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blender-archive/source/blender/editors/interface/view2d.c
Andrea Weikert 6241b8a57f RNA
* rna for DNA_key_types.h, also linked to key member of Lattice, others need to be checked.
2008-12-03 21:18:10 +00:00

851 lines
23 KiB
C

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation, Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view2d_types.h"
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "WM_api.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "UI_resources.h"
#include "UI_view2d.h"
/* *********************************************************************** */
/* Refresh and Validation */
/* Adjust mask size in response to view size changes */
// XXX pre2.5 -> this used to be called calc_scrollrcts()
void UI_view2d_update_size(View2D *v2d, int winx, int winy)
{
/* mask - view frame */
v2d->mask.xmin= v2d->mask.ymin= 0;
v2d->mask.xmax= winx;
v2d->mask.ymax= winy;
/* scrollbars shrink mask area, but should be based off regionsize
* - they can only be on one edge of the region they define
*/
if (v2d->scroll) {
/* vertical scrollbar */
if (v2d->scroll & L_SCROLL) {
/* on left-hand edge of region */
v2d->vert= v2d->mask;
v2d->vert.xmax= SCROLLB;
v2d->mask.xmin= SCROLLB;
}
else if (v2d->scroll & R_SCROLL) {
/* on right-hand edge of region */
v2d->vert= v2d->mask;
v2d->vert.xmin= v2d->vert.xmax-SCROLLB;
v2d->mask.xmax= v2d->vert.xmin;
}
/* horizontal scrollbar */
if (v2d->scroll & (B_SCROLL|B_SCROLLO)) {
/* on bottom edge of region (B_SCROLLO is outliner, the ohter is for standard) */
v2d->hor= v2d->mask;
v2d->hor.ymax= SCROLLH;
v2d->mask.ymin= SCROLLH;
}
else if (v2d->scroll & T_SCROLL) {
/* on upper edge of region */
v2d->hor= v2d->mask;
v2d->hor.ymin= v2d->hor.ymax-SCROLLH;
v2d->mask.ymax= v2d->hor.ymin;
}
}
}
/* 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()
// XXX FIXME - still need to go through this and figure out what it all parts of it do
void UI_view2d_enforce_status(View2D *v2d, int winx, int winy)
{
/* cur is not allowed to be larger than max, smaller than min, or outside of tot */
rctf *cur, *tot;
float dx, dy, temp, fac, zoom;
/* correct winx for scrollbars */
if (v2d->scroll & L_SCROLL) winx-= SCROLLB;
if (v2d->scroll & (B_SCROLL|B_SCROLLO)) winy-= SCROLLH;
/* header completely closed window */
if (winy <= 0) return;
/* get pointers */
cur= &v2d->cur;
tot= &v2d->tot;
/* dx, dy are width and height of v2d->cur, respectively */
dx= cur->xmax - cur->xmin;
dy= cur->ymax - cur->ymin;
/* keepzoom - restore old zoom */
if (v2d->keepzoom) {
/* keepzoom on x or y axis - reset size of current-viewable area to size of region (i.e. no zooming happened) */
if (v2d->keepzoom & V2D_LOCKZOOM_Y)
cur->ymax= cur->ymin + ((float)winy);
if (v2d->keepzoom & V2D_LOCKZOOM_X)
cur->xmax= cur->xmin + ((float)winx);
/* calculate zoom-factor for x */
zoom= ((float)winx)/dx;
/* if zoom factor is excessive, normalise it and calculate new width */
if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
if (zoom < v2d->minzoom) fac= zoom / v2d->minzoom;
else fac= zoom / v2d->maxzoom;
dx *= fac;
temp= 0.5f * (cur->xmax + cur->xmin);
cur->xmin= temp - (0.5f * dx);
cur->xmax= temp + (0.5f * dx);
}
/* calculate zoom-factor for y */
zoom= ((float)winy)/dy;
/* if zoom factor is excessive, normalise it and calculate new width */
if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
if (zoom < v2d->minzoom) fac= zoom / v2d->minzoom;
else fac= zoom / v2d->maxzoom;
dy *= fac;
temp= 0.5f * (cur->ymax + cur->ymin);
cur->ymin= temp - (0.5f * dy);
cur->ymax= temp + (0.5f * dy);
}
}
else {
/* if extents of cur are below or above what's acceptable, interpolate extent to lie halfway */
if (dx < v2d->min[0]) {
dx= v2d->min[0];
temp= 0.5f * (cur->xmax + cur->xmin);
cur->xmin= temp - (0.5f * dx);
cur->xmax= temp + (0.5f * dx);
}
else if (dx > v2d->max[0]) {
dx= v2d->max[0];
temp= 0.5f * (cur->xmax + cur->xmin);
cur->xmin= temp - (0.5f * dx);
cur->xmax= temp + (0.5f * dx);
}
if (dy < v2d->min[1]) {
dy= v2d->min[1];
temp= 0.5f * (cur->ymax + cur->ymin);
cur->ymin= temp - (0.5f * dy);
cur->ymax= temp + (0.5f * dy);
}
else if (dy > v2d->max[1]) {
dy= v2d->max[1];
temp= 0.5f * (cur->ymax + cur->ymin);
cur->ymin= temp-0.5*dy;
cur->ymax= temp+0.5*dy;
}
}
/* keep aspect - maintain aspect ratio */
if (v2d->keepaspect) {
short do_x=0, do_y=0;
/* when a window edge changes, the aspect ratio can't be used to
* find which is the best new 'cur' rect. thats why it stores 'old'
*/
if (winx != v2d->oldwinx) do_x= 1;
if (winy != v2d->oldwiny) do_y= 1;
/* here dx is cur ratio, while dy is win ratio */
dx= (cur->ymax - cur->ymin) / (cur->xmax - cur->xmin);
dy= ((float)winy) / ((float)winx);
/* both sizes change (area/region maximised) */
if (do_x == do_y) {
if ((do_x==1) && (do_y==1)) {
if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
else do_x= 0;
}
else if (dy > 1.0f) do_x= 0;
else do_x= 1;
}
if (do_x) {
if ((v2d->keeptot == 2) && (winx < v2d->oldwinx)) {
/* This is a special hack for the outliner, to ensure that the
* outliner contents will not eventually get pushed out of view
* when shrinking the view.
*/
cur->xmax -= cur->xmin;
cur->xmin= 0.0f;
}
else {
/* portrait window: correct for x */
dx= cur->ymax - cur->ymin;
temp= cur->xmax + cur->xmin;
cur->xmin= (temp / 2.0f) - (0.5f * dx / dy);
cur->xmax= (temp / 2.0f) + (0.5f * dx / dy);
}
}
else {
dx= cur->xmax - cur->xmin;
temp= cur->ymax + cur->ymin;
cur->ymin= (temp / 2.0f) - (0.5f * dy * dx);
cur->ymax= (temp / 2.0f) + (0.5f * dy * dx);
}
/* store region size for next time */
v2d->oldwinx= winx;
v2d->oldwiny= winy;
}
/* keeptot - make sure that size of cur doesn't exceed that of tot, otherwise, adjust! */
if (v2d->keeptot) {
/* calculate extents of cur */
dx= cur->xmax - cur->xmin;
dy= cur->ymax - cur->ymin;
/* cur is wider than tot? */
if (dx > (tot->xmax - tot->xmin)) {
if (v2d->keepzoom == 0) {
if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
}
else {
/* maintaining zoom, so restore cur to tot size */
if (cur->xmax < tot->xmax) {
dx= tot->xmax - cur->xmax;
cur->xmin+= dx;
cur->xmax+= dx;
}
else if (cur->xmin > tot->xmin) {
dx= cur->xmin - tot->xmin;
cur->xmin-= dx;
cur->xmax-= dx;
}
}
}
else {
/* cur is smaller than tot, but cur cannot be outside of tot */
if (cur->xmin < tot->xmin) {
dx= tot->xmin - cur->xmin;
cur->xmin += dx;
cur->xmax += dx;
}
else if ((v2d->keeptot != 2) && (cur->xmax > tot->xmax)) {
/* NOTE: keeptot is 2, as keeptot!=0 makes sure it does get
* too freely scrolled on x-axis, but keeptot=1 will result
* in a snap-back when clicking on elements
*/
dx= cur->xmax - tot->xmax;
cur->xmin -= dx;
cur->xmax -= dx;
}
}
if (dy > (tot->ymax - tot->ymin)) {
if (v2d->keepzoom==0) {
if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
}
else {
if (cur->ymax < tot->ymax) {
dy= tot->ymax - cur->ymax;
cur->ymin+= dy;
cur->ymax+= dy;
}
else if (cur->ymin > tot->ymin) {
dy= cur->ymin - tot->ymin;
cur->ymin -= dy;
cur->ymax -= dy;
}
}
}
else {
if (cur->ymin < tot->ymin) {
dy= tot->ymin - cur->ymin;
cur->ymin += dy;
cur->ymax += dy;
}
else if (cur->ymax > tot->ymax) {
dy= cur->ymax - tot->ymax;
cur->ymin-= dy;
cur->ymax-= dy;
}
}
}
}
/* *********************************************************************** */
/* View Matrix Setup */
/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing
* - this assumes viewport/scissor been set for the region, taking scrollbars into account
*/
void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
{
/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
* as they were causing some unwanted offsets when drawing
*/
wmOrtho2(C->window, v2d->cur.xmin, v2d->cur.xmax, v2d->cur.ymin, v2d->cur.ymax);
}
/* Set view matrices to only use one axis of 'cur' only
* - this assumes viewport/scissor been set for the region, taking scrollbars into account
*
* - 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(const bContext *C, View2D *v2d, short xaxis)
{
ARegion *region= C->region;
int winx, winy;
/* calculate extents of region */
winx= region->winrct.xmax - region->winrct.xmin;
winy= region->winrct.ymax - region->winrct.ymin;
/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
* as they were causing some unwanted offsets when drawing
*/
if (xaxis)
wmOrtho2(C->window, v2d->cur.xmin, v2d->cur.xmax, 0, winy);
else
wmOrtho2(C->window, 0, winx, v2d->cur.ymin, v2d->cur.ymax);
}
/* Restore view matrices after drawing */
void UI_view2d_view_restore(const bContext *C)
{
ARegion *region= C->region;
int winx, winy;
/* calculate extents of region */
winx= region->winrct.xmax - region->winrct.xmin;
winy= region->winrct.ymax - region->winrct.ymin;
/* set default region matrix - pixel offsets (0.375) for 1:1 correspondance are not applied,
* as they were causing some unwanted offsets when drawing
*/
wmOrtho2(C->window, 0, winx, 0, winy);
}
/* *********************************************************************** */
/* Gridlines */
/* minimum pixels per gridstep */
#define MINGRIDSTEP 35
/* View2DGrid is typedef'd in UI_view2d.h */
struct View2DGrid {
float dx, dy; /* stepsize (in pixels) between gridlines */
float startx, starty; /* initial coordinates to start drawing grid from */
int powerx, powery; /* step as power of 10 */
};
/* --------------- */
/* try to write step as a power of 10 */
static void step_to_grid(float *step, int *power, int unit)
{
const float loga= log10(*step);
float rem;
*power= (int)(loga);
rem= loga - (*power);
rem= pow(10.0, rem);
if (loga < 0.0f) {
if (rem < 0.2f) rem= 0.2f;
else if(rem < 0.5f) rem= 0.5f;
else rem= 1.0f;
*step= rem * pow(10.0, (double)(*power));
/* for frames, we want 1.0 frame intervals only */
if (unit == V2D_UNIT_FRAMES) {
rem = 1.0f;
*step = 1.0f;
}
/* prevents printing 1.0 2.0 3.0 etc */
if (rem == 1.0f) (*power)++;
}
else {
if (rem < 2.0f) rem= 2.0f;
else if(rem < 5.0f) rem= 5.0f;
else rem= 10.0f;
*step= rem * pow(10.0, (double)(*power));
(*power)++;
/* prevents printing 1.0, 2.0, 3.0, etc. */
if (rem == 10.0f) (*power)++;
}
}
/* Intialise settings necessary for drawing gridlines in a 2d-view
* - Currently, will return pointer to View2DGrid struct that needs to
* be freed with UI_view2d_free_grid()
* - Is used for scrollbar drawing too (for units drawing)
*
* - unit = V2D_UNIT_* grid steps in seconds or frames
* - clamp = V2D_CLAMP_* only show whole-number intervals
* - winx = width of region we're drawing to
* - winy = height of region we're drawing into
*/
View2DGrid *UI_view2d_calc_grid(const bContext *C, View2D *v2d, short unit, short clamp, int winx, int winy)
{
View2DGrid *grid;
float space, pixels, seconddiv;
int secondgrid;
/* grid here is allocated... */
grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
/* rule: gridstep is minimal GRIDSTEP pixels */
if (unit == V2D_UNIT_FRAMES) {
secondgrid= 0;
seconddiv= 0.01f * FPS;
}
else {
secondgrid= 1;
seconddiv= 1.0f;
}
space= v2d->cur.xmax - v2d->cur.xmin;
pixels= v2d->mask.xmax - v2d->mask.xmin;
grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
step_to_grid(&grid->dx, &grid->powerx, unit);
grid->dx *= seconddiv;
if (clamp == V2D_GRID_CLAMP) {
if (grid->dx < 0.1f) grid->dx= 0.1f;
grid->powerx-= 2;
if (grid->powerx < -2) grid->powerx= -2;
}
space= (v2d->cur.ymax - v2d->cur.ymin);
pixels= winy;
grid->dy= MINGRIDSTEP*space/pixels;
step_to_grid(&grid->dy, &grid->powery, unit);
if (clamp == V2D_GRID_CLAMP) {
if (grid->dy < 1.0f) grid->dy= 1.0f;
if (grid->powery < 1) grid->powery= 1;
}
grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
grid->starty= (v2d->cur.ymin-fmod(v2d->cur.ymin, grid->dy));
if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
return grid;
}
/* Draw gridlines in the given 2d-region */
void UI_view2d_draw_grid(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
{
float vec1[2], vec2[2];
int a, step;
/* vertical lines */
if (flag & V2D_VERTICAL_LINES) {
/* initialise initial settings */
vec1[0]= vec2[0]= grid->startx;
vec1[1]= grid->starty;
vec2[1]= v2d->cur.ymax;
/* minor gridlines */
step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
UI_ThemeColor(TH_GRID);
for (a=0; a<step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[0]= vec1[0]+= grid->dx;
}
/* major gridlines */
vec2[0]= vec1[0]-= 0.5f*grid->dx;
UI_ThemeColorShade(TH_GRID, 16);
step++;
for (a=0; a<=step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[0]= vec1[0]-= grid->dx;
}
}
/* horizontal lines */
if (flag & V2D_HORIZONTAL_LINES) {
/* only major gridlines */
vec1[0]= grid->startx;
vec1[1]= vec2[1]= grid->starty;
vec2[0]= v2d->cur.xmax;
step= (v2d->mask.ymax - v2d->mask.ymax + 1) / MINGRIDSTEP;
UI_ThemeColor(TH_GRID);
for (a=0; a<=step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[1]= vec1[1]+= grid->dy;
}
vec2[1]= vec1[1]-= 0.5f*grid->dy;
step++;
}
/* Axes are drawn as darker lines */
UI_ThemeColorShade(TH_GRID, -50);
/* horizontal axis */
if (flag & V2D_HORIZONTAL_AXIS) {
vec1[0]= v2d->cur.xmin;
vec2[0]= v2d->cur.xmax;
vec1[1]= vec2[1]= 0.0f;
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
}
/* vertical axis */
if (flag & V2D_VERTICAL_AXIS) {
vec1[1]= v2d->cur.ymin;
vec2[1]= v2d->cur.ymax;
vec1[0]= vec2[0]= 0.0f;
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
}
}
/* free temporary memory used for drawing grid */
void UI_view2d_free_grid(View2DGrid *grid)
{
MEM_freeN(grid);
}
/* *********************************************************************** */
/* Scrollbars */
/* View2DScrollers is typedef'd in UI_view2d.h */
struct View2DScrollers {
View2DGrid *grid; /* grid for coordinate drawing */
int vert_min, vert_max; /* vertical scrollbar - current 'focus' button */
int hor_min, hor_max; /* horizontal scrollbar - current 'focus' button */
};
/* Calculate relevant scroller properties */
View2DScrollers *UI_view2d_calc_scrollers(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
{
View2DScrollers *scrollers;
rcti vert, hor;
float fac, totsize, scrollsize;
vert= v2d->vert;
hor= v2d->hor;
/* scrollers is allocated here... */
scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
/* 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 (v2d->scroll & (HOR_SCROLL|HOR_SCROLLO)) {
/* slider 'button' extents */
totsize= v2d->tot.xmax - v2d->tot.xmin;
scrollsize= hor.xmax - hor.xmin;
fac= (v2d->cur.xmin- v2d->tot.xmin) / totsize;
//if (fac < 0.0f) fac= 0.0f;
scrollers->hor_min= hor.xmin + (fac * scrollsize);
fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
//if (fac > 1.0f) fac= 1.0f;
scrollers->hor_max= hor.xmin + (fac * scrollsize);
if (scrollers->hor_min > scrollers->hor_max)
scrollers->hor_min= scrollers->hor_max;
}
/* vertical scrollers */
if (v2d->scroll & VERT_SCROLL) {
/* slider 'button' extents */
totsize= v2d->tot.ymax - v2d->tot.ymin;
scrollsize= vert.ymax - vert.ymin;
fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
//if (fac < 0.0f) fac= 0.0f;
scrollers->vert_min= vert.ymin + (fac * scrollsize);
fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
//if (fac > 1.0f) fac= 1.0f;
scrollers->vert_max= vert.ymin + (fac * scrollsize);
if (scrollers->vert_min > scrollers->vert_max)
scrollers->vert_min= scrollers->vert_max;
}
return scrollers;
}
/* Draw scrollbars in the given 2d-region */
void UI_view2d_draw_scrollers(const bContext *C, View2D *v2d, View2DScrollers *scrollers, int flag)
{
const int darker= -40, dark= 0, light= 20, lighter= 50;
rcti vert, hor;
vert= v2d->vert;
hor= v2d->hor;
/* horizontal scrollbar */
if (v2d->scroll & (HOR_SCROLL|HOR_SCROLLO)) {
/* scroller backdrop */
UI_ThemeColorShade(TH_SHADE1, light);
glRecti(hor.xmin, hor.ymin, hor.xmax, hor.ymax);
/* slider 'button' */
// FIXME: implement fancy one... but only when we get this working first!
{
UI_ThemeColorShade(TH_SHADE1, dark);
glRecti(scrollers->hor_min, hor.ymin, scrollers->hor_max, hor.ymax);
/* draw lines on either end of 'box' */
glLineWidth(2.0);
UI_ThemeColorShade(TH_SHADE1, darker);
sdrawline(scrollers->hor_min, hor.ymin, scrollers->hor_min, hor.ymax);
sdrawline(scrollers->hor_max, hor.ymin, scrollers->hor_max, hor.ymax);
glLineWidth(1.0);
}
/* scale indicators */
// XXX will need to update the font drawing when the new stuff comes in
if (v2d->scroll & HOR_SCROLLGRID) {
}
/* decoration outer bevel line */
UI_ThemeColorShade(TH_SHADE1, lighter);
if (v2d->scroll & B_SCROLL)
sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
else if (v2d->scroll & T_SCROLL)
sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
}
/* vertical scrollbar */
if (v2d->scroll & VERT_SCROLL) {
/* scroller backdrop */
UI_ThemeColorShade(TH_SHADE1, light);
glRecti(vert.xmin, vert.ymin, vert.xmax, vert.ymax);
/* slider 'button' */
// FIXME: implement fancy one... but only when we get this working first!
{
UI_ThemeColorShade(TH_SHADE1, dark);
glRecti(vert.xmin, scrollers->vert_min, vert.xmax, scrollers->vert_max);
/* draw lines on either end of 'box' */
glLineWidth(2.0);
UI_ThemeColorShade(TH_SHADE1, darker);
sdrawline(vert.xmin, scrollers->vert_min, vert.xmax, scrollers->vert_min);
sdrawline(vert.xmin, scrollers->vert_max, vert.xmax, scrollers->vert_max);
glLineWidth(1.0);
}
/* scale indiators */
// XXX will need to update the font drawing when the new stuff comes in
if (v2d->scroll & VERT_SCROLLGRID) {
}
/* decoration outer bevel line */
UI_ThemeColorShade(TH_SHADE1, lighter);
if (v2d->scroll & R_SCROLL)
sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
else
sdrawline(vert.xmax, vert.ymin, vert.xmax, vert.ymax);
}
}
/* free temporary memory used for drawing scrollers */
void UI_view2d_free_scrollers(View2DScrollers *scrollers)
{
MEM_freeN(scrollers);
}
/* *********************************************************************** */
/* Coordinate Conversions */
/* Convert from screen/region space to 2d-View space
*
* - x,y = coordinates to convert
* - viewx,viewy = resultant coordinates
*/
void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
{
float div, ofs;
if (viewx) {
div= v2d->mask.xmax - v2d->mask.xmin;
ofs= v2d->mask.xmin;
*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
}
if (viewy) {
div= v2d->mask.ymax - v2d->mask.ymin;
ofs= v2d->mask.ymin;
*viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
}
}
/* Convert from 2d-View space to screen/region space
* - Coordinates are clamped to lie within bounds of region
*
* - x,y = coordinates to convert
* - regionx,regiony = resultant coordinates
*/
void UI_view2d_view_to_region(View2D *v2d, float x, float y, short *regionx, short *regiony)
{
/* set initial value in case coordinate lies outside of bounds */
if (regionx)
*regionx= V2D_IS_CLIPPED;
if (regiony)
*regiony= V2D_IS_CLIPPED;
/* express given coordinates as proportional values */
x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
/* check if values are within bounds */
if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
if (regionx)
*regionx= v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin);
if (regiony)
*regiony= v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin);
}
}
/* Convert from 2d-view space to screen/region space
* - Coordinates are NOT clamped to lie within bounds of region
*
* - x,y = coordinates to convert
* - regionx,regiony = resultant coordinates
*/
void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, short *regionx, short *regiony)
{
/* step 1: express given coordinates as proportional values */
x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
/* step 2: convert proportional distances to screen coordinates */
x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
/* although we don't clamp to lie within region bounds, we must avoid exceeding size of shorts */
if (regionx) {
if (x < -32760) *regionx= -32760;
else if(x > 32760) *regionx= 32760;
else *regionx= x;
}
if (regiony) {
if (y < -32760) *regiony= -32760;
else if(y > 32760) *regiony= 32760;
else *regiony= y;
}
}
/* *********************************************************************** */
/* Utilities */
/* View2D data by default resides in region, so get from region stored in context */
View2D *UI_view2d_fromcontext(const bContext *C)
{
if (C->area == NULL) return NULL;
if (C->region == NULL) return NULL;
return &(C->region->v2d);
}
/* 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
*
* - x,y = scale on each axis
*/
void UI_view2d_getscale(View2D *v2d, float *x, float *y)
{
if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
}