All of the view3d drawing code is now 'Context' free. The idea is: - ED_region_do_draw() sets and freezes drawing context - regiontype draw() callback then can pass on other relevant context stuff as function args. Also cleaned up the WM opengl wrappers, to mimic opengl state; no reason to give window pointer anymore.
		
			
				
	
	
		
			1581 lines
		
	
	
		
			48 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1581 lines
		
	
	
		
			48 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/**
 | 
						|
 * $Id$
 | 
						|
 *
 | 
						|
 * ***** BEGIN GPL LICENSE BLOCK *****
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						|
 *
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						|
 * This program is free software; you can redistribute it and/or
 | 
						|
 * modify it under the terms of the GNU General Public License
 | 
						|
 * as published by the Free Software Foundation; either version 2
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						|
 * of the License, or (at your option) any later version. 
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						|
 *
 | 
						|
 * 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.
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						|
 * All rights reserved.
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						|
 * 
 | 
						|
 * Contributor(s): Blender Foundation, Joshua Leung
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						|
 *
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						|
 * ***** END GPL LICENSE BLOCK *****
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						|
 */
 | 
						|
 | 
						|
#include <string.h>
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						|
#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 "BLI_blenlib.h"
 | 
						|
 | 
						|
#include "BKE_context.h"
 | 
						|
#include "BKE_global.h"
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						|
#include "BKE_utildefines.h"
 | 
						|
 | 
						|
#include "WM_api.h"
 | 
						|
 | 
						|
#include "BIF_gl.h"
 | 
						|
#include "BIF_glutil.h"
 | 
						|
 | 
						|
#include "ED_screen.h"
 | 
						|
 | 
						|
#include "UI_resources.h"
 | 
						|
#include "UI_text.h"
 | 
						|
#include "UI_view2d.h"
 | 
						|
 | 
						|
#include "UI_interface.h"
 | 
						|
#include "interface.h"
 | 
						|
 | 
						|
/* *********************************************************************** */
 | 
						|
/* Refresh and Validation */
 | 
						|
 | 
						|
/* Initialise 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 customisation 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 initialised. 
 | 
						|
 */
 | 
						|
void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
 | 
						|
{
 | 
						|
	short tot_changed= 0;
 | 
						|
	
 | 
						|
	/* initialise data if there is a need for such */
 | 
						|
	if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
 | 
						|
		/* set initialised flag so that View2D doesn't get reinitialised next time again */
 | 
						|
		v2d->flag |= V2D_IS_INITIALISED;
 | 
						|
		
 | 
						|
		/* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
 | 
						|
		switch (type) {
 | 
						|
			/* 'standard view' - optimum setup for 'standard' view behaviour, 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_KEEPZOOM);
 | 
						|
				v2d->minzoom= 0.01f;
 | 
						|
				v2d->maxzoom= 1000.0f;
 | 
						|
				
 | 
						|
				/* 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;
 | 
						|
				
 | 
						|
				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_KEEPZOOM|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= 1;
 | 
						|
				
 | 
						|
				/* 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_KEEPZOOM|V2D_KEEPASPECT);
 | 
						|
				v2d->minzoom= v2d->maxzoom= 1.0f;
 | 
						|
				v2d->min[0]= v2d->max[0]= winx-1;
 | 
						|
				v2d->min[1]= v2d->max[1]= 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;
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				tot_changed= 1;
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						|
				
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				/* panning in y-axis is prohibited */
 | 
						|
				v2d->keepofs= V2D_LOCKOFS_Y;
 | 
						|
				
 | 
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				/* absolutely no scrollers allowed */
 | 
						|
				v2d->scroll= 0;
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						|
				
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						|
				/* pixel offsets need to be applied for smooth UI controls */
 | 
						|
				v2d->flag |= (V2D_PIXELOFS_X|V2D_PIXELOFS_Y);
 | 
						|
			}
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						|
				break;
 | 
						|
			
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			/* other view types are completely defined using their own settings already */
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						|
			default:
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						|
				/* we don't do anything here, as settings should be fine, but just make sure that rect */
 | 
						|
				break;	
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	
 | 
						|
	/* store view size */
 | 
						|
	v2d->winx= winx;
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						|
	v2d->winy= winy;
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 | 
						|
	/* mask - view frame */
 | 
						|
	v2d->mask.xmin= v2d->mask.ymin= 0;
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						|
	v2d->mask.xmax= winx - 1;	/* -1 yes! masks are pixels */
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	v2d->mask.ymax= winy - 1;
 | 
						|
	
 | 
						|
	/* scrollers shrink mask area, but should be 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 (v2d->scroll) {
 | 
						|
		/* vertical scroller */
 | 
						|
		if (v2d->scroll & V2D_SCROLL_LEFT) {
 | 
						|
			/* on left-hand edge of region */
 | 
						|
			v2d->vert= v2d->mask;
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						|
			v2d->vert.xmax= V2D_SCROLL_WIDTH;
 | 
						|
			v2d->mask.xmin= v2d->vert.xmax + 1;
 | 
						|
		}
 | 
						|
		else if (v2d->scroll & V2D_SCROLL_RIGHT) {
 | 
						|
			/* on right-hand edge of region */
 | 
						|
			v2d->vert= v2d->mask;
 | 
						|
			v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
 | 
						|
			v2d->mask.xmax= v2d->vert.xmin - 1;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* horizontal scroller */
 | 
						|
		if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
 | 
						|
			/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
 | 
						|
			v2d->hor= v2d->mask;
 | 
						|
			v2d->hor.ymax= V2D_SCROLL_HEIGHT;
 | 
						|
			v2d->mask.ymin= v2d->hor.ymax + 1;
 | 
						|
		}
 | 
						|
		else if (v2d->scroll & V2D_SCROLL_TOP) {
 | 
						|
			/* on upper edge of region */
 | 
						|
			v2d->hor= v2d->mask;
 | 
						|
			v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
 | 
						|
			v2d->mask.ymax= v2d->hor.ymin - 1;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
 | 
						|
		if (v2d->scroll & V2D_SCROLL_VERTICAL) {
 | 
						|
			/* just set y min/max for vertical scroller to y min/max of mask as appropriate */
 | 
						|
			if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
 | 
						|
				/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
 | 
						|
				v2d->vert.ymin= v2d->mask.ymin;
 | 
						|
			}
 | 
						|
			else if (v2d->scroll & V2D_SCROLL_TOP) {
 | 
						|
				/* on upper edge of region */
 | 
						|
				v2d->vert.ymax= v2d->mask.ymax;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* set 'tot' rect before setting cur? */
 | 
						|
	if (tot_changed) 
 | 
						|
		UI_view2d_totRect_set(v2d, winx, winy);
 | 
						|
	else
 | 
						|
		UI_view2d_curRect_validate(v2d);
 | 
						|
}
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						|
 | 
						|
/* 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()
 | 
						|
void UI_view2d_curRect_validate(View2D *v2d)
 | 
						|
{
 | 
						|
	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  */
 | 
						|
	winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
 | 
						|
	winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 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):
 | 
						|
	 *	- 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 realted 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= tot->xmax - tot->xmin;
 | 
						|
	totheight= tot->ymax - tot->ymin;
 | 
						|
	curwidth= width= cur->xmax - cur->xmin;
 | 
						|
	curheight= height= cur->ymax - cur->ymin;
 | 
						|
	
 | 
						|
	/* 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;
 | 
						|
		
 | 
						|
	/* keepzoom (V2D_KEEPZOOM 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
 | 
						|
	 */
 | 
						|
	if (v2d->keepzoom & V2D_KEEPZOOM) {
 | 
						|
		float zoom, fac;
 | 
						|
		
 | 
						|
		/* check if excessive zoom on x-axis */
 | 
						|
		if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
 | 
						|
			zoom= winx / width;
 | 
						|
			if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
 | 
						|
				fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
 | 
						|
				width *= fac;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* check if excessive zoom on y-axis */
 | 
						|
		if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
 | 
						|
			zoom= winy / height;
 | 
						|
			if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
 | 
						|
				fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
 | 
						|
				height *= fac;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	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) {
 | 
						|
		short do_x=0, do_y=0, do_cur, do_win;
 | 
						|
		float curRatio, winRatio;
 | 
						|
		
 | 
						|
		/* 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;
 | 
						|
		
 | 
						|
		curRatio= height / width;
 | 
						|
		winRatio= winy / winx;
 | 
						|
		
 | 
						|
		/* both sizes change (area/region maximised)  */
 | 
						|
		if (do_x == do_y) {
 | 
						|
			if (do_x && do_y) {
 | 
						|
				/* here is 1,1 case, so all others must be 0,0 */
 | 
						|
				if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
 | 
						|
				else do_x= 0;
 | 
						|
			}
 | 
						|
			else if (winRatio > 1.0f) do_x= 0; 
 | 
						|
			else do_x= 1;
 | 
						|
		}
 | 
						|
		do_cur= do_x;
 | 
						|
		do_win= do_y;
 | 
						|
		
 | 
						|
		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) {
 | 
						|
					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...
 | 
						|
				 */
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* landscape window: correct for y */
 | 
						|
				height = width * winRatio;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* store region size for next time */
 | 
						|
		v2d->oldwinx= winx; 
 | 
						|
		v2d->oldwiny= winy;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* Step 2: apply new sizes of cur rect to cur rect */
 | 
						|
	if ((width != curwidth) || (height != curheight)) {
 | 
						|
		float temp, dh;
 | 
						|
		
 | 
						|
		/* resize around 'center' of frame */
 | 
						|
		if (width != curwidth) {
 | 
						|
			temp= (cur->xmax + cur->xmin) * 0.5f;
 | 
						|
			dh= width * 0.5f;
 | 
						|
			
 | 
						|
			cur->xmin = temp - dh;
 | 
						|
			cur->xmax = temp + dh;
 | 
						|
		}
 | 
						|
		if (height != curheight) {
 | 
						|
			temp= (cur->ymax + cur->ymin) * 0.5f;
 | 
						|
			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= cur->xmax - cur->xmin;
 | 
						|
		curheight= cur->ymax - cur->ymin;
 | 
						|
		
 | 
						|
		/* width */
 | 
						|
		if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
 | 
						|
			/* 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 favour moving the 'minimum' across, as that's origin for most things
 | 
						|
			 * (XXX - in the past, max was favoured... if there are bugs, swap!)
 | 
						|
			 */
 | 
						|
			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= (tot->ymax + tot->ymin) * 0.5f;
 | 
						|
				diff= curheight * 0.5f;
 | 
						|
				
 | 
						|
				cur->ymin= temp - diff;
 | 
						|
				cur->ymax= 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)) ) {
 | 
						|
			/* 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 favour 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= (tot->ymax + tot->ymin) * 0.5f;
 | 
						|
				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;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
/* ------------------ */
 | 
						|
 | 
						|
/* 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)(v2d->mask.xmax - v2d->mask.xmin + 1);
 | 
						|
	height= (float)(v2d->mask.ymax - v2d->mask.ymin + 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= (float)-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= (float)width;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* width is centered around x==0 */
 | 
						|
		const float dx= (float)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= (float)-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= (float)height;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* height is centered around y==0 */
 | 
						|
		const float dy= (float)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 (View2D *v2d, int width, int height)
 | 
						|
{
 | 
						|
	/* don't do anything if either value is 0 */
 | 
						|
	if (ELEM3(0, v2d, width, height))
 | 
						|
		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(v2d);
 | 
						|
}
 | 
						|
 | 
						|
/* *********************************************************************** */
 | 
						|
/* View Matrix Setup */
 | 
						|
 | 
						|
/* mapping function to ensure 'cur' draws extended over the area where sliders are */
 | 
						|
static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
 | 
						|
{
 | 
						|
	*curmasked= v2d->cur;
 | 
						|
	
 | 
						|
	if ((v2d->scroll)) {
 | 
						|
		float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
 | 
						|
		float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
 | 
						|
		
 | 
						|
		if (v2d->mask.xmin != 0)
 | 
						|
			curmasked->xmin -= dx*(float)v2d->mask.xmin;
 | 
						|
		if (v2d->mask.xmax+1 != v2d->winx)
 | 
						|
			curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
 | 
						|
		
 | 
						|
		if (v2d->mask.ymin != 0)
 | 
						|
			curmasked->ymin -= dy*(float)v2d->mask.ymin;
 | 
						|
		if (v2d->mask.ymax+1 != v2d->winy)
 | 
						|
			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 bContext *C, View2D *v2d)
 | 
						|
{
 | 
						|
	rctf curmasked;
 | 
						|
	float xofs, yofs;
 | 
						|
	
 | 
						|
	/* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
 | 
						|
	 * but only applied where requsted
 | 
						|
	 */
 | 
						|
	xofs= (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
 | 
						|
	yofs= (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
 | 
						|
	
 | 
						|
	/* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
 | 
						|
	view2d_map_cur_using_mask(v2d, &curmasked);
 | 
						|
	
 | 
						|
	/* set matrix on all appropriate axes */
 | 
						|
	wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
 | 
						|
	
 | 
						|
	/* XXX is this necessary? */
 | 
						|
	wmLoadIdentity();
 | 
						|
}
 | 
						|
 | 
						|
/* Set view matrices to only use one axis of 'cur' only
 | 
						|
 *	- 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 *ar= CTX_wm_region(C);
 | 
						|
	rctf curmasked;
 | 
						|
	float xofs, yofs;
 | 
						|
	
 | 
						|
	/* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
 | 
						|
	 * but only applied where requsted
 | 
						|
	 */
 | 
						|
	xofs= (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
 | 
						|
	yofs= (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 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, ar->winy-yofs);
 | 
						|
	else
 | 
						|
		wmOrtho2(-xofs, ar->winx-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
 | 
						|
		
 | 
						|
	/* XXX is this necessary? */
 | 
						|
	wmLoadIdentity();
 | 
						|
} 
 | 
						|
 | 
						|
 | 
						|
/* Restore view matrices after drawing */
 | 
						|
void UI_view2d_view_restore(const bContext *C)
 | 
						|
{
 | 
						|
	ED_region_pixelspace(CTX_wm_region(C));
 | 
						|
}
 | 
						|
 | 
						|
/* *********************************************************************** */
 | 
						|
/* 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 < 0.0) {
 | 
						|
		if (rem < 0.2) rem= 0.2;
 | 
						|
		else if(rem < 0.5) rem= 0.5;
 | 
						|
		else rem= 1.0;
 | 
						|
		
 | 
						|
		*step= rem * pow(10.0, (float)(*power));
 | 
						|
		
 | 
						|
		/* for frames, we want 1.0 frame intervals only */
 | 
						|
		if (unit == V2D_UNIT_FRAMES) {
 | 
						|
			rem = 1.0;
 | 
						|
			*step = 1.0;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* prevents printing 1.0 2.0 3.0 etc */
 | 
						|
		if (rem == 1.0) (*power)++;	
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (rem < 2.0) rem= 2.0;
 | 
						|
		else if(rem < 5.0) rem= 5.0;
 | 
						|
		else rem= 10.0;
 | 
						|
		
 | 
						|
		*step= rem * pow(10.0, (float)(*power));
 | 
						|
		
 | 
						|
		(*power)++;
 | 
						|
		/* prevents printing 1.0, 2.0, 3.0, etc. */
 | 
						|
		if (rem == 10.0) (*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_grid_free()
 | 
						|
 *	- Is used for scrollbar drawing too (for units drawing)
 | 
						|
 *	- Units + clamping args will be checked, to make sure they are valid values that can be used
 | 
						|
 *	  so it is very possible that we won't return grid at all!
 | 
						|
 *	
 | 
						|
 *	- xunits,yunits	= V2D_UNIT_*  grid steps in seconds or frames 
 | 
						|
 *	- xclamp,yclamp	= 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_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
 | 
						|
{
 | 
						|
	View2DGrid *grid;
 | 
						|
	float space, pixels, seconddiv;
 | 
						|
	int secondgrid;
 | 
						|
	
 | 
						|
	/* check that there are at least some workable args */
 | 
						|
	if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
 | 
						|
		return NULL;
 | 
						|
	
 | 
						|
	/* grid here is allocated... */
 | 
						|
	grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
 | 
						|
	
 | 
						|
	/* rule: gridstep is minimal GRIDSTEP pixels */
 | 
						|
	if (xunits == V2D_UNIT_SECONDS) {
 | 
						|
		secondgrid= 1;
 | 
						|
		seconddiv= 0.01f * FPS;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		secondgrid= 0;
 | 
						|
		seconddiv= 1.0f;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* calculate x-axis grid scale (only if both args are valid) */
 | 
						|
	if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
 | 
						|
		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, xunits);
 | 
						|
		grid->dx *= seconddiv;
 | 
						|
		
 | 
						|
		if (xclamp == V2D_GRID_CLAMP) {
 | 
						|
			if (grid->dx < 0.1f) grid->dx= 0.1f;
 | 
						|
			grid->powerx-= 2;
 | 
						|
			if (grid->powerx < -2) grid->powerx= -2;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* calculate y-axis grid scale (only if both args are valid) */
 | 
						|
	if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
 | 
						|
		space= v2d->cur.ymax - v2d->cur.ymin;
 | 
						|
		pixels= winy;
 | 
						|
		
 | 
						|
		grid->dy= MINGRIDSTEP * space / pixels;
 | 
						|
		step_to_grid(&grid->dy, &grid->powery, yunits);
 | 
						|
		
 | 
						|
		if (yclamp == V2D_GRID_CLAMP) {
 | 
						|
			if (grid->dy < 1.0f) grid->dy= 1.0f;
 | 
						|
			if (grid->powery < 1) grid->powery= 1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* calculate start position */
 | 
						|
	if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
 | 
						|
		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;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		grid->startx= v2d->cur.xmin;
 | 
						|
		
 | 
						|
	if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
 | 
						|
		grid->starty= (v2d->cur.ymin - fmod(v2d->cur.ymin, grid->dy));
 | 
						|
		if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		grid->starty= v2d->cur.ymin;
 | 
						|
	
 | 
						|
	return grid;
 | 
						|
}
 | 
						|
 | 
						|
/* Draw gridlines in the given 2d-region */
 | 
						|
void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
 | 
						|
{
 | 
						|
	float vec1[2], vec2[2];
 | 
						|
	int a, step;
 | 
						|
	
 | 
						|
	/* check for grid first, as it may not exist */
 | 
						|
	if (grid == NULL)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	/* 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[1]= vec2[1]= grid->starty;
 | 
						|
		vec1[0]= grid->startx;
 | 
						|
		vec2[0]= v2d->cur.xmax;
 | 
						|
		
 | 
						|
		step= (v2d->mask.ymax - v2d->mask.ymin + 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;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* fine grid lines */
 | 
						|
		vec2[1]= vec1[1]-= 0.5f*grid->dy;
 | 
						|
		step++;
 | 
						|
		
 | 
						|
		if (flag & V2D_HORIZONTAL_FINELINES) { 
 | 
						|
			UI_ThemeColorShade(TH_GRID, 16);
 | 
						|
			for (a=0; a<step; a++) {
 | 
						|
				glBegin(GL_LINE_STRIP);
 | 
						|
					glVertex2fv(vec1); 
 | 
						|
					glVertex2fv(vec2);
 | 
						|
				glEnd();
 | 
						|
				
 | 
						|
				vec2[1]= vec1[1]-= grid->dy;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* 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_grid_free(View2DGrid *grid)
 | 
						|
{
 | 
						|
	/* only free if there's a grid */
 | 
						|
	if (grid)
 | 
						|
		MEM_freeN(grid);
 | 
						|
}
 | 
						|
 | 
						|
/* *********************************************************************** */
 | 
						|
/* Scrollbars */
 | 
						|
 | 
						|
/* 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 */
 | 
						|
	
 | 
						|
		/* scales */
 | 
						|
	View2DGrid *grid;		/* grid for coordinate drawing */
 | 
						|
	short xunits, xclamp;	/* units and clamping options for x-axis */
 | 
						|
	short yunits, yclamp;	/* units and clamping options for y-axis */
 | 
						|
};
 | 
						|
 | 
						|
/* Calculate relevant scroller properties */
 | 
						|
View2DScrollers *UI_view2d_scrollers_calc(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 & V2D_SCROLL_HORIZONTAL) {
 | 
						|
		/* scroller 'button' extents */
 | 
						|
		totsize= v2d->tot.xmax - v2d->tot.xmin;
 | 
						|
		scrollsize= hor.xmax - hor.xmin;
 | 
						|
		
 | 
						|
		fac= (v2d->cur.xmin- v2d->tot.xmin) / totsize;
 | 
						|
		scrollers->hor_min= hor.xmin + (fac * scrollsize);
 | 
						|
		
 | 
						|
		fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
 | 
						|
		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 & V2D_SCROLL_VERTICAL) {
 | 
						|
		/* scroller 'button' extents */
 | 
						|
		totsize= v2d->tot.ymax - v2d->tot.ymin;
 | 
						|
		scrollsize= vert.ymax - vert.ymin;
 | 
						|
		
 | 
						|
		fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
 | 
						|
		scrollers->vert_min= vert.ymin + (fac * scrollsize);
 | 
						|
		
 | 
						|
		fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
 | 
						|
		scrollers->vert_max= vert.ymin + (fac * scrollsize);
 | 
						|
		
 | 
						|
		if (scrollers->vert_min > scrollers->vert_max) 
 | 
						|
			scrollers->vert_min= scrollers->vert_max;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* grid markings on scrollbars */
 | 
						|
	if (v2d->scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
 | 
						|
		/* store clamping */
 | 
						|
		scrollers->xclamp= xclamp;
 | 
						|
		scrollers->xunits= xunits;
 | 
						|
		scrollers->yclamp= yclamp;
 | 
						|
		scrollers->yunits= yunits;
 | 
						|
		
 | 
						|
		scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* return scrollers */
 | 
						|
	return scrollers;
 | 
						|
}
 | 
						|
 | 
						|
/* Print scale marking along a time scrollbar */
 | 
						|
static void scroll_printstr(View2DScrollers *scrollers, float x, float y, float val, int power, short unit, char dir)
 | 
						|
{
 | 
						|
	int len;
 | 
						|
	char str[32];
 | 
						|
	
 | 
						|
	/* adjust the scale unit to work ok */
 | 
						|
	if (dir == 'v') {
 | 
						|
		/* here we bump up the power by factor of 10, as 
 | 
						|
		 * rotation values (hence 'degrees') are divided by 10 to 
 | 
						|
		 * be able to show the curves at the same time
 | 
						|
		 */
 | 
						|
		if ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME) {
 | 
						|
			power += 1;
 | 
						|
			val *= 10;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* get string to print */
 | 
						|
	if (unit == V2D_UNIT_SECONDS) {
 | 
						|
		/* SMPTE timecode style:
 | 
						|
		 *	- In general, minutes and seconds should be shown, as most clips will be
 | 
						|
		 *	  within this length. Hours will only be included if relevant.
 | 
						|
		 *	- Only show frames when zoomed in enough for them to be relevant 
 | 
						|
		 *	  (using separator convention of ';' for frames, ala QuickTime).
 | 
						|
		 *	  When showing frames, use slightly different display to avoid confusion with mm:ss format
 | 
						|
		 */
 | 
						|
		int hours=0, minutes=0, seconds=0, frames=0;
 | 
						|
		char neg[2]= "";
 | 
						|
		
 | 
						|
		/* get values */
 | 
						|
		if (val < 0) {
 | 
						|
			/* correction for negative values */
 | 
						|
			sprintf(neg, "-");
 | 
						|
			val = -val;
 | 
						|
		}
 | 
						|
		if (val >= 3600) {
 | 
						|
			/* hours */
 | 
						|
			/* XXX should we only display a single digit for hours since clips are 
 | 
						|
			 * 	   VERY UNLIKELY to be more than 1-2 hours max? However, that would 
 | 
						|
			 *	   go against conventions...
 | 
						|
			 */
 | 
						|
			hours= (int)val / 3600;
 | 
						|
			val= fmod(val, 3600);
 | 
						|
		}
 | 
						|
		if (val >= 60) {
 | 
						|
			/* minutes */
 | 
						|
			minutes= (int)val / 60;
 | 
						|
			val= fmod(val, 60);
 | 
						|
		}
 | 
						|
		if (power <= 0) {
 | 
						|
			/* seconds + frames
 | 
						|
			 *	Frames are derived from 'fraction' of second. We need to perform some additional rounding
 | 
						|
			 *	to cope with 'half' frames, etc., which should be fine in most cases
 | 
						|
			 */
 | 
						|
			seconds= (int)val;
 | 
						|
			frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* seconds (with pixel offset) */
 | 
						|
			seconds= (int)floor(val + 0.375f);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* print timecode to temp string buffer */
 | 
						|
		if (power <= 0) {
 | 
						|
			/* include "frames" in display */
 | 
						|
			if (hours) sprintf(str, "%s%02d:%02d:%02d;%02d", neg, hours, minutes, seconds, frames);
 | 
						|
			else if (minutes) sprintf(str, "%s%02d:%02d;%02d", neg, minutes, seconds, frames);
 | 
						|
			else sprintf(str, "%s%d;%02d", neg, seconds, frames);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* don't include 'frames' in display */
 | 
						|
			if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
 | 
						|
			else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
 | 
						|
		if (power <= 0) sprintf(str, "%.*f", 1-power, val);
 | 
						|
		else sprintf(str, "%d", (int)floor(val + 0.375f));
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
 | 
						|
	len= strlen(str);
 | 
						|
	if (dir == 'h') {
 | 
						|
		/* seconds/timecode display has slightly longer strings... */
 | 
						|
		if (unit == V2D_UNIT_SECONDS)
 | 
						|
			x-= 3*len;
 | 
						|
		else
 | 
						|
			x-= 4*len;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* Add degree sympbol to end of string for vertical scrollbar? */
 | 
						|
	if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
 | 
						|
		str[len]= 186;
 | 
						|
		str[len+1]= 0;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* draw it */
 | 
						|
	ui_rasterpos_safe(x, y, 1.0);
 | 
						|
	UI_DrawString(G.fonts, str, 0); // XXX check this again when new text-drawing api is done
 | 
						|
}
 | 
						|
 | 
						|
/* local defines for scrollers drawing */
 | 
						|
	/* radius of scroller 'button' caps */
 | 
						|
#define V2D_SCROLLCAP_RAD		5
 | 
						|
	/* shading factor for scroller 'bar' */
 | 
						|
#define V2D_SCROLLBAR_SHADE		0.1f
 | 
						|
	/* shading factor for scroller 'button' caps */
 | 
						|
#define V2D_SCROLLCAP_SHADE		0.2f
 | 
						|
 | 
						|
/* Draw scrollbars in the given 2d-region */
 | 
						|
void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
 | 
						|
{
 | 
						|
	const short darker= -50, dark= -10, light= 20, lighter= 50;
 | 
						|
	rcti vert, hor, corner;
 | 
						|
	
 | 
						|
	/* make copies of rects for less typing */
 | 
						|
	vert= v2d->vert;
 | 
						|
	hor= v2d->hor;
 | 
						|
	
 | 
						|
	/* horizontal scrollbar */
 | 
						|
	if (v2d->scroll & V2D_SCROLL_HORIZONTAL) {
 | 
						|
		/* scroller backdrop */
 | 
						|
		UI_ThemeColorShade(TH_SHADE1, light);
 | 
						|
		glRecti(hor.xmin,  hor.ymin,  hor.xmax,  hor.ymax);
 | 
						|
		
 | 
						|
		/* scroller 'button' 
 | 
						|
		 *	- if view is zoomable in x, draw handles too 
 | 
						|
		 *	- handles are drawn darker
 | 
						|
		 */
 | 
						|
		if (v2d->keepzoom & V2D_LOCKZOOM_X) {
 | 
						|
			/* draw base bar as rounded shape */
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, dark);
 | 
						|
			uiSetRoundBox(15);
 | 
						|
			
 | 
						|
			/* check that box is large enough for round drawing */
 | 
						|
			if ((vs->hor_max - vs->hor_min) < (V2D_SCROLLCAP_RAD * 2)) {
 | 
						|
				/* Rounded box still gets drawn at the minimum size limit
 | 
						|
				 * This doesn't represent extreme scaling well, but looks nicer...
 | 
						|
				 */
 | 
						|
				float mid= 0.5f * (vs->hor_max + vs->hor_min);
 | 
						|
				
 | 
						|
				gl_round_box_shade(GL_POLYGON, 
 | 
						|
					mid-V2D_SCROLLCAP_RAD, hor.ymin+2, 
 | 
						|
					mid+V2D_SCROLLCAP_RAD, hor.ymax-2, 
 | 
						|
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* draw rounded box as per normal */
 | 
						|
				gl_round_box_shade(GL_POLYGON, 
 | 
						|
					vs->hor_min, hor.ymin+2, 
 | 
						|
					vs->hor_max, hor.ymax-2, 
 | 
						|
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* base bar drawn as shaded rect */
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, dark);
 | 
						|
			uiSetRoundBox(0);
 | 
						|
			gl_round_box_shade(GL_POLYGON, 
 | 
						|
				vs->hor_min, hor.ymin+2, 
 | 
						|
				vs->hor_max, hor.ymax-2, 
 | 
						|
				V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
 | 
						|
			
 | 
						|
			/* 'minimum' handle */
 | 
						|
			uiSetRoundBox(9);
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, darker);
 | 
						|
			
 | 
						|
			gl_round_box_shade(GL_POLYGON, 
 | 
						|
				vs->hor_min-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2, 
 | 
						|
				vs->hor_min+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2, 
 | 
						|
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
 | 
						|
			
 | 
						|
			/* maximum handle */
 | 
						|
			uiSetRoundBox(6);
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, darker);
 | 
						|
			
 | 
						|
			gl_round_box_shade(GL_POLYGON, 
 | 
						|
				vs->hor_max-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2, 
 | 
						|
				vs->hor_max+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2, 
 | 
						|
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* scale indicators */
 | 
						|
		// XXX will need to update the font drawing when the new stuff comes in
 | 
						|
		if ((v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
 | 
						|
			View2DGrid *grid= vs->grid;
 | 
						|
			float fac, dfac, fac2, val;
 | 
						|
			
 | 
						|
			/* the numbers: convert grid->startx and -dx to scroll coordinates 
 | 
						|
			 *	- fac is x-coordinate to draw to
 | 
						|
			 *	- dfac is gap between scale markings
 | 
						|
			 */
 | 
						|
			fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
 | 
						|
			fac= hor.xmin + fac*(hor.xmax - hor.xmin);
 | 
						|
			
 | 
						|
			dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
 | 
						|
			dfac= dfac * (hor.xmax - hor.xmin);
 | 
						|
			
 | 
						|
			/* set starting value, and text color */
 | 
						|
			UI_ThemeColor(TH_TEXT);
 | 
						|
			val= grid->startx;
 | 
						|
			
 | 
						|
			/* if we're clamping to whole numbers only, make sure entries won't be repeated */
 | 
						|
			if (vs->xclamp == V2D_GRID_CLAMP) {
 | 
						|
				while (grid->dx < 0.9999f) {
 | 
						|
					grid->dx *= 2.0f;
 | 
						|
					dfac *= 2.0f;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			if (vs->xunits == V2D_UNIT_FRAMES)
 | 
						|
				grid->powerx= 1;
 | 
						|
			
 | 
						|
			/* draw numbers in the appropriate range */
 | 
						|
			if (dfac != 0.0f) {
 | 
						|
				for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
 | 
						|
					switch (vs->xunits) {
 | 
						|
						case V2D_UNIT_FRAMES:		/* frames (as whole numbers)*/
 | 
						|
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
 | 
						|
							break;
 | 
						|
						
 | 
						|
						case V2D_UNIT_SECONDS:		/* seconds */
 | 
						|
							fac2= val/FPS;
 | 
						|
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
 | 
						|
							break;
 | 
						|
							
 | 
						|
						case V2D_UNIT_SECONDSSEQ:	/* seconds with special calculations (only used for sequencer only) */
 | 
						|
						{
 | 
						|
							float time;
 | 
						|
							
 | 
						|
							fac2= val/FPS;
 | 
						|
							time= floor(fac2);
 | 
						|
							fac2= fac2-time;
 | 
						|
							
 | 
						|
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), time+FPS*fac2/100.0, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
 | 
						|
						}
 | 
						|
							break;
 | 
						|
							
 | 
						|
						case V2D_UNIT_DEGREES:		/* IPO-Editor for rotation IPO-Drivers */
 | 
						|
							/* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
 | 
						|
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_DEGREES, 'v');
 | 
						|
							break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* decoration outer bevel line */
 | 
						|
		UI_ThemeColorShade(TH_SHADE1, lighter);
 | 
						|
		if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O))
 | 
						|
			sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
 | 
						|
		else if (v2d->scroll & V2D_SCROLL_TOP)
 | 
						|
			sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* vertical scrollbar */
 | 
						|
	if (v2d->scroll & V2D_SCROLL_VERTICAL) {
 | 
						|
		/* scroller backdrop  */
 | 
						|
		UI_ThemeColorShade(TH_SHADE1, light);
 | 
						|
		glRecti(vert.xmin,  vert.ymin,  vert.xmax,  vert.ymax);
 | 
						|
		
 | 
						|
		/* scroller 'button' 
 | 
						|
		 *	- if view is zoomable in y, draw handles too 
 | 
						|
		 *	- handles are drawn darker
 | 
						|
		 */
 | 
						|
		if (v2d->keepzoom & V2D_LOCKZOOM_Y) {
 | 
						|
			/* draw base bar as rounded shape */
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, dark);
 | 
						|
			uiSetRoundBox(15);
 | 
						|
			
 | 
						|
			/* check that box is large enough for round drawing */
 | 
						|
			if ((vs->vert_max - vs->vert_min) < (V2D_SCROLLCAP_RAD * 2)) {
 | 
						|
				/* Rounded box still gets drawn at the minimum size limit
 | 
						|
				 * This doesn't represent extreme scaling well, but looks nicer...
 | 
						|
				 */
 | 
						|
				float mid= 0.5f * (vs->vert_max + vs->vert_min);
 | 
						|
				
 | 
						|
				gl_round_box_vertical_shade(GL_POLYGON, 
 | 
						|
					vert.xmin+2, mid-V2D_SCROLLCAP_RAD, 
 | 
						|
					vert.xmax-2, mid+V2D_SCROLLCAP_RAD, 
 | 
						|
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* draw rounded box as per normal */
 | 
						|
				gl_round_box_vertical_shade(GL_POLYGON, 
 | 
						|
					vert.xmin+2, vs->vert_min, 
 | 
						|
					vert.xmax-2, vs->vert_max, 
 | 
						|
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* base bar drawn as shaded rect */
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, dark);
 | 
						|
			uiSetRoundBox(0);
 | 
						|
			gl_round_box_vertical_shade(GL_POLYGON, 
 | 
						|
				vert.xmin+2, vs->vert_min, 
 | 
						|
				vert.xmax-2, vs->vert_max,
 | 
						|
				V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
 | 
						|
			
 | 
						|
			/* 'minimum' handle */
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, darker);
 | 
						|
			uiSetRoundBox(12);
 | 
						|
			
 | 
						|
			gl_round_box_vertical_shade(GL_POLYGON, 
 | 
						|
				vert.xmin+2, vs->vert_min-V2D_SCROLLER_HANDLE_SIZE, 
 | 
						|
				vert.xmax-2, vs->vert_min+V2D_SCROLLER_HANDLE_SIZE, 
 | 
						|
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
 | 
						|
			
 | 
						|
			/* maximum handle */
 | 
						|
			UI_ThemeColorShade(TH_SHADE1, darker);
 | 
						|
			uiSetRoundBox(3);
 | 
						|
			
 | 
						|
			gl_round_box_vertical_shade(GL_POLYGON, 
 | 
						|
				vert.xmin+2, vs->vert_max-V2D_SCROLLER_HANDLE_SIZE, 
 | 
						|
				vert.xmax-2, vs->vert_max+V2D_SCROLLER_HANDLE_SIZE, 
 | 
						|
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* scale indiators */
 | 
						|
		// XXX will need to update the font drawing when the new stuff comes in
 | 
						|
		if ((v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
 | 
						|
			View2DGrid *grid= vs->grid;
 | 
						|
			float fac, dfac, val;
 | 
						|
			
 | 
						|
			/* the numbers: convert grid->starty and dy to scroll coordinates 
 | 
						|
			 *	- fac is y-coordinate to draw to
 | 
						|
			 *	- dfac is gap between scale markings
 | 
						|
			 *	- these involve a correction for horizontal scrollbar
 | 
						|
			 *	  NOTE: it's assumed that that scrollbar is there if this is involved!
 | 
						|
			 */
 | 
						|
			fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
 | 
						|
			fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
 | 
						|
			
 | 
						|
			dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
 | 
						|
			dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
 | 
						|
			
 | 
						|
			/* set starting value, and text color */
 | 
						|
			UI_ThemeColor(TH_TEXT);
 | 
						|
			val= grid->starty;
 | 
						|
			
 | 
						|
			/* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
 | 
						|
			// XXX only relevant to Sequencer, so need to review this when we port that code
 | 
						|
			if (vs->yclamp == V2D_GRID_CLAMP)
 | 
						|
				fac += 0.5f * dfac;
 | 
						|
				
 | 
						|
			/* draw vertical steps */
 | 
						|
			for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
 | 
						|
				scroll_printstr(vs, (float)(vert.xmax)-14.0, fac, val, grid->powery, vs->yunits, 'v');
 | 
						|
			}			
 | 
						|
		}	
 | 
						|
		
 | 
						|
		/* decoration outer bevel line */
 | 
						|
		UI_ThemeColorShade(TH_SHADE1, lighter);
 | 
						|
		if (v2d->scroll & V2D_SCROLL_RIGHT)
 | 
						|
			sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
 | 
						|
		else if (v2d->scroll & V2D_SCROLL_LEFT)
 | 
						|
			sdrawline(vert.xmax, vert.ymin, vert.xmax, vert.ymax);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* draw a 'sunken square' to cover up any overlapping corners resulting from intersection of overflowing scroller data */
 | 
						|
	if ((v2d->scroll & V2D_SCROLL_VERTICAL) && (v2d->scroll & V2D_SCROLL_HORIZONTAL)) {
 | 
						|
		/* set bounds (these should be right) */
 | 
						|
		corner.xmin= vert.xmin;
 | 
						|
		corner.xmax= vert.xmax;
 | 
						|
		corner.ymin= hor.ymin;
 | 
						|
		corner.ymax= hor.ymax;
 | 
						|
		
 | 
						|
		/* firstly, draw using background color to cover up any overlapping junk */
 | 
						|
		UI_ThemeColor(TH_SHADE1);
 | 
						|
		glRecti(corner.xmin, corner.ymin, corner.xmax, corner.ymax);
 | 
						|
		
 | 
						|
		/* now, draw suggestive highlighting... */
 | 
						|
			/* first, dark lines on top to suggest scrollers overlap box */
 | 
						|
		UI_ThemeColorShade(TH_SHADE1, darker);
 | 
						|
		sdrawline(corner.xmin, corner.ymin, corner.xmin, corner.ymax);
 | 
						|
		sdrawline(corner.xmin, corner.ymax, corner.xmax, corner.ymax);
 | 
						|
			/* now, light lines on bottom to show box is sunken in */
 | 
						|
		UI_ThemeColorShade(TH_SHADE1, lighter);
 | 
						|
		sdrawline(corner.xmax, corner.ymin, corner.xmax, corner.ymax);
 | 
						|
		sdrawline(corner.xmin, corner.ymin, corner.xmax, corner.ymin);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* free temporary memory used for drawing scrollers */
 | 
						|
void UI_view2d_scrollers_free(View2DScrollers *scrollers)
 | 
						|
{
 | 
						|
	/* need to free grid as well... */
 | 
						|
	if (scrollers->grid) MEM_freeN(scrollers->grid);
 | 
						|
	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)
 | 
						|
{
 | 
						|
	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 *ar= area->regionbase.first;
 | 
						|
		for(; ar; ar= ar->next)
 | 
						|
			if(ar->regiontype==RGN_TYPE_WINDOW)
 | 
						|
				return &(ar->v2d);
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	return &(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);
 | 
						|
}
 | 
						|
 | 
						|
/* called by menus to activate it, or by view2d operators */
 | 
						|
void UI_view2d_sync(bScreen *screen, View2D *v2dcur, int flag)
 | 
						|
{
 | 
						|
	ScrArea *sa;
 | 
						|
	ARegion *ar;
 | 
						|
	
 | 
						|
	if(!(v2dcur->flag & V2D_VIEWSYNC_X))
 | 
						|
		return;
 | 
						|
	
 | 
						|
	for(sa= screen->areabase.first; sa; sa= sa->next) {
 | 
						|
		for(ar= sa->regionbase.first; ar; ar= ar->next) {
 | 
						|
			if(v2dcur != &ar->v2d) {
 | 
						|
				if(ar->v2d.flag & V2D_VIEWSYNC_X) {
 | 
						|
					if(flag == V2D_LOCK_COPY) {
 | 
						|
						
 | 
						|
						ar->v2d.cur.xmin= v2dcur->cur.xmin;
 | 
						|
						ar->v2d.cur.xmax= v2dcur->cur.xmax;
 | 
						|
					}
 | 
						|
					else { /* V2D_LOCK_SET */
 | 
						|
						v2dcur->cur.xmin= ar->v2d.cur.xmin;
 | 
						|
						v2dcur->cur.xmax= ar->v2d.cur.xmax;
 | 
						|
					}
 | 
						|
					ED_region_tag_redraw(ar);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 |