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blender-archive/source/blender/blenkernel/intern/screen.c
Bastien Montagne 6b51c27414 uiLists enhacements: dragresize and better GRID layout.
Many thanks to Brecht for the review!

* You can now drag-resize uiLists (in default or grid layouts).
** Note about "default" size: when you drag below minimal size of the uiList, it will automatically reset to automatic sizing (i.e. size between rows and maxrows, depending on the number of items to show). This often means (e.g. in Materials list with many mat slots) that the list will grow again to maxrows!

* Grid uiLists now have a customizable number of columns (previously it was a fixed value of 9), and they will respect the rows/maxrows settings as well (i.e. show a scrollbar when needed), instead of growing indefinitly!
2013-08-27 15:27:41 +00:00

489 lines
11 KiB
C

/*
* ***** 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/screen.c
* \ingroup bke
*/
#ifdef WIN32
# include "BLI_winstuff.h"
#endif
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BKE_screen.h"
/* ************ Spacetype/regiontype handling ************** */
/* keep global; this has to be accessible outside of windowmanager */
static ListBase spacetypes = {NULL, NULL};
/* not SpaceType itself */
static void spacetype_free(SpaceType *st)
{
ARegionType *art;
PanelType *pt;
HeaderType *ht;
for (art = st->regiontypes.first; art; art = art->next) {
BLI_freelistN(&art->drawcalls);
for (pt = art->paneltypes.first; pt; pt = pt->next)
if (pt->ext.free)
pt->ext.free(pt->ext.data);
for (ht = art->headertypes.first; ht; ht = ht->next)
if (ht->ext.free)
ht->ext.free(ht->ext.data);
BLI_freelistN(&art->paneltypes);
BLI_freelistN(&art->headertypes);
}
BLI_freelistN(&st->regiontypes);
BLI_freelistN(&st->toolshelf);
}
void BKE_spacetypes_free(void)
{
SpaceType *st;
for (st = spacetypes.first; st; st = st->next) {
spacetype_free(st);
}
BLI_freelistN(&spacetypes);
}
SpaceType *BKE_spacetype_from_id(int spaceid)
{
SpaceType *st;
for (st = spacetypes.first; st; st = st->next) {
if (st->spaceid == spaceid)
return st;
}
return NULL;
}
ARegionType *BKE_regiontype_from_id(SpaceType *st, int regionid)
{
ARegionType *art;
for (art = st->regiontypes.first; art; art = art->next)
if (art->regionid == regionid)
return art;
printf("Error, region type missing in - name:\"%s\", id:%d\n", st->name, st->spaceid);
return st->regiontypes.first;
}
const ListBase *BKE_spacetypes_list(void)
{
return &spacetypes;
}
void BKE_spacetype_register(SpaceType *st)
{
SpaceType *stype;
/* sanity check */
stype = BKE_spacetype_from_id(st->spaceid);
if (stype) {
printf("error: redefinition of spacetype %s\n", stype->name);
spacetype_free(stype);
MEM_freeN(stype);
}
BLI_addtail(&spacetypes, st);
}
int BKE_spacetype_exists(int spaceid)
{
return BKE_spacetype_from_id(spaceid) != NULL;
}
/* ***************** Space handling ********************** */
void BKE_spacedata_freelist(ListBase *lb)
{
SpaceLink *sl;
ARegion *ar;
for (sl = lb->first; sl; sl = sl->next) {
SpaceType *st = BKE_spacetype_from_id(sl->spacetype);
/* free regions for pushed spaces */
for (ar = sl->regionbase.first; ar; ar = ar->next)
BKE_area_region_free(st, ar);
BLI_freelistN(&sl->regionbase);
if (st && st->free)
st->free(sl);
}
BLI_freelistN(lb);
}
ARegion *BKE_area_region_copy(SpaceType *st, ARegion *ar)
{
ARegion *newar = MEM_dupallocN(ar);
Panel *pa, *newpa, *patab;
newar->prev = newar->next = NULL;
newar->handlers.first = newar->handlers.last = NULL;
newar->uiblocks.first = newar->uiblocks.last = NULL;
newar->ui_lists.first = newar->ui_lists.last = NULL;
newar->swinid = 0;
/* use optional regiondata callback */
if (ar->regiondata) {
ARegionType *art = BKE_regiontype_from_id(st, ar->regiontype);
if (art && art->duplicate)
newar->regiondata = art->duplicate(ar->regiondata);
else
newar->regiondata = MEM_dupallocN(ar->regiondata);
}
if (ar->v2d.tab_offset)
newar->v2d.tab_offset = MEM_dupallocN(ar->v2d.tab_offset);
newar->panels.first = newar->panels.last = NULL;
BLI_duplicatelist(&newar->panels, &ar->panels);
/* copy panel pointers */
for (newpa = newar->panels.first; newpa; newpa = newpa->next) {
patab = newar->panels.first;
pa = ar->panels.first;
while (patab) {
if (newpa->paneltab == pa) {
newpa->paneltab = patab;
break;
}
patab = patab->next;
pa = pa->next;
}
}
return newar;
}
/* from lb2 to lb1, lb1 is supposed to be freed */
static void region_copylist(SpaceType *st, ListBase *lb1, ListBase *lb2)
{
ARegion *ar;
/* to be sure */
lb1->first = lb1->last = NULL;
for (ar = lb2->first; ar; ar = ar->next) {
ARegion *arnew = BKE_area_region_copy(st, ar);
BLI_addtail(lb1, arnew);
}
}
/* lb1 should be empty */
void BKE_spacedata_copylist(ListBase *lb1, ListBase *lb2)
{
SpaceLink *sl;
lb1->first = lb1->last = NULL; /* to be sure */
for (sl = lb2->first; sl; sl = sl->next) {
SpaceType *st = BKE_spacetype_from_id(sl->spacetype);
if (st && st->duplicate) {
SpaceLink *slnew = st->duplicate(sl);
BLI_addtail(lb1, slnew);
region_copylist(st, &slnew->regionbase, &sl->regionbase);
}
}
}
/* facility to set locks for drawing to survive (render) threads accessing drawing data */
/* lock can become bitflag too */
/* should be replaced in future by better local data handling for threads */
void BKE_spacedata_draw_locks(int set)
{
SpaceType *st;
for (st = spacetypes.first; st; st = st->next) {
ARegionType *art;
for (art = st->regiontypes.first; art; art = art->next) {
if (set)
art->do_lock = art->lock;
else
art->do_lock = FALSE;
}
}
}
/* not region itself */
void BKE_area_region_free(SpaceType *st, ARegion *ar)
{
uiList *uilst;
if (st) {
ARegionType *art = BKE_regiontype_from_id(st, ar->regiontype);
if (art && art->free)
art->free(ar);
if (ar->regiondata)
printf("regiondata free error\n");
}
else if (ar->type && ar->type->free)
ar->type->free(ar);
if (ar->v2d.tab_offset) {
MEM_freeN(ar->v2d.tab_offset);
ar->v2d.tab_offset = NULL;
}
BLI_freelistN(&ar->panels);
for (uilst = ar->ui_lists.first; uilst; uilst = uilst->next) {
if (uilst->dyn_data) {
MEM_freeN(uilst->dyn_data);
}
}
BLI_freelistN(&ar->ui_lists);
}
/* not area itself */
void BKE_screen_area_free(ScrArea *sa)
{
SpaceType *st = BKE_spacetype_from_id(sa->spacetype);
ARegion *ar;
for (ar = sa->regionbase.first; ar; ar = ar->next)
BKE_area_region_free(st, ar);
BLI_freelistN(&sa->regionbase);
BKE_spacedata_freelist(&sa->spacedata);
BLI_freelistN(&sa->actionzones);
}
/* don't free screen itself */
void BKE_screen_free(bScreen *sc)
{
ScrArea *sa, *san;
ARegion *ar;
for (ar = sc->regionbase.first; ar; ar = ar->next)
BKE_area_region_free(NULL, ar);
BLI_freelistN(&sc->regionbase);
for (sa = sc->areabase.first; sa; sa = san) {
san = sa->next;
BKE_screen_area_free(sa);
}
BLI_freelistN(&sc->vertbase);
BLI_freelistN(&sc->edgebase);
BLI_freelistN(&sc->areabase);
}
/* for depsgraph */
unsigned int BKE_screen_visible_layers(bScreen *screen, Scene *scene)
{
ScrArea *sa;
unsigned int layer = 0;
if (screen) {
/* get all used view3d layers */
for (sa = screen->areabase.first; sa; sa = sa->next)
if (sa->spacetype == SPACE_VIEW3D)
layer |= ((View3D *)sa->spacedata.first)->lay;
}
if (!layer)
return scene->lay;
return layer;
}
/* ***************** Utilities ********************** */
/* Find a region of the specified type from the given area */
ARegion *BKE_area_find_region_type(ScrArea *sa, int type)
{
if (sa) {
ARegion *ar;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == type)
return ar;
}
}
return NULL;
}
ARegion *BKE_area_find_region_active_win(ScrArea *sa)
{
if (sa) {
ARegion *ar = BLI_findlink(&sa->regionbase, sa->region_active_win);
if (ar && (ar->regiontype == RGN_TYPE_WINDOW)) {
return ar;
}
/* fallback to any */
return BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
}
return NULL;
}
/* note, using this function is generally a last resort, you really want to be
* using the context when you can - campbell
* -1 for any type */
ScrArea *BKE_screen_find_big_area(bScreen *sc, const int spacetype, const short min)
{
ScrArea *sa, *big = NULL;
int size, maxsize = 0;
for (sa = sc->areabase.first; sa; sa = sa->next) {
if ((spacetype == -1) || sa->spacetype == spacetype) {
if (min <= sa->winx && min <= sa->winy) {
size = sa->winx * sa->winy;
if (size > maxsize) {
maxsize = size;
big = sa;
}
}
}
}
return big;
}
void BKE_screen_view3d_sync(struct View3D *v3d, struct Scene *scene)
{
int bit;
if (v3d->scenelock && v3d->localvd == NULL) {
v3d->lay = scene->lay;
v3d->camera = scene->camera;
if (v3d->camera == NULL) {
ARegion *ar;
for (ar = v3d->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = ar->regiondata;
if (rv3d->persp == RV3D_CAMOB)
rv3d->persp = RV3D_PERSP;
}
}
}
if ((v3d->lay & v3d->layact) == 0) {
for (bit = 0; bit < 32; bit++) {
if (v3d->lay & (1 << bit)) {
v3d->layact = 1 << bit;
break;
}
}
}
}
}
void BKE_screen_view3d_scene_sync(bScreen *sc)
{
/* are there cameras in the views that are not in the scene? */
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *) sl;
BKE_screen_view3d_sync(v3d, sc->scene);
}
}
}
}
void BKE_screen_view3d_main_sync(ListBase *screen_lb, Scene *scene)
{
bScreen *sc;
ScrArea *sa;
SpaceLink *sl;
/* from scene copy to the other views */
for (sc = screen_lb->first; sc; sc = sc->id.next) {
if (sc->scene != scene)
continue;
for (sa = sc->areabase.first; sa; sa = sa->next)
for (sl = sa->spacedata.first; sl; sl = sl->next)
if (sl->spacetype == SPACE_VIEW3D)
BKE_screen_view3d_sync((View3D *)sl, scene);
}
}
/* magic zoom calculation, no idea what
* it signifies, if you find out, tell me! -zr
*/
/* simple, its magic dude!
* well, to be honest, this gives a natural feeling zooming
* with multiple keypad presses (ton)
*/
float BKE_screen_view3d_zoom_to_fac(float camzoom)
{
return powf(((float)M_SQRT2 + camzoom / 50.0f), 2.0f) / 4.0f;
}
float BKE_screen_view3d_zoom_from_fac(float zoomfac)
{
return ((sqrtf(4.0f * zoomfac) - (float)M_SQRT2) * 50.0f);
}