as ``UI_view2d_scale_get() - 1.0f / x, y``
*/
void UI_view2d_scale_get_inverse(const View2D *v2d, float *r_x, float *r_y)
{
if (r_x) {
*r_x = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
}
if (r_y) {
*r_y = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
}
}
/**
* Simple functions for consistent center offset access.
* Used by node editor to shift view center for each individual node tree.
*/
void UI_view2d_center_get(const struct View2D *v2d, float *r_x, float *r_y)
{
/* get center */
if (r_x) {
*r_x = BLI_rctf_cent_x(&v2d->cur);
}
if (r_y) {
*r_y = BLI_rctf_cent_y(&v2d->cur);
}
}
void UI_view2d_center_set(struct View2D *v2d, float x, float y)
{
BLI_rctf_recenter(&v2d->cur, x, y);
/* make sure that 'cur' rect is in a valid state as a result of these changes */
UI_view2d_curRect_validate(v2d);
}
/**
* Simple pan function
* (0.0, 0.0) bottom left
* (0.5, 0.5) center
* (1.0, 1.0) top right.
*/
void UI_view2d_offset(struct View2D *v2d, float xfac, float yfac)
{
if (xfac != -1.0f) {
const float xsize = BLI_rctf_size_x(&v2d->cur);
const float xmin = v2d->tot.xmin;
const float xmax = v2d->tot.xmax - xsize;
v2d->cur.xmin = (xmin * (1.0f - xfac)) + (xmax * xfac);
v2d->cur.xmax = v2d->cur.xmin + xsize;
}
if (yfac != -1.0f) {
const float ysize = BLI_rctf_size_y(&v2d->cur);
const float ymin = v2d->tot.ymin;
const float ymax = v2d->tot.ymax - ysize;
v2d->cur.ymin = (ymin * (1.0f - yfac)) + (ymax * yfac);
v2d->cur.ymax = v2d->cur.ymin + ysize;
}
UI_view2d_curRect_validate(v2d);
}
/**
* Check if mouse is within scrollers
*
* \param x, y: Mouse coordinates in screen (not region) space.
* \param r_scroll: Mapped view2d scroll flag.
*
* \return appropriate code for match.
* - 'h' = in horizontal scroller.
* - 'v' = in vertical scroller.
* - 0 = not in scroller.
*/
char UI_view2d_mouse_in_scrollers_ex(
const ARegion *region, const View2D *v2d, int x, int y, int *r_scroll)
{
const int scroll = view2d_scroll_mapped(v2d->scroll);
*r_scroll = scroll;
if (scroll) {
/* Move to region-coordinates. */
const int co[2] = {
x - region->winrct.xmin,
y - region->winrct.ymin,
};
if (scroll & V2D_SCROLL_HORIZONTAL) {
if (IN_2D_HORIZ_SCROLL(v2d, co)) {
return 'h';
}
}
if (scroll & V2D_SCROLL_VERTICAL) {
if (IN_2D_VERT_SCROLL(v2d, co)) {
return 'v';
}
}
}
return 0;
}
char UI_view2d_rect_in_scrollers_ex(const ARegion *region,
const View2D *v2d,
const rcti *rect,
int *r_scroll)
{
const int scroll = view2d_scroll_mapped(v2d->scroll);
*r_scroll = scroll;
if (scroll) {
/* Move to region-coordinates. */
rcti rect_region = *rect;
BLI_rcti_translate(&rect_region, -region->winrct.xmin, region->winrct.ymin);
if (scroll & V2D_SCROLL_HORIZONTAL) {
if (IN_2D_HORIZ_SCROLL_RECT(v2d, &rect_region)) {
return 'h';
}
}
if (scroll & V2D_SCROLL_VERTICAL) {
if (IN_2D_VERT_SCROLL_RECT(v2d, &rect_region)) {
return 'v';
}
}
}
return 0;
}
char UI_view2d_mouse_in_scrollers(const ARegion *region, const View2D *v2d, int x, int y)
{
int scroll_dummy = 0;
return UI_view2d_mouse_in_scrollers_ex(region, v2d, x, y, &scroll_dummy);
}
char UI_view2d_rect_in_scrollers(const ARegion *region, const View2D *v2d, const rcti *rect)
{
int scroll_dummy = 0;
return UI_view2d_rect_in_scrollers_ex(region, v2d, rect, &scroll_dummy);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View2D Text Drawing Cache
* \{ */
typedef struct View2DString {
struct View2DString *next;
union {
uchar ub[4];
int pack;
} col;
rcti rect;
int mval[2];
/* str is allocated past the end */
char str[0];
} View2DString;
/* assumes caches are used correctly, so for time being no local storage in v2d */
static MemArena *g_v2d_strings_arena = NULL;
static View2DString *g_v2d_strings = NULL;
void UI_view2d_text_cache_add(
View2D *v2d, float x, float y, const char *str, size_t str_len, const uchar col[4])
{
int mval[2];
BLI_assert(str_len == strlen(str));
if (UI_view2d_view_to_region_clip(v2d, x, y, &mval[0], &mval[1])) {
const int alloc_len = str_len + 1;
View2DString *v2s;
if (g_v2d_strings_arena == NULL) {
g_v2d_strings_arena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 14), __func__);
}
v2s = BLI_memarena_alloc(g_v2d_strings_arena, sizeof(View2DString) + alloc_len);
BLI_LINKS_PREPEND(g_v2d_strings, v2s);
v2s->col.pack = *((const int *)col);
memset(&v2s->rect, 0, sizeof(v2s->rect));
v2s->mval[0] = mval[0];
v2s->mval[1] = mval[1];
memcpy(v2s->str, str, alloc_len);
}
}
/* no clip (yet) */
void UI_view2d_text_cache_add_rectf(
View2D *v2d, const rctf *rect_view, const char *str, size_t str_len, const uchar col[4])
{
rcti rect;
BLI_assert(str_len == strlen(str));
if (UI_view2d_view_to_region_rcti_clip(v2d, rect_view, &rect)) {
const int alloc_len = str_len + 1;
View2DString *v2s;
if (g_v2d_strings_arena == NULL) {
g_v2d_strings_arena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 14), __func__);
}
v2s = BLI_memarena_alloc(g_v2d_strings_arena, sizeof(View2DString) + alloc_len);
BLI_LINKS_PREPEND(g_v2d_strings, v2s);
v2s->col.pack = *((const int *)col);
v2s->rect = rect;
v2s->mval[0] = v2s->rect.xmin;
v2s->mval[1] = v2s->rect.ymin;
memcpy(v2s->str, str, alloc_len);
}
}
void UI_view2d_text_cache_draw(ARegion *region)
{
View2DString *v2s;
int col_pack_prev = 0;
/* investigate using BLF_ascender() */
const int font_id = BLF_default();
BLF_set_default();
const float default_height = g_v2d_strings ? BLF_height(font_id, "28", 3) : 0.0f;
wmOrtho2_region_pixelspace(region);
for (v2s = g_v2d_strings; v2s; v2s = v2s->next) {
int xofs = 0, yofs;
yofs = ceil(0.5f * (BLI_rcti_size_y(&v2s->rect) - default_height));
if (yofs < 1) {
yofs = 1;
}
if (col_pack_prev != v2s->col.pack) {
BLF_color3ubv(font_id, v2s->col.ub);
col_pack_prev = v2s->col.pack;
}
if (v2s->rect.xmin >= v2s->rect.xmax) {
BLF_draw_default((float)(v2s->mval[0] + xofs),
(float)(v2s->mval[1] + yofs),
0.0,
v2s->str,
BLF_DRAW_STR_DUMMY_MAX);
}
else {
BLF_enable(font_id, BLF_CLIPPING);
BLF_clipping(
font_id, v2s->rect.xmin - 4, v2s->rect.ymin - 4, v2s->rect.xmax + 4, v2s->rect.ymax + 4);
BLF_draw_default(
v2s->rect.xmin + xofs, v2s->rect.ymin + yofs, 0.0f, v2s->str, BLF_DRAW_STR_DUMMY_MAX);
BLF_disable(font_id, BLF_CLIPPING);
}
}
g_v2d_strings = NULL;
if (g_v2d_strings_arena) {
BLI_memarena_free(g_v2d_strings_arena);
g_v2d_strings_arena = NULL;
}
}
/** \} */