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blender-archive/source/blender/editors/space_buttons/space_buttons.c
Brecht Van Lommel 408ba429e6 2.5: Buttons View
* When resizing the window, the top position is now preserved,
  instead of the center position.
* Fix zoom level not being preserved in various cases, when
  changing both with and height. This replaces some earlier code
  which did this at screen level but wasn't very reliable.
* Different tabs now each preserve their own scroll.
* When switching between tabs, it now scrolls to show as many
  buttons as possible, instead of possibly showing empty space.
  There is a trade-off here between doing that keeping the
  buttons in the same place, no ideal solution exists I think.
* Change zooming in/out to be symmetric, for example doing
  numpad + then - did not give the original zoom level back.
* Added some calls to avoid hanging tooltips when manipulating
  the view.

Internals:
* Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom
  rather than the center.
* Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate),
  and make V2D_KEEPZOOM preserve the zoom level.
2009-07-29 22:57:53 +00:00

428 lines
11 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
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <stdio.h>
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "ED_previewrender.h"
#include "buttons_intern.h" // own include
/* ******************** default callbacks for buttons space ***************** */
static SpaceLink *buttons_new(const bContext *C)
{
ARegion *ar;
SpaceButs *sbuts;
sbuts= MEM_callocN(sizeof(SpaceButs), "initbuts");
sbuts->spacetype= SPACE_BUTS;
sbuts->align= BUT_AUTO;
/* header */
ar= MEM_callocN(sizeof(ARegion), "header for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_HEADER;
ar->alignment= RGN_ALIGN_BOTTOM;
#if 0
/* context area */
ar= MEM_callocN(sizeof(ARegion), "context area for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_TOP;
#endif
/* main area */
ar= MEM_callocN(sizeof(ARegion), "main area for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_WINDOW;
return (SpaceLink *)sbuts;
}
/* not spacelink itself */
static void buttons_free(SpaceLink *sl)
{
SpaceButs *sbuts= (SpaceButs*) sl;
if(sbuts->ri) {
if (sbuts->ri->rect) MEM_freeN(sbuts->ri->rect);
MEM_freeN(sbuts->ri);
}
if(sbuts->path)
MEM_freeN(sbuts->path);
}
/* spacetype; init callback */
static void buttons_init(struct wmWindowManager *wm, ScrArea *sa)
{
SpaceButs *sbuts= sa->spacedata.first;
/* auto-align based on size */
if(sbuts->align == BUT_AUTO || !sbuts->align) {
if(sa->winx > sa->winy)
sbuts->align= BUT_HORIZONTAL;
else
sbuts->align= BUT_VERTICAL;
}
}
static SpaceLink *buttons_duplicate(SpaceLink *sl)
{
SpaceButs *sbutsn= MEM_dupallocN(sl);
/* clear or remove stuff from old */
sbutsn->ri= NULL;
sbutsn->path= NULL;
return (SpaceLink *)sbutsn;
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_main_area_init(wmWindowManager *wm, ARegion *ar)
{
ListBase *keymap;
ED_region_panels_init(wm, ar);
keymap= WM_keymap_listbase(wm, "Buttons Generic", SPACE_BUTS, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void buttons_main_area_draw(const bContext *C, ARegion *ar)
{
/* draw entirely, view changes should be handled here */
SpaceButs *sbuts= CTX_wm_space_buts(C);
int vertical= (sbuts->align == BUT_VERTICAL);
buttons_context_compute(C, sbuts);
if(sbuts->mainb == BCONTEXT_SCENE)
ED_region_panels(C, ar, vertical, "scene", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_WORLD)
ED_region_panels(C, ar, vertical, "world", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_OBJECT)
ED_region_panels(C, ar, vertical, "object", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_DATA)
ED_region_panels(C, ar, vertical, "data", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MATERIAL)
ED_region_panels(C, ar, vertical, "material", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_TEXTURE)
ED_region_panels(C, ar, vertical, "texture", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PARTICLE)
ED_region_panels(C, ar, vertical, "particle", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PHYSICS)
ED_region_panels(C, ar, vertical, "physics", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_BONE)
ED_region_panels(C, ar, vertical, "bone", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MODIFIER)
ED_region_panels(C, ar, vertical, "modifier", sbuts->mainb);
else if (sbuts->mainb == BCONTEXT_CONSTRAINT)
ED_region_panels(C, ar, vertical, "constraint", sbuts->mainb);
sbuts->re_align= 0;
sbuts->mainbo= sbuts->mainb;
}
void buttons_operatortypes(void)
{
WM_operatortype_append(OBJECT_OT_group_add);
WM_operatortype_append(OBJECT_OT_group_remove);
WM_operatortype_append(OBJECT_OT_material_slot_add);
WM_operatortype_append(OBJECT_OT_material_slot_remove);
WM_operatortype_append(OBJECT_OT_material_slot_assign);
WM_operatortype_append(OBJECT_OT_material_slot_select);
WM_operatortype_append(OBJECT_OT_material_slot_deselect);
WM_operatortype_append(MATERIAL_OT_new);
WM_operatortype_append(TEXTURE_OT_new);
WM_operatortype_append(WORLD_OT_new);
WM_operatortype_append(OBJECT_OT_particle_system_add);
WM_operatortype_append(OBJECT_OT_particle_system_remove);
WM_operatortype_append(PARTICLE_OT_new);
WM_operatortype_append(PARTICLE_OT_new_target);
WM_operatortype_append(PARTICLE_OT_remove_target);
WM_operatortype_append(PARTICLE_OT_target_move_up);
WM_operatortype_append(PARTICLE_OT_target_move_down);
WM_operatortype_append(SCENE_OT_render_layer_add);
WM_operatortype_append(SCENE_OT_render_layer_remove);
WM_operatortype_append(BUTTONS_OT_toolbox);
WM_operatortype_append(BUTTONS_OT_file_browse);
}
void buttons_keymap(struct wmWindowManager *wm)
{
ListBase *keymap= WM_keymap_listbase(wm, "Buttons Generic", SPACE_BUTS, 0);
WM_keymap_add_item(keymap, "BUTTONS_OT_toolbox", RIGHTMOUSE, KM_PRESS, 0, 0);
}
//#define PY_HEADER
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_header_area_init(wmWindowManager *wm, ARegion *ar)
{
#ifdef PY_HEADER
ED_region_header_init(ar);
#else
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
#endif
}
static void buttons_header_area_draw(const bContext *C, ARegion *ar)
{
#ifdef PY_HEADER
ED_region_header(C, ar);
#else
float col[3];
/* clear */
if(ED_screen_area_active(C))
UI_GetThemeColor3fv(TH_HEADER, col);
else
UI_GetThemeColor3fv(TH_HEADERDESEL, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* set view2d view matrix for scrolling (without scrollers) */
UI_view2d_view_ortho(C, &ar->v2d);
buttons_header_buttons(C, ar);
#endif
/* restore view matrix? */
UI_view2d_view_restore(C);
}
#if 0
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_context_area_init(wmWindowManager *wm, ARegion *ar)
{
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
}
#define CONTEXTY 30
static void buttons_context_area_draw(const bContext *C, ARegion *ar)
{
SpaceButs *sbuts= CTX_wm_space_buts(C);
uiStyle *style= U.uistyles.first;
uiBlock *block;
uiLayout *layout;
View2D *v2d= &ar->v2d;
float col[3];
int x, y, w, h;
buttons_context_compute(C, sbuts);
w= v2d->cur.xmax - v2d->cur.xmin;
h= v2d->cur.ymax - v2d->cur.ymin;
UI_view2d_view_ortho(C, v2d);
/* create UI */
block= uiBeginBlock(C, ar, "buttons_context", UI_EMBOSS);
layout= uiBlockLayout(block, UI_LAYOUT_HORIZONTAL, UI_LAYOUT_PANEL,
style->panelspace, h - (h-UI_UNIT_Y)/2, w, 20, style);
buttons_context_draw(C, layout);
uiBlockLayoutResolve(C, block, &x, &y);
uiEndBlock(C, block);
/* draw */
UI_SetTheme(SPACE_BUTS, RGN_TYPE_WINDOW); /* XXX */
UI_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_totRect_set(v2d, x, -y);
UI_view2d_view_ortho(C, v2d);
uiDrawBlock(C, block);
/* restore view matrix */
UI_view2d_view_restore(C);
}
#endif
/* reused! */
static void buttons_area_listener(ScrArea *sa, wmNotifier *wmn)
{
SpaceButs *sbuts= sa->spacedata.first;
/* context changes */
switch(wmn->category) {
case NC_SCENE:
switch(wmn->data) {
case ND_FRAME:
case ND_MODE:
case ND_RENDER_OPTIONS:
ED_area_tag_redraw(sa);
break;
case ND_OB_ACTIVE:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
}
break;
case NC_OBJECT:
switch(wmn->data) {
case ND_TRANSFORM:
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
case ND_GEOM_SELECT:
case ND_CONSTRAINT:
ED_area_tag_redraw(sa);
break;
case ND_SHADING:
case ND_SHADING_DRAW:
/* currently works by redraws... if preview is set, it (re)starts job */
sbuts->preview= 1;
break;
}
break;
case NC_MATERIAL:
ED_area_tag_redraw(sa);
switch(wmn->data) {
case ND_SHADING:
case ND_SHADING_DRAW:
/* currently works by redraws... if preview is set, it (re)starts job */
sbuts->preview= 1;
break;
}
break;
case NC_WORLD:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
case NC_LAMP:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
case NC_TEXTURE:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
}
if(wmn->data == ND_KEYS)
ED_area_tag_redraw(sa);
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_buttons(void)
{
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype buttons");
ARegionType *art;
st->spaceid= SPACE_BUTS;
st->new= buttons_new;
st->free= buttons_free;
st->init= buttons_init;
st->duplicate= buttons_duplicate;
st->operatortypes= buttons_operatortypes;
st->keymap= buttons_keymap;
st->listener= buttons_area_listener;
st->context= buttons_context;
/* regions: main window */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_WINDOW;
art->init= buttons_main_area_init;
art->draw= buttons_main_area_draw;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
BLI_addhead(&st->regiontypes, art);
buttons_context_register(art);
/* regions: header */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_HEADER;
art->minsizey= BUTS_HEADERY;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
art->init= buttons_header_area_init;
art->draw= buttons_header_area_draw;
BLI_addhead(&st->regiontypes, art);
#if 0
/* regions: context */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_CHANNELS;
art->minsizey= CONTEXTY;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
art->init= buttons_context_area_init;
art->draw= buttons_context_area_draw;;
art->listener= buttons_area_listener;
BLI_addhead(&st->regiontypes, art);
#endif
BKE_spacetype_register(st);
}