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blender-archive/source/blender/editors/interface/view2d.c
Ton Roosendaal f5e2669444 Icons in outliner were jittering a bit on sizing of the area.
Subpixel position issue... when is this ever correct? :)
2011-02-01 17:54:02 +00:00

2116 lines
64 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation, Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <float.h>
#include <limits.h>
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "WM_api.h"
#include "BIF_gl.h"
#include "BLF_api.h"
#include "ED_anim_api.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_view2d.h"
#include "interface_intern.h"
/* *********************************************************************** */
/* XXX still unresolved: scrolls hide/unhide vs region mask handling */
/* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */
/* helper to allow scrollbars to dynamically hide
* - returns a copy of the scrollbar settings with the flags to display
* horizontal/vertical scrollbars removed
* - input scroll value is the v2d->scroll var
* - hide flags are set per region at drawtime
*/
static int view2d_scroll_mapped(int scroll)
{
if(scroll & V2D_SCROLL_HORIZONTAL_HIDE)
scroll &= ~(V2D_SCROLL_HORIZONTAL);
if(scroll & V2D_SCROLL_VERTICAL_HIDE)
scroll &= ~(V2D_SCROLL_VERTICAL);
return scroll;
}
/* called each time cur changes, to dynamically update masks */
static void view2d_masks(View2D *v2d)
{
int scroll;
/* mask - view frame */
v2d->mask.xmin= v2d->mask.ymin= 0;
v2d->mask.xmax= v2d->winx - 1; /* -1 yes! masks are pixels */
v2d->mask.ymax= v2d->winy - 1;
#if 0
// XXX see above
v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE|V2D_SCROLL_VERTICAL_HIDE);
/* check size if: */
if (v2d->scroll & V2D_SCROLL_HORIZONTAL)
if(!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL))
if (v2d->tot.xmax-v2d->tot.xmin <= v2d->cur.xmax-v2d->cur.xmin)
v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
if (v2d->scroll & V2D_SCROLL_VERTICAL)
if(!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL))
if (v2d->tot.ymax-v2d->tot.ymin <= v2d->cur.ymax-v2d->cur.ymin)
v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE;
#endif
scroll= view2d_scroll_mapped(v2d->scroll);
/* 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 (scroll) {
/* vertical scroller */
if (scroll & V2D_SCROLL_LEFT) {
/* on left-hand edge of region */
v2d->vert= v2d->mask;
v2d->vert.xmax= V2D_SCROLL_WIDTH;
v2d->mask.xmin= v2d->vert.xmax + 1;
}
else if (scroll & V2D_SCROLL_RIGHT) {
/* on right-hand edge of region */
v2d->vert= v2d->mask;
v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
v2d->mask.xmax= v2d->vert.xmin - 1;
}
/* horizontal scroller */
if (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 (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 (scroll & V2D_SCROLL_VERTICAL) {
/* just set y min/max for vertical scroller to y min/max of mask as appropriate */
if (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 (scroll & V2D_SCROLL_TOP) {
/* on upper edge of region */
v2d->vert.ymax= v2d->mask.ymax;
}
}
}
}
/* 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, init= 0;
uiStyle *style= U.uistyles.first;
/* 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;
init= 1;
/* 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_LIMITZOOM);
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_LIMITZOOM|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;
/* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead.
* zoom, aspect ratio, and alignment restrictions are set here */
case V2D_COMMONVIEW_STACK:
{
/* zoom + aspect ratio are locked */
v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|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_NEG_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_LIMITZOOM|V2D_KEEPASPECT);
v2d->minzoom= v2d->maxzoom= 1.0f;
v2d->min[0]= v2d->max[0]= (float)(winx-1);
v2d->min[1]= v2d->max[1]= (float)(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;
tot_changed= 1;
/* panning in y-axis is prohibited */
v2d->keepofs= V2D_LOCKOFS_Y;
/* absolutely no scrollers allowed */
v2d->scroll= 0;
}
break;
/* panels view, with horizontal/vertical align */
case V2D_COMMONVIEW_PANELS_UI:
{
float panelzoom= (style) ? style->panelzoom : 1.0f;
/* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM|V2D_KEEPZOOM);
v2d->minzoom= 0.5f;
v2d->maxzoom= 2.0f;
//tot_changed= 1;
v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
v2d->keeptot= V2D_KEEPTOT_BOUNDS;
v2d->scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
v2d->scroll &= ~V2D_SCROLL_VERTICAL_HIDE;
v2d->tot.xmin= 0.0f;
v2d->tot.xmax= winx;
v2d->tot.ymax= 0.0f;
v2d->tot.ymin= -winy;
v2d->cur.xmin= 0.0f;
/* bad workaround for keeping zoom level with scrollers */
v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom;
v2d->cur.ymax= 0.0f;
v2d->cur.ymin= (-winy)*panelzoom;
}
break;
/* other view types are completely defined using their own settings already */
default:
/* we don't do anything here, as settings should be fine, but just make sure that rect */
break;
}
}
/* store view size */
v2d->winx= winx;
v2d->winy= winy;
/* set masks */
view2d_masks(v2d);
/* set 'tot' rect before setting cur? */
if (tot_changed)
UI_view2d_totRect_set_resize(v2d, winx, winy, !init);
else
UI_view2d_curRect_validate_resize(v2d, !init);
}
/* 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_resize(View2D *v2d, int resize)
{
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):
* - alignment restrictions are respected
* - 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;
/* values used to divide, so make it safe
* NOTE: width and height must use FLT_MIN instead of 1, otherwise it is impossible to
* get enough resolution in Graph Editor for editing some curves
*/
if(width < FLT_MIN) width= 1;
if(height < FLT_MIN) height= 1;
if(winx < 1) winx= 1;
if(winy < 1) winy= 1;
/* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */
if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) {
float zoom, oldzoom;
if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
zoom= winx / width;
oldzoom= v2d->oldwinx / curwidth;
if(oldzoom != zoom)
width *= zoom/oldzoom;
}
if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
zoom= winy / height;
oldzoom= v2d->oldwiny / curheight;
if(oldzoom != zoom)
height *= zoom/oldzoom;
}
}
/* keepzoom (V2D_LIMITZOOM 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
*/
else if (v2d->keepzoom & V2D_LIMITZOOM) {
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...
*/
if (winy < v2d->oldwiny) {
float temp = v2d->oldwiny - winy;
cur->ymin += temp;
cur->ymax += temp;
}
}
else {
/* landscape window: correct for y */
height = width * winRatio;
}
}
/* store region size for next time */
v2d->oldwinx= (short)winx;
v2d->oldwiny= (short)winy;
}
/* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
if ((width != curwidth) || (height != curheight)) {
float temp, dh;
/* resize from centerpoint, unless otherwise specified */
if (width != curwidth) {
if (v2d->keepofs & V2D_LOCKOFS_X) {
cur->xmax += width - (cur->xmax - cur->xmin);
}
else if (v2d->keepofs & V2D_KEEPOFS_X) {
if(v2d->align & V2D_ALIGN_NO_POS_X)
cur->xmin -= width - (cur->xmax - cur->xmin);
else
cur->xmax += width - (cur->xmax - cur->xmin);
}
else {
temp= (cur->xmax + cur->xmin) * 0.5f;
dh= width * 0.5f;
cur->xmin = temp - dh;
cur->xmax = temp + dh;
}
}
if (height != curheight) {
if (v2d->keepofs & V2D_LOCKOFS_Y) {
cur->ymax += height - (cur->ymax - cur->ymin);
}
else if (v2d->keepofs & V2D_KEEPOFS_Y) {
if(v2d->align & V2D_ALIGN_NO_POS_Y)
cur->ymin -= height - (cur->ymax - cur->ymin);
else
cur->ymax += height - (cur->ymax - cur->ymin);
}
else {
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|V2D_LIMITZOOM)) ) {
/* 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->xmin < tot->xmin) && (cur->xmax > tot->xmax)) {
/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
temp= (tot->xmax + tot->xmin) * 0.5f;
diff= curheight * 0.5f;
cur->xmin= temp - diff;
cur->xmax= 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|V2D_LIMITZOOM)) ) {
/* 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;
}
}
}
/* Step 4: Make sure alignment restrictions are respected */
if (v2d->align) {
/* If alignment flags are set (but keeptot is not), they must still be respected, as although
* they don't specify any particular bounds to stay within, they do define ranges which are
* invalid.
*
* Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these
* invalid zones, otherwise we offset.
*/
/* 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 */
if (v2d->cur.xmax > 0) {
v2d->cur.xmin -= v2d->cur.xmax;
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 */
if (v2d->cur.xmin < 0) {
v2d->cur.xmax -= v2d->cur.xmin;
v2d->cur.xmin = 0.0f;
}
}
/* 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 */
if (v2d->cur.ymax > 0) {
v2d->cur.ymin -= v2d->cur.ymax;
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 */
if (v2d->cur.ymin < 0) {
v2d->cur.ymax -= v2d->cur.ymin;
v2d->cur.ymin = 0.0f;
}
}
}
/* set masks */
view2d_masks(v2d);
}
void UI_view2d_curRect_validate(View2D *v2d)
{
UI_view2d_curRect_validate_resize(v2d, 0);
}
/* ------------------ */
/* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
{
ScrArea *sa;
ARegion *ar;
/* don't continue if no view syncing to be done */
if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME|V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
return;
/* check if doing within area syncing (i.e. channels/vertical) */
if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
for (ar= area->regionbase.first; ar; ar= ar->next) {
/* don't operate on self */
if (v2dcur != &ar->v2d) {
/* only if view has vertical locks enabled */
if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
if (flag == V2D_LOCK_COPY) {
/* other views with locks on must copy active */
ar->v2d.cur.ymin= v2dcur->cur.ymin;
ar->v2d.cur.ymax= v2dcur->cur.ymax;
}
else { /* V2D_LOCK_SET */
/* active must copy others */
v2dcur->cur.ymin= ar->v2d.cur.ymin;
v2dcur->cur.ymax= ar->v2d.cur.ymax;
}
/* region possibly changed, so refresh */
ED_region_tag_redraw(ar);
}
}
}
}
/* check if doing whole screen syncing (i.e. time/horizontal) */
if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
for (sa= screen->areabase.first; sa; sa= sa->next) {
for (ar= sa->regionbase.first; ar; ar= ar->next) {
/* don't operate on self */
if (v2dcur != &ar->v2d) {
/* only if view has horizontal locks enabled */
if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
if (flag == V2D_LOCK_COPY) {
/* other views with locks on must copy active */
ar->v2d.cur.xmin= v2dcur->cur.xmin;
ar->v2d.cur.xmax= v2dcur->cur.xmax;
}
else { /* V2D_LOCK_SET */
/* active must copy others */
v2dcur->cur.xmin= ar->v2d.cur.xmin;
v2dcur->cur.xmax= ar->v2d.cur.xmax;
}
/* region possibly changed, so refresh */
ED_region_tag_redraw(ar);
}
}
}
}
}
}
/* 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_resize (View2D *v2d, int width, int height, int resize)
{
int scroll= view2d_scroll_mapped(v2d->scroll);
/* don't do anything if either value is 0 */
width= abs(width);
height= abs(height);
/* hrumf! */
/* XXX: there are work arounds for this in the panel and file browse code. */
if(scroll & V2D_SCROLL_HORIZONTAL)
width -= V2D_SCROLL_WIDTH;
if(scroll & V2D_SCROLL_VERTICAL)
height -= V2D_SCROLL_HEIGHT;
if (ELEM3(0, v2d, width, height)) {
if (G.f & G_DEBUG)
printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", (void *)v2d, width, height); // XXX temp debug info
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_resize(v2d, resize);
}
void UI_view2d_totRect_set(View2D *v2d, int width, int height)
{
UI_view2d_totRect_set_resize(v2d, width, height, 0);
}
int UI_view2d_tab_set(View2D *v2d, int tab)
{
float default_offset[2]= {0.0f, 0.0f};
float *offset, *new_offset;
int changed= 0;
/* if tab changed, change offset */
if(tab != v2d->tab_cur && v2d->tab_offset) {
if(tab < v2d->tab_num)
offset= &v2d->tab_offset[tab*2];
else
offset= default_offset;
v2d->cur.xmax += offset[0] - v2d->cur.xmin;
v2d->cur.xmin= offset[0];
v2d->cur.ymin += offset[1] - v2d->cur.ymax;
v2d->cur.ymax= offset[1];
/* validation should happen in subsequent totRect_set */
changed= 1;
}
/* resize array if needed */
if(tab >= v2d->tab_num) {
new_offset= MEM_callocN(sizeof(float)*(tab+1)*2, "view2d tab offset");
if(v2d->tab_offset) {
memcpy(new_offset, v2d->tab_offset, sizeof(float)*v2d->tab_num*2);
MEM_freeN(v2d->tab_offset);
}
v2d->tab_offset= new_offset;
v2d->tab_num= tab+1;
}
/* set current tab and offset */
v2d->tab_cur= tab;
v2d->tab_offset[2*tab+0]= v2d->cur.xmin;
v2d->tab_offset[2*tab+1]= v2d->cur.ymax;
return changed;
}
/* *********************************************************************** */
/* 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 (view2d_scroll_mapped(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(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
*/
/* XXX brecht: instead of zero at least use a tiny offset, otherwise
* pixel rounding is effectively random due to float inaccuracy */
xofs= 0.001f*(v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin);
yofs= 0.001f*(v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin);
/* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
view2d_map_cur_using_mask(v2d, &curmasked);
curmasked.xmin-= xofs; curmasked.xmax-=xofs;
curmasked.ymin-= yofs; curmasked.ymax-=yofs;
/* XXX ton: this flag set by outliner, for icons */
if(v2d->flag & V2D_PIXELOFS_X) {
curmasked.xmin= floor(curmasked.xmin) - 0.001f;
curmasked.xmax= floor(curmasked.xmax) - 0.001f;
}
if(v2d->flag & V2D_PIXELOFS_Y) {
curmasked.ymin= floor(curmasked.ymin) - 0.001f;
curmasked.ymax= floor(curmasked.ymax) - 0.001f;
}
/* set matrix on all appropriate axes */
wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
/* XXX is this necessary? */
glLoadIdentity();
}
/* 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(ARegion *ar, View2D *v2d, short xaxis)
{
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
*/
/* XXX temp (ton) */
xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
yofs= 0.0f; // (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? */
glLoadIdentity();
}
/* Restore view matrices after drawing */
void UI_view2d_view_restore(const bContext *C)
{
ARegion *ar= CTX_wm_region(C);
int width= ar->winrct.xmax-ar->winrct.xmin+1;
int height= ar->winrct.ymax-ar->winrct.ymin+1;
wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
glLoadIdentity();
// ED_region_pixelspace(CTX_wm_region(C));
}
/* *********************************************************************** */
/* Gridlines */
/* 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= (float)log10(*step);
float rem;
*power= (int)(loga);
rem= loga - (*power);
rem= (float)pow(10.0, rem);
if (loga < 0.0f) {
if (rem < 0.2f) rem= 0.2f;
else if(rem < 0.5f) rem= 0.5f;
else rem= 1.0f;
*step= rem * (float)pow(10.0, (*power));
/* for frames, we want 1.0 frame intervals only */
if (unit == V2D_UNIT_FRAMES) {
rem = 1.0f;
*step = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */
}
/* prevents printing 1.0 2.0 3.0 etc */
if (rem == 1.0f) (*power)++;
}
else {
if (rem < 2.0f) rem= 2.0f;
else if(rem < 5.0f) rem= 5.0f;
else rem= 10.0f;
*step= rem * (float)pow(10.0, (*power));
(*power)++;
/* prevents printing 1.0, 2.0, 3.0, etc. */
if (rem == 10.0f) (*power)++;
}
}
/* Intialise settings necessary for drawing gridlines in a 2d-view
* - Currently, will return pointer to View2DGrid struct that needs to
* be freed with UI_view2d_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, note: not used but keeping for completeness.
* - winy = height of region we're drawing into
*/
View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy)
{
View2DGrid *grid;
float space, pixels, seconddiv;
/* 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) {
seconddiv= (float)(0.01 * FPS);
}
else {
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= (float)(v2d->mask.xmax - v2d->mask.xmin);
if(pixels!=0.0f) {
grid->dx= (U.v2d_min_gridsize * 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= (float)winy;
grid->dy= U.v2d_min_gridsize * 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 - (float)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 - (float)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(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) / U.v2d_min_gridsize;
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) / U.v2d_min_gridsize;
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();
}
}
/* Draw a constant grid in given 2d-region */
void UI_view2d_constant_grid_draw(View2D *v2d)
{
float start, step= 25.0f;
UI_ThemeColorShade(TH_BACK, -10);
start= v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
glBegin(GL_LINES);
for(; start<v2d->cur.xmax; start+=step) {
glVertex2f(start, v2d->cur.ymin);
glVertex2f(start, v2d->cur.ymax);
}
start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
for(; start<v2d->cur.ymax; start+=step) {
glVertex2f(v2d->cur.xmin, start);
glVertex2f(v2d->cur.xmax, start);
}
/* X and Y axis */
UI_ThemeColorShade(TH_BACK, -18);
glVertex2f(0.0f, v2d->cur.ymin);
glVertex2f(0.0f, v2d->cur.ymax);
glVertex2f(v2d->cur.xmin, 0.0f);
glVertex2f(v2d->cur.xmax, 0.0f);
glEnd();
}
/* the price we pay for not exposting structs :( */
void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy)
{
*r_dx= grid->dx;
*r_dy= grid->dy;
}
/* 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);
}
/* *********************************************************************** */
/* Scrollers */
/* 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 */
rcti hor, vert; /* exact size of slider backdrop */
int horfull, vertfull; /* set if sliders are full, we don't draw them */
/* 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 fac1, fac2, totsize, scrollsize;
int scroll= view2d_scroll_mapped(v2d->scroll);
/* scrollers is allocated here... */
scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
vert= v2d->vert;
hor= v2d->hor;
/* slider rects need to be smaller than region */
hor.xmin+=4;
hor.xmax-=4;
if (scroll & V2D_SCROLL_BOTTOM)
hor.ymin+=4;
else
hor.ymax-=4;
if (scroll & V2D_SCROLL_LEFT)
vert.xmin+=4;
else
vert.xmax-=4;
vert.ymin+=4;
vert.ymax-=4;
CLAMP(vert.ymin, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE);
CLAMP(hor.xmin, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE);
/* store in scrollers, used for drawing */
scrollers->vert= vert;
scrollers->hor= hor;
/* 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 (scroll & V2D_SCROLL_HORIZONTAL) {
/* scroller 'button' extents */
totsize= v2d->tot.xmax - v2d->tot.xmin;
scrollsize= (float)(hor.xmax - hor.xmin);
if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */
fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
if(fac1<=0.0f)
scrollers->hor_min= hor.xmin;
else
scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize));
fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
if(fac2>=1.0f)
scrollers->hor_max= hor.xmax;
else
scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize));
/* prevent inverted sliders */
if (scrollers->hor_min > scrollers->hor_max)
scrollers->hor_min= scrollers->hor_max;
/* prevent sliders from being too small, and disappearing */
if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE) {
scrollers->hor_max= scrollers->hor_min + V2D_SCROLLER_HANDLE_SIZE;
CLAMP(scrollers->hor_max, hor.xmin+V2D_SCROLLER_HANDLE_SIZE, hor.xmax);
CLAMP(scrollers->hor_min, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE);
}
/* check whether sliders can disappear due to the full-range being used */
if(v2d->keeptot) {
if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) {
v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR;
scrollers->horfull= 1;
}
else
v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR;
}
}
/* vertical scrollers */
if (scroll & V2D_SCROLL_VERTICAL) {
/* scroller 'button' extents */
totsize= v2d->tot.ymax - v2d->tot.ymin;
scrollsize= (float)(vert.ymax - vert.ymin);
if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */
fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
if(fac1<=0.0f)
scrollers->vert_min= vert.ymin;
else
scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize));
fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
if(fac2>=1.0f)
scrollers->vert_max= vert.ymax;
else
scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize));
/* prevent inverted sliders */
if (scrollers->vert_min > scrollers->vert_max)
scrollers->vert_min= scrollers->vert_max;
/* prevent sliders from being too small, and disappearing */
if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE) {
scrollers->vert_max= scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE;
CLAMP(scrollers->vert_max, vert.ymin+V2D_SCROLLER_HANDLE_SIZE, vert.ymax);
CLAMP(scrollers->vert_min, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE);
}
/* check whether sliders can disappear due to the full-range being used */
if(v2d->keeptot) {
if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) {
v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR;
scrollers->vertfull= 1;
}
else
v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR;
}
}
/* grid markings on scrollbars */
if (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(CTX_data_scene(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(Scene *scene, 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 */
ANIM_timecode_string_from_frame(str, scene, power, (unit == V2D_UNIT_SECONDS), val);
/* 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 */
BLF_draw_default(x, y, 0.0f, str, sizeof(str)-1);
}
/* Draw scrollbars in the given 2d-region */
void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
{
Scene *scene= CTX_data_scene(C);
rcti vert, hor;
int scroll= view2d_scroll_mapped(v2d->scroll);
/* make copies of rects for less typing */
vert= vs->vert;
hor= vs->hor;
/* horizontal scrollbar */
if (scroll & V2D_SCROLL_HORIZONTAL) {
/* only draw scrollbar when it doesn't fill the entire space */
if(vs->horfull==0) {
bTheme *btheme= U.themes.first;
uiWidgetColors wcol= btheme->tui.wcol_scroll;
rcti slider;
int state;
slider.xmin= vs->hor_min;
slider.xmax= vs->hor_max;
slider.ymin= hor.ymin;
slider.ymax= hor.ymax;
state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0;
/* show zoom handles if:
* - zooming on x-axis is allowed (no scroll otherwise)
* - slider bubble is large enough (no overdraw confusion)
* - scale is shown on the scroller
* (workaround to make sure that button windows don't show these,
* and only the time-grids with their zoomability can do so)
*/
if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0 &&
(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) &&
(slider.xmax - slider.xmin > V2D_SCROLLER_HANDLE_SIZE))
{
state |= UI_SCROLL_ARROWS;
}
UI_ThemeColor(TH_BACK);
glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
uiWidgetScrollDraw(&wcol, &hor, &slider, state);
}
/* scale indicators */
if ((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= (float)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) {
float h= 2.0f+(float)(hor.ymin);
for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) {
/* make prints look nicer for scrollers */
if(fac < hor.xmin+10)
continue;
switch (vs->xunits) {
case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/
scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
break;
case V2D_UNIT_FRAMESCALE: /* frames (not always as whole numbers) */
scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
break;
case V2D_UNIT_SECONDS: /* seconds */
fac2= val/(float)FPS;
scroll_printstr(scene, fac, h, 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/(float)FPS;
time= (float)floor(fac2);
fac2= fac2-time;
scroll_printstr(scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
}
break;
case V2D_UNIT_DEGREES: /* Graph Editor for rotation Drivers */
/* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
break;
}
}
}
}
}
/* vertical scrollbar */
if (scroll & V2D_SCROLL_VERTICAL) {
/* only draw scrollbar when it doesn't fill the entire space */
if(vs->vertfull==0) {
bTheme *btheme= U.themes.first;
uiWidgetColors wcol= btheme->tui.wcol_scroll;
rcti slider;
int state;
slider.xmin= vert.xmin;
slider.xmax= vert.xmax;
slider.ymin= vs->vert_min;
slider.ymax= vs->vert_max;
state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0;
/* show zoom handles if:
* - zooming on y-axis is allowed (no scroll otherwise)
* - slider bubble is large enough (no overdraw confusion)
* - scale is shown on the scroller
* (workaround to make sure that button windows don't show these,
* and only the time-grids with their zoomability can do so)
*/
if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0 &&
(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) &&
(slider.ymax - slider.ymin > V2D_SCROLLER_HANDLE_SIZE))
{
state |= UI_SCROLL_ARROWS;
}
UI_ThemeColor(TH_BACK);
glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
uiWidgetScrollDraw(&wcol, &vert, &slider, state);
}
/* scale indiators */
if ((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 + fac*(vert.ymax - vert.ymin);
dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
dfac= dfac * (vert.ymax - vert.ymin);
/* 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 */
if (vs->yclamp == V2D_GRID_CLAMP)
fac += 0.5f * dfac;
/* draw vertical steps */
if (dfac > 0.0f) {
BLF_rotation_default(90.0f);
BLF_enable_default(BLF_ROTATION);
for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) {
/* make prints look nicer for scrollers */
if(fac < vert.ymin+10)
continue;
scroll_printstr(scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v');
}
BLF_disable_default(BLF_ROTATION);
}
}
}
}
/* 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);
}
/* *********************************************************************** */
/* List View Utilities */
/* Get the view-coordinates of the nominated cell
* - columnwidth, rowheight = size of each 'cell'
* - startx, starty = coordinates (in 'tot' rect space) that the list starts from
* This should be (0,0) for most views. However, for those where the starting row was offsetted
* (like for Animation Editor channel lists, to make the first entry more visible), these will be
* the min-coordinates of the first item.
* - column, row = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at
* - rect = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
*/
void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)
{
/* sanity checks */
if ELEM(NULL, v2d, rect)
return;
if ((columnwidth <= 0) && (rowheight <= 0)) {
rect->xmin= rect->xmax= 0.0f;
rect->ymin= rect->ymax= 0.0f;
return;
}
/* x-coordinates */
rect->xmin= startx + (float)(columnwidth * column);
rect->xmax= startx + (float)(columnwidth * (column + 1));
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
/* simply negate the values for the coordinates if in negative half */
rect->xmin = -rect->xmin;
rect->xmax = -rect->xmax;
}
/* y-coordinates */
rect->ymin= starty + (float)(rowheight * row);
rect->ymax= starty + (float)(rowheight * (row + 1));
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
/* simply negate the values for the coordinates if in negative half */
rect->ymin = -rect->ymin;
rect->ymax = -rect->ymax;
}
}
/* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
* - columnwidth, rowheight = size of each 'cell'
* - startx, starty = coordinates (in 'tot' rect space) that the list starts from
* This should be (0,0) for most views. However, for those where the starting row was offsetted
* (like for Animation Editor channel lists, to make the first entry more visible), these will be
* the min-coordinates of the first item.
* - viewx, viewy = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
* - column, row = the 'coordinates' of the relevant 'cell'
*/
void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
float viewx, float viewy, int *column, int *row)
{
/* adjust view coordinates to be all positive ints, corrected for the start offset */
const int x= (int)(floor(fabs(viewx) + 0.5f) - startx);
const int y= (int)(floor(fabs(viewy) + 0.5f) - starty);
/* sizes must not be negative */
if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) {
if (column) *column= 0;
if (row) *row= 0;
return;
}
/* get column */
if ((column) && (columnwidth > 0))
*column= x / columnwidth;
else if (column)
*column= 0;
/* get row */
if ((row) && (rowheight > 0))
*row= y / rowheight;
else if (row)
*row= 0;
}
/* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect
* - columnwidth, rowheight = size of each 'cell'
* - startx, starty = coordinates that the list starts from, which should be (0,0) for most views
* - column/row_min/max = the starting and ending column/row indices
*/
void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
int *column_min, int *column_max, int *row_min, int *row_max)
{
/* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
if (v2d) {
/* min */
UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
/* max*/
UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
}
}
/* *********************************************************************** */
/* 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= (float)(v2d->mask.xmax - v2d->mask.xmin);
ofs= (float)v2d->mask.xmin;
*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
}
if (viewy) {
div= (float)(v2d->mask.ymax - v2d->mask.ymin);
ofs= (float)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, int *regionx, int *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= (int)(v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin));
if (regiony)
*regiony= (int)(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, int *regionx, int *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 ints */
if (regionx) {
if (x < INT_MIN) *regionx= INT_MIN;
else if(x > INT_MAX) *regionx= INT_MAX;
else *regionx= (int)x;
}
if (regiony) {
if (y < INT_MIN) *regiony= INT_MIN;
else if(y > INT_MAX) *regiony= INT_MAX;
else *regiony= (int)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);
}
/* Check if mouse is within scrollers
* - Returns appropriate code for match
* 'h' = in horizontal scroller
* 'v' = in vertical scroller
* 0 = not in scroller
*
* - x,y = mouse coordinates in screen (not region) space
*/
short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y)
{
ARegion *ar= CTX_wm_region(C);
int co[2];
int scroll= view2d_scroll_mapped(v2d->scroll);
/* clamp x,y to region-coordinates first */
co[0]= x - ar->winrct.xmin;
co[1]= y - ar->winrct.ymin;
/* check if within scrollbars */
if (scroll & V2D_SCROLL_HORIZONTAL) {
if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
}
if (scroll & V2D_SCROLL_VERTICAL) {
if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
}
/* not found */
return 0;
}
/* ******************* view2d text drawing cache ******************** */
/* assumes caches are used correctly, so for time being no local storage in v2d */
static ListBase strings= {NULL, NULL};
typedef struct View2DString {
struct View2DString *next, *prev;
union {
unsigned char ub[4];
int pack;
} col;
short mval[2];
rcti rect;
} View2DString;
void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4])
{
int mval[2];
UI_view2d_view_to_region(v2d, x, y, mval, mval+1);
if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) {
int len= strlen(str)+1;
/* use calloc, rect has to be zeroe'd */
View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString");
char *v2s_str= (char *)(v2s+1);
memcpy(v2s_str, str, len);
BLI_addtail(&strings, v2s);
v2s->col.pack= *((int *)col);
v2s->mval[0]= mval[0];
v2s->mval[1]= mval[1];
}
}
/* no clip (yet) */
void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4])
{
int len= strlen(str)+1;
View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString");
char *v2s_str= (char *)(v2s+1);
memcpy(v2s_str, str, len);
UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
v2s->col.pack= *((int *)col);
v2s->mval[0]= v2s->rect.xmin;
v2s->mval[1]= v2s->rect.ymin;
BLI_addtail(&strings, v2s);
}
void UI_view2d_text_cache_draw(ARegion *ar)
{
View2DString *v2s;
int col_pack_prev= 0;
// glMatrixMode(GL_PROJECTION);
// glPushMatrix();
// glMatrixMode(GL_MODELVIEW);
// glPushMatrix();
ED_region_pixelspace(ar);
for(v2s= strings.first; v2s; v2s= v2s->next) {
const char *str= (const char *)(v2s+1);
int xofs=0, yofs;
yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28")));
if(yofs<1) yofs= 1;
if(col_pack_prev != v2s->col.pack) {
glColor3ubv(v2s->col.ub);
col_pack_prev= v2s->col.pack;
}
if(v2s->rect.xmin >= v2s->rect.xmax)
BLF_draw_default((float)v2s->mval[0]+xofs, (float)v2s->mval[1]+yofs, 0.0, str, 65535);
else {
BLF_clipping_default(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4);
BLF_enable_default(BLF_CLIPPING);
BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, str, 65535);
BLF_disable_default(BLF_CLIPPING);
}
}
// glMatrixMode(GL_PROJECTION);
// glPopMatrix();
// glMatrixMode(GL_MODELVIEW);
// glPopMatrix();
if(strings.first)
BLI_freelistN(&strings);
}
/* ******************************************************** */