* 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.
428 lines
11 KiB
C
428 lines
11 KiB
C
/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* 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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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <stdio.h>
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#include "DNA_object_types.h"
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "BKE_colortools.h"
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#include "BKE_context.h"
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#include "BKE_screen.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "BIF_gl.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "ED_previewrender.h"
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#include "buttons_intern.h" // own include
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/* ******************** default callbacks for buttons space ***************** */
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static SpaceLink *buttons_new(const bContext *C)
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{
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ARegion *ar;
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SpaceButs *sbuts;
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sbuts= MEM_callocN(sizeof(SpaceButs), "initbuts");
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sbuts->spacetype= SPACE_BUTS;
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sbuts->align= BUT_AUTO;
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/* header */
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ar= MEM_callocN(sizeof(ARegion), "header for buts");
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BLI_addtail(&sbuts->regionbase, ar);
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ar->regiontype= RGN_TYPE_HEADER;
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ar->alignment= RGN_ALIGN_BOTTOM;
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#if 0
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/* context area */
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ar= MEM_callocN(sizeof(ARegion), "context area for buts");
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BLI_addtail(&sbuts->regionbase, ar);
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ar->regiontype= RGN_TYPE_CHANNELS;
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ar->alignment= RGN_ALIGN_TOP;
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#endif
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/* main area */
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ar= MEM_callocN(sizeof(ARegion), "main area for buts");
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BLI_addtail(&sbuts->regionbase, ar);
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ar->regiontype= RGN_TYPE_WINDOW;
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return (SpaceLink *)sbuts;
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}
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/* not spacelink itself */
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static void buttons_free(SpaceLink *sl)
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{
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SpaceButs *sbuts= (SpaceButs*) sl;
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if(sbuts->ri) {
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if (sbuts->ri->rect) MEM_freeN(sbuts->ri->rect);
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MEM_freeN(sbuts->ri);
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}
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if(sbuts->path)
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MEM_freeN(sbuts->path);
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}
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/* spacetype; init callback */
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static void buttons_init(struct wmWindowManager *wm, ScrArea *sa)
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{
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SpaceButs *sbuts= sa->spacedata.first;
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/* auto-align based on size */
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if(sbuts->align == BUT_AUTO || !sbuts->align) {
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if(sa->winx > sa->winy)
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sbuts->align= BUT_HORIZONTAL;
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else
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sbuts->align= BUT_VERTICAL;
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}
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}
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static SpaceLink *buttons_duplicate(SpaceLink *sl)
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{
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SpaceButs *sbutsn= MEM_dupallocN(sl);
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/* clear or remove stuff from old */
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sbutsn->ri= NULL;
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sbutsn->path= NULL;
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return (SpaceLink *)sbutsn;
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}
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/* add handlers, stuff you only do once or on area/region changes */
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static void buttons_main_area_init(wmWindowManager *wm, ARegion *ar)
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{
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ListBase *keymap;
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ED_region_panels_init(wm, ar);
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keymap= WM_keymap_listbase(wm, "Buttons Generic", SPACE_BUTS, 0);
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WM_event_add_keymap_handler(&ar->handlers, keymap);
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}
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static void buttons_main_area_draw(const bContext *C, ARegion *ar)
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{
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/* draw entirely, view changes should be handled here */
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SpaceButs *sbuts= CTX_wm_space_buts(C);
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int vertical= (sbuts->align == BUT_VERTICAL);
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buttons_context_compute(C, sbuts);
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if(sbuts->mainb == BCONTEXT_SCENE)
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ED_region_panels(C, ar, vertical, "scene", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_WORLD)
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ED_region_panels(C, ar, vertical, "world", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_OBJECT)
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ED_region_panels(C, ar, vertical, "object", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_DATA)
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ED_region_panels(C, ar, vertical, "data", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_MATERIAL)
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ED_region_panels(C, ar, vertical, "material", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_TEXTURE)
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ED_region_panels(C, ar, vertical, "texture", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_PARTICLE)
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ED_region_panels(C, ar, vertical, "particle", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_PHYSICS)
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ED_region_panels(C, ar, vertical, "physics", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_BONE)
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ED_region_panels(C, ar, vertical, "bone", sbuts->mainb);
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else if(sbuts->mainb == BCONTEXT_MODIFIER)
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ED_region_panels(C, ar, vertical, "modifier", sbuts->mainb);
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else if (sbuts->mainb == BCONTEXT_CONSTRAINT)
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ED_region_panels(C, ar, vertical, "constraint", sbuts->mainb);
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sbuts->re_align= 0;
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sbuts->mainbo= sbuts->mainb;
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}
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void buttons_operatortypes(void)
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{
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WM_operatortype_append(OBJECT_OT_group_add);
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WM_operatortype_append(OBJECT_OT_group_remove);
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WM_operatortype_append(OBJECT_OT_material_slot_add);
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WM_operatortype_append(OBJECT_OT_material_slot_remove);
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WM_operatortype_append(OBJECT_OT_material_slot_assign);
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WM_operatortype_append(OBJECT_OT_material_slot_select);
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WM_operatortype_append(OBJECT_OT_material_slot_deselect);
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WM_operatortype_append(MATERIAL_OT_new);
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WM_operatortype_append(TEXTURE_OT_new);
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WM_operatortype_append(WORLD_OT_new);
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WM_operatortype_append(OBJECT_OT_particle_system_add);
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WM_operatortype_append(OBJECT_OT_particle_system_remove);
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WM_operatortype_append(PARTICLE_OT_new);
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WM_operatortype_append(PARTICLE_OT_new_target);
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WM_operatortype_append(PARTICLE_OT_remove_target);
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WM_operatortype_append(PARTICLE_OT_target_move_up);
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WM_operatortype_append(PARTICLE_OT_target_move_down);
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WM_operatortype_append(SCENE_OT_render_layer_add);
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WM_operatortype_append(SCENE_OT_render_layer_remove);
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WM_operatortype_append(BUTTONS_OT_toolbox);
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WM_operatortype_append(BUTTONS_OT_file_browse);
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}
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void buttons_keymap(struct wmWindowManager *wm)
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{
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ListBase *keymap= WM_keymap_listbase(wm, "Buttons Generic", SPACE_BUTS, 0);
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WM_keymap_add_item(keymap, "BUTTONS_OT_toolbox", RIGHTMOUSE, KM_PRESS, 0, 0);
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}
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//#define PY_HEADER
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/* add handlers, stuff you only do once or on area/region changes */
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static void buttons_header_area_init(wmWindowManager *wm, ARegion *ar)
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{
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#ifdef PY_HEADER
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ED_region_header_init(ar);
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#else
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UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
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#endif
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}
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static void buttons_header_area_draw(const bContext *C, ARegion *ar)
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{
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#ifdef PY_HEADER
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ED_region_header(C, ar);
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#else
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float col[3];
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/* clear */
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if(ED_screen_area_active(C))
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UI_GetThemeColor3fv(TH_HEADER, col);
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else
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UI_GetThemeColor3fv(TH_HEADERDESEL, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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/* set view2d view matrix for scrolling (without scrollers) */
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UI_view2d_view_ortho(C, &ar->v2d);
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buttons_header_buttons(C, ar);
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#endif
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/* restore view matrix? */
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UI_view2d_view_restore(C);
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}
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#if 0
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/* add handlers, stuff you only do once or on area/region changes */
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static void buttons_context_area_init(wmWindowManager *wm, ARegion *ar)
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{
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UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
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}
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#define CONTEXTY 30
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static void buttons_context_area_draw(const bContext *C, ARegion *ar)
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{
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SpaceButs *sbuts= CTX_wm_space_buts(C);
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uiStyle *style= U.uistyles.first;
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uiBlock *block;
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uiLayout *layout;
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View2D *v2d= &ar->v2d;
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float col[3];
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int x, y, w, h;
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buttons_context_compute(C, sbuts);
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w= v2d->cur.xmax - v2d->cur.xmin;
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h= v2d->cur.ymax - v2d->cur.ymin;
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UI_view2d_view_ortho(C, v2d);
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/* create UI */
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block= uiBeginBlock(C, ar, "buttons_context", UI_EMBOSS);
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layout= uiBlockLayout(block, UI_LAYOUT_HORIZONTAL, UI_LAYOUT_PANEL,
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style->panelspace, h - (h-UI_UNIT_Y)/2, w, 20, style);
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buttons_context_draw(C, layout);
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uiBlockLayoutResolve(C, block, &x, &y);
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uiEndBlock(C, block);
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/* draw */
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UI_SetTheme(SPACE_BUTS, RGN_TYPE_WINDOW); /* XXX */
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UI_GetThemeColor3fv(TH_BACK, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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UI_view2d_totRect_set(v2d, x, -y);
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UI_view2d_view_ortho(C, v2d);
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uiDrawBlock(C, block);
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/* restore view matrix */
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UI_view2d_view_restore(C);
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}
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#endif
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/* reused! */
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static void buttons_area_listener(ScrArea *sa, wmNotifier *wmn)
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{
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SpaceButs *sbuts= sa->spacedata.first;
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/* context changes */
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switch(wmn->category) {
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case NC_SCENE:
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switch(wmn->data) {
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case ND_FRAME:
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case ND_MODE:
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case ND_RENDER_OPTIONS:
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ED_area_tag_redraw(sa);
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break;
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case ND_OB_ACTIVE:
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ED_area_tag_redraw(sa);
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sbuts->preview= 1;
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break;
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}
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break;
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case NC_OBJECT:
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switch(wmn->data) {
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case ND_TRANSFORM:
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case ND_BONE_ACTIVE:
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case ND_BONE_SELECT:
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case ND_GEOM_SELECT:
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case ND_CONSTRAINT:
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ED_area_tag_redraw(sa);
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break;
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case ND_SHADING:
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case ND_SHADING_DRAW:
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/* currently works by redraws... if preview is set, it (re)starts job */
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sbuts->preview= 1;
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break;
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}
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break;
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case NC_MATERIAL:
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ED_area_tag_redraw(sa);
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switch(wmn->data) {
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case ND_SHADING:
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case ND_SHADING_DRAW:
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/* currently works by redraws... if preview is set, it (re)starts job */
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sbuts->preview= 1;
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break;
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}
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break;
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case NC_WORLD:
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ED_area_tag_redraw(sa);
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sbuts->preview= 1;
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case NC_LAMP:
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ED_area_tag_redraw(sa);
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sbuts->preview= 1;
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case NC_TEXTURE:
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ED_area_tag_redraw(sa);
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sbuts->preview= 1;
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}
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if(wmn->data == ND_KEYS)
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ED_area_tag_redraw(sa);
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}
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/* only called once, from space/spacetypes.c */
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void ED_spacetype_buttons(void)
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{
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SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype buttons");
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ARegionType *art;
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st->spaceid= SPACE_BUTS;
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st->new= buttons_new;
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st->free= buttons_free;
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st->init= buttons_init;
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st->duplicate= buttons_duplicate;
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st->operatortypes= buttons_operatortypes;
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st->keymap= buttons_keymap;
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st->listener= buttons_area_listener;
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st->context= buttons_context;
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/* regions: main window */
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art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
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art->regionid = RGN_TYPE_WINDOW;
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art->init= buttons_main_area_init;
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art->draw= buttons_main_area_draw;
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art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
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BLI_addhead(&st->regiontypes, art);
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buttons_context_register(art);
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/* regions: header */
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art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
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art->regionid = RGN_TYPE_HEADER;
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art->minsizey= BUTS_HEADERY;
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art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
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art->init= buttons_header_area_init;
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art->draw= buttons_header_area_draw;
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BLI_addhead(&st->regiontypes, art);
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#if 0
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/* regions: context */
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art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
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art->regionid = RGN_TYPE_CHANNELS;
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art->minsizey= CONTEXTY;
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art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
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art->init= buttons_context_area_init;
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art->draw= buttons_context_area_draw;;
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art->listener= buttons_area_listener;
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BLI_addhead(&st->regiontypes, art);
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#endif
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BKE_spacetype_register(st);
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}
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