- depricated area "headbutofs" and "headbutlen", which is now fully replaced with view2d handling. - needed to add header default V2D_ALIGN_NO_NEG_Y, V2D_LOCKOFS_Y seems to not do anything atm :) - new: running blender in debug (blender -d) will print the current handler and operator in use (not mousemove)
1469 lines
45 KiB
C
1469 lines
45 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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* Contributor(s): Blender Foundation, Joshua Leung
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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 <math.h>
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#include "MEM_guardedalloc.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_space_types.h"
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#include "DNA_view2d_types.h"
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#include "BLI_blenlib.h"
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#include "BKE_global.h"
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#include "BKE_utildefines.h"
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#include "WM_api.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "ED_screen.h"
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#include "UI_resources.h"
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#include "UI_text.h"
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#include "UI_view2d.h"
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#include "UI_interface.h"
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#include "interface.h"
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/* *********************************************************************** */
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/* Refresh and Validation */
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/* Initialise all View2D data for a given region */
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// eView2D_CommonViewTypes <--- only check handle these types...
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void UI_view2d_regiondata_init(View2D *v2d, short type, int winx, int winy)
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{
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}
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/* allowing horizontal pan */
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// XXX this should become one of 'standard' setups...
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void UI_view2d_header_default(View2D *v2d)
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{
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v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
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v2d->keepofs = V2D_LOCKOFS_Y;
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v2d->keeptot = 2; // this keeps the view in place when region size changes...
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v2d->align = V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y;
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}
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/* Adjust mask size in response to view size changes
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* - This should only be called in region init() callbacks, which are
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* called when the region is resized or area changes...
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*/
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// XXX pre2.5 -> this used to be called calc_scrollrcts()
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void UI_view2d_size_update(View2D *v2d, int winx, int winy)
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{
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v2d->winx= winx;
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v2d->winy= winy;
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/* mask - view frame */
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v2d->mask.xmin= v2d->mask.ymin= 0;
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v2d->mask.xmax= winx - 1; /* -1 yes! masks are pixels */
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v2d->mask.ymax= winy - 1;
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/* scrollers shrink mask area, but should be based off regionsize
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* - they can only be on one to two edges of the region they define
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* - if they overlap, they must not occupy the corners (which are reserved for other widgets)
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*/
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if (v2d->scroll) {
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/* vertical scroller */
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if (v2d->scroll & V2D_SCROLL_LEFT) {
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/* on left-hand edge of region */
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v2d->vert= v2d->mask;
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v2d->vert.xmax= V2D_SCROLL_WIDTH;
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v2d->mask.xmin= v2d->vert.xmax + 1;
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}
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else if (v2d->scroll & V2D_SCROLL_RIGHT) {
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/* on right-hand edge of region */
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v2d->vert= v2d->mask;
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v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
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v2d->mask.xmax= v2d->vert.xmin - 1;
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}
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/* horizontal scroller */
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if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
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/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
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v2d->hor= v2d->mask;
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v2d->hor.ymax= V2D_SCROLL_HEIGHT;
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v2d->mask.ymin= v2d->hor.ymax + 1;
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}
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else if (v2d->scroll & V2D_SCROLL_TOP) {
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/* on upper edge of region */
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v2d->hor= v2d->mask;
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v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
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v2d->mask.ymax= v2d->hor.ymin - 1;
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}
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/* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
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if (v2d->scroll & V2D_SCROLL_VERTICAL) {
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/* just set y min/max for vertical scroller to y min/max of mask as appropriate */
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if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
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/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
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v2d->vert.ymin= v2d->mask.ymin;
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}
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else if (v2d->scroll & V2D_SCROLL_TOP) {
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/* on upper edge of region */
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v2d->vert.ymax= v2d->mask.ymax;
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}
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}
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}
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/* cope with unitialized veriables for simple cases, like header or outliner */
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// XXX er... this shouldn't be here??? or at least some extra checks are needed for some things...
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if ((v2d->tot.xmin==v2d->tot.xmax) || (v2d->cur.xmin==v2d->cur.xmax)) {
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if (v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y)) {
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BLI_init_rctf(&v2d->tot, v2d->mask.xmin, v2d->mask.xmax, v2d->mask.ymin, v2d->mask.ymax);
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BLI_init_rctf(&v2d->cur, v2d->mask.xmin, v2d->mask.xmax, v2d->mask.ymin, v2d->mask.ymax);
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v2d->min[0]= v2d->max[0]= winx;
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v2d->min[1]= v2d->max[1]= winy;
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v2d->minzoom= 1.0f;
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v2d->maxzoom= 1.0f;
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}
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}
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/* make sure that 'cur' rect is in a valid state as a result of these changes */
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UI_view2d_curRect_validate(v2d);
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}
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/* Ensure View2D rects remain in a viable configuration
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* - cur is not allowed to be: larger than max, smaller than min, or outside of tot
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*/
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// XXX pre2.5 -> this used to be called test_view2d()
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void UI_view2d_curRect_validate(View2D *v2d)
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{
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float totwidth, totheight, curwidth, curheight, width, height;
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float winx, winy;
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rctf *cur, *tot;
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/* use mask as size of region that View2D resides in, as it takes into account scrollbars already */
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winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
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winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
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/* get pointers to rcts for less typing */
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cur= &v2d->cur;
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tot= &v2d->tot;
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/* we must satisfy the following constraints (in decreasing order of importance):
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* - cur must not fall outside of tot
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* - axis locks (zoom and offset) must be maintained
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* - zoom must not be excessive (check either sizes or zoom values)
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* - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
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*/
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/* Step 1: if keepzoom, adjust the sizes of the rects only
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* - firstly, we calculate the sizes of the rects
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* - curwidth and curheight are saved as reference... modify width and height values here
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*/
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totwidth= tot->xmax - tot->xmin;
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totheight= tot->ymax - tot->ymin;
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curwidth= width= cur->xmax - cur->xmin;
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curheight= height= cur->ymax - cur->ymin;
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/* if zoom is locked, size on the appropriate axis is reset to mask size */
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if (v2d->keepzoom & V2D_LOCKZOOM_X)
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width= winx;
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if (v2d->keepzoom & V2D_LOCKZOOM_Y)
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height= winy;
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/* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits
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* NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
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*/
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if (v2d->keepzoom & V2D_KEEPZOOM) {
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float zoom, fac;
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/* check if excessive zoom on x-axis */
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if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
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zoom= winx / width;
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if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
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fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
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width *= fac;
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}
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}
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/* check if excessive zoom on y-axis */
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if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
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zoom= winy / height;
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if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
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fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
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height *= fac;
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}
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}
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}
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else {
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/* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
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CLAMP(width, v2d->min[0], v2d->max[0]);
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CLAMP(height, v2d->min[1], v2d->max[1]);
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}
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/* check if we should restore aspect ratio (if view size changed) */
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if (v2d->keepzoom & V2D_KEEPASPECT) {
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short do_x=0, do_y=0, do_cur, do_win;
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float curRatio, winRatio;
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/* when a window edge changes, the aspect ratio can't be used to
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* find which is the best new 'cur' rect. thats why it stores 'old'
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*/
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if (winx != v2d->oldwinx) do_x= 1;
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if (winy != v2d->oldwiny) do_y= 1;
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curRatio= height / width;
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winRatio= winy / winx;
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/* both sizes change (area/region maximised) */
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if (do_x == do_y) {
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if (do_x && do_y) {
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/* here is 1,1 case, so all others must be 0,0 */
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if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
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else do_x= 0;
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}
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else if (winRatio > 1.0f) do_x= 0;
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else do_x= 1;
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}
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do_cur= do_x;
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do_win= do_y;
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if (do_cur) {
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if ((v2d->keeptot == 2) && (winx != v2d->oldwinx)) {
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/* special exception for Outliner (and later channel-lists):
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* - The view may be moved left to avoid contents being pushed out of view when view shrinks.
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* - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
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* - width is not adjusted for changed ratios here...
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*/
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if (winx < v2d->oldwinx) {
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float temp = v2d->oldwinx - winx;
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cur->xmin -= temp;
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cur->xmax -= temp;
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/* width does not get modified, as keepaspect here is just set to make
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* sure visible area adjusts to changing view shape!
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*/
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}
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}
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else {
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/* portrait window: correct for x */
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width= height / winRatio;
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}
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}
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else {
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/* landscape window: correct for y */
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height = width * winRatio;
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}
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/* store region size for next time */
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v2d->oldwinx= winx;
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v2d->oldwiny= winy;
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}
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/* Step 2: apply new sizes of cur rect to cur rect */
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if ((width != curwidth) || (height != curheight)) {
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float temp, dh;
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/* resize around 'center' of frame */
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if (width != curwidth) {
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temp= (cur->xmax + cur->xmin) * 0.5f;
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dh= width * 0.5f;
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cur->xmin = temp - dh;
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cur->xmax = temp + dh;
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}
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if (height != curheight) {
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temp= (cur->ymax + cur->ymin) * 0.5f;
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dh= height * 0.5f;
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cur->ymin = temp - dh;
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cur->ymax = temp + dh;
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}
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}
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/* Step 3: adjust so that it doesn't fall outside of bounds of tot */
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if (v2d->keeptot) {
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float temp, diff;
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/* recalculate extents of cur */
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curwidth= cur->xmax - cur->xmin;
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curheight= cur->ymax - cur->ymin;
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/* width */
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if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
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/* if zoom doesn't have to be maintained, just clamp edges */
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if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
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if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
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}
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else if (v2d->keeptot == 2) {
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/* This is an exception for the outliner (and later channel-lists)
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* - must clamp within tot rect (absolutely no excuses)
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* --> therefore, cur->xmin must not be less than tot->xmin
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*/
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if (cur->xmin < tot->xmin) {
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/* move cur across so that it sits at minimum of tot */
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temp= tot->xmin - cur->xmin;
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cur->xmin += temp;
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cur->xmax += temp;
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}
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else if (cur->xmax > tot->xmax) {
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/* - only offset by difference of cur-xmax and tot-xmax if that would not move
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* cur-xmin to lie past tot-xmin
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* - otherwise, simply shift to tot-xmin???
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*/
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temp= cur->xmax - tot->xmax;
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if ((cur->xmin - temp) < tot->xmin) {
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/* only offset by difference from cur-min and tot-min */
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temp= cur->xmin - tot->xmin;
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cur->xmin -= temp;
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cur->xmax -= temp;
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}
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else {
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cur->xmin -= temp;
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cur->xmax -= temp;
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}
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}
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}
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else {
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/* This here occurs when:
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* - width too big, but maintaining zoom (i.e. widths cannot be changed)
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* - width is OK, but need to check if outside of boundaries
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*
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* So, resolution is to just shift view by the gap between the extremities.
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* We favour moving the 'minimum' across, as that's origin for most things
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* (XXX - in the past, max was favoured... if there are bugs, swap!)
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*/
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if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
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/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
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temp= (tot->ymax + tot->ymin) * 0.5f;
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diff= curheight * 0.5f;
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cur->ymin= temp - diff;
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cur->ymax= temp + diff;
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}
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else if (cur->xmin < tot->xmin) {
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/* move cur across so that it sits at minimum of tot */
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temp= tot->xmin - cur->xmin;
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cur->xmin += temp;
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cur->xmax += temp;
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}
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else if (cur->xmax > tot->xmax) {
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/* - only offset by difference of cur-xmax and tot-xmax if that would not move
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* cur-xmin to lie past tot-xmin
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* - otherwise, simply shift to tot-xmin???
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*/
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temp= cur->xmax - tot->xmax;
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if ((cur->xmin - temp) < tot->xmin) {
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/* only offset by difference from cur-min and tot-min */
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temp= cur->xmin - tot->xmin;
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cur->xmin -= temp;
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cur->xmax -= temp;
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}
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else {
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cur->xmin -= temp;
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cur->xmax -= temp;
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}
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}
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}
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/* height */
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if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
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/* if zoom doesn't have to be maintained, just clamp edges */
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if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
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if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
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}
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else {
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/* This here occurs when:
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* - height too big, but maintaining zoom (i.e. heights cannot be changed)
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* - height is OK, but need to check if outside of boundaries
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*
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* So, resolution is to just shift view by the gap between the extremities.
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* We favour moving the 'minimum' across, as that's origin for most things
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*/
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if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
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/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
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temp= (tot->ymax + tot->ymin) * 0.5f;
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diff= curheight * 0.5f;
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cur->ymin= temp - diff;
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cur->ymax= temp + diff;
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}
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else if (cur->ymin < tot->ymin) {
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/* there's still space remaining, so shift up */
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temp= tot->ymin - cur->ymin;
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cur->ymin += temp;
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cur->ymax += temp;
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}
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else if (cur->ymax > tot->ymax) {
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/* there's still space remaining, so shift down */
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temp= cur->ymax - tot->ymax;
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cur->ymin -= temp;
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cur->ymax -= temp;
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}
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}
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}
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}
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/* ------------------ */
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/* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) */
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void UI_view2d_curRect_reset (View2D *v2d)
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{
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float width, height;
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|
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/* assume width and height of 'cur' rect by default, should be same size as mask */
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width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
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height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
|
|
|
|
/* handle width - posx and negx flags are mutually exclusive, so watch out */
|
|
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
|
|
/* width is in negative-x half */
|
|
v2d->cur.xmin= (float)-width;
|
|
v2d->cur.xmax= 0.0f;
|
|
}
|
|
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
|
|
/* width is in positive-x half */
|
|
v2d->cur.xmin= 0.0f;
|
|
v2d->cur.xmax= (float)width;
|
|
}
|
|
else {
|
|
/* width is centered around x==0 */
|
|
const float dx= (float)width / 2.0f;
|
|
|
|
v2d->cur.xmin= -dx;
|
|
v2d->cur.xmax= dx;
|
|
}
|
|
|
|
/* handle height - posx and negx flags are mutually exclusive, so watch out */
|
|
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
|
|
/* height is in negative-y half */
|
|
v2d->cur.ymin= (float)-height;
|
|
v2d->cur.ymax= 0.0f;
|
|
}
|
|
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
|
|
/* height is in positive-y half */
|
|
v2d->cur.ymin= 0.0f;
|
|
v2d->cur.ymax= (float)height;
|
|
}
|
|
else {
|
|
/* height is centered around y==0 */
|
|
const float dy= (float)height / 2.0f;
|
|
|
|
v2d->cur.ymin= -dy;
|
|
v2d->cur.ymax= dy;
|
|
}
|
|
}
|
|
|
|
/* ------------------ */
|
|
|
|
/* Change the size of the maximum viewable area (i.e. 'tot' rect) */
|
|
void UI_view2d_totRect_set (View2D *v2d, int width, int height)
|
|
{
|
|
/* don't do anything if either value is 0 */
|
|
if (ELEM3(0, v2d, width, height))
|
|
return;
|
|
|
|
/* handle width - posx and negx flags are mutually exclusive, so watch out */
|
|
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
|
|
/* width is in negative-x half */
|
|
v2d->tot.xmin= (float)-width;
|
|
v2d->tot.xmax= 0.0f;
|
|
}
|
|
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
|
|
/* width is in positive-x half */
|
|
v2d->tot.xmin= 0.0f;
|
|
v2d->tot.xmax= (float)width;
|
|
}
|
|
else {
|
|
/* width is centered around x==0 */
|
|
const float dx= (float)width / 2.0f;
|
|
|
|
v2d->tot.xmin= -dx;
|
|
v2d->tot.xmax= dx;
|
|
}
|
|
|
|
/* handle height - posx and negx flags are mutually exclusive, so watch out */
|
|
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
|
|
/* height is in negative-y half */
|
|
v2d->tot.ymin= (float)-height;
|
|
v2d->tot.ymax= 0.0f;
|
|
}
|
|
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
|
|
/* height is in positive-y half */
|
|
v2d->tot.ymin= 0.0f;
|
|
v2d->tot.ymax= (float)height;
|
|
}
|
|
else {
|
|
/* height is centered around y==0 */
|
|
const float dy= (float)height / 2.0f;
|
|
|
|
v2d->tot.ymin= -dy;
|
|
v2d->tot.ymax= dy;
|
|
}
|
|
|
|
/* make sure that 'cur' rect is in a valid state as a result of these changes */
|
|
UI_view2d_curRect_validate(v2d);
|
|
}
|
|
|
|
/* *********************************************************************** */
|
|
/* View Matrix Setup */
|
|
|
|
/* mapping function to ensure 'cur' draws extended over the area where sliders are */
|
|
static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
|
|
{
|
|
*curmasked= v2d->cur;
|
|
|
|
if ((v2d->scroll)) {
|
|
float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
|
|
float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
|
|
|
|
if (v2d->mask.xmin != 0)
|
|
curmasked->xmin -= dx*(float)v2d->mask.xmin;
|
|
if (v2d->mask.xmax+1 != v2d->winx)
|
|
curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
|
|
|
|
if (v2d->mask.ymin != 0)
|
|
curmasked->ymin -= dy*(float)v2d->mask.ymin;
|
|
if (v2d->mask.ymax+1 != v2d->winy)
|
|
curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
|
|
|
|
}
|
|
}
|
|
|
|
/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing
|
|
* - this assumes viewport/scissor been set for the region, taking scrollbars into account
|
|
*/
|
|
|
|
void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
|
|
{
|
|
rctf curmasked;
|
|
|
|
/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
|
|
* as they were causing some unwanted offsets when drawing
|
|
*/
|
|
view2d_map_cur_using_mask(v2d, &curmasked);
|
|
wmOrtho2(C->window, curmasked.xmin, curmasked.xmax, curmasked.ymin, curmasked.ymax);
|
|
|
|
/* XXX is this necessary? */
|
|
wmLoadIdentity(C->window);
|
|
}
|
|
|
|
/* Set view matrices to only use one axis of 'cur' only
|
|
* - this assumes viewport/scissor been set for the region, taking scrollbars into account
|
|
*
|
|
* - xaxis = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
|
|
*/
|
|
void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
|
|
{
|
|
ARegion *ar= C->region;
|
|
rctf curmasked;
|
|
|
|
/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
|
|
* as they were causing some unwanted offsets when drawing
|
|
*/
|
|
view2d_map_cur_using_mask(v2d, &curmasked);
|
|
if (xaxis)
|
|
wmOrtho2(C->window, curmasked.xmin, curmasked.xmax, 0, ar->winy);
|
|
else
|
|
wmOrtho2(C->window, 0, ar->winx, curmasked.ymin, curmasked.ymax);
|
|
|
|
/* XXX is this necessary? */
|
|
wmLoadIdentity(C->window);
|
|
}
|
|
|
|
|
|
/* Restore view matrices after drawing */
|
|
void UI_view2d_view_restore(const bContext *C)
|
|
{
|
|
ED_region_pixelspace(C, C->region);
|
|
}
|
|
|
|
/* *********************************************************************** */
|
|
/* Gridlines */
|
|
|
|
/* minimum pixels per gridstep */
|
|
#define MINGRIDSTEP 35
|
|
|
|
/* View2DGrid is typedef'd in UI_view2d.h */
|
|
struct View2DGrid {
|
|
float dx, dy; /* stepsize (in pixels) between gridlines */
|
|
float startx, starty; /* initial coordinates to start drawing grid from */
|
|
int powerx, powery; /* step as power of 10 */
|
|
};
|
|
|
|
/* --------------- */
|
|
|
|
/* try to write step as a power of 10 */
|
|
static void step_to_grid(float *step, int *power, int unit)
|
|
{
|
|
const float loga= log10(*step);
|
|
float rem;
|
|
|
|
*power= (int)(loga);
|
|
|
|
rem= loga - (*power);
|
|
rem= pow(10.0, rem);
|
|
|
|
if (loga < 0.0) {
|
|
if (rem < 0.2) rem= 0.2;
|
|
else if(rem < 0.5) rem= 0.5;
|
|
else rem= 1.0;
|
|
|
|
*step= rem * pow(10.0, (float)(*power));
|
|
|
|
/* for frames, we want 1.0 frame intervals only */
|
|
if (unit == V2D_UNIT_FRAMES) {
|
|
rem = 1.0;
|
|
*step = 1.0;
|
|
}
|
|
|
|
/* prevents printing 1.0 2.0 3.0 etc */
|
|
if (rem == 1.0) (*power)++;
|
|
}
|
|
else {
|
|
if (rem < 2.0) rem= 2.0;
|
|
else if(rem < 5.0) rem= 5.0;
|
|
else rem= 10.0;
|
|
|
|
*step= rem * pow(10.0, (float)(*power));
|
|
|
|
(*power)++;
|
|
/* prevents printing 1.0, 2.0, 3.0, etc. */
|
|
if (rem == 10.0) (*power)++;
|
|
}
|
|
}
|
|
|
|
/* Intialise settings necessary for drawing gridlines in a 2d-view
|
|
* - Currently, will return pointer to View2DGrid struct that needs to
|
|
* be freed with UI_view2d_grid_free()
|
|
* - Is used for scrollbar drawing too (for units drawing)
|
|
* - Units + clamping args will be checked, to make sure they are valid values that can be used
|
|
* so it is very possible that we won't return grid at all!
|
|
*
|
|
* - xunits,yunits = V2D_UNIT_* grid steps in seconds or frames
|
|
* - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
|
|
* - winx = width of region we're drawing to
|
|
* - winy = height of region we're drawing into
|
|
*/
|
|
View2DGrid *UI_view2d_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
|
|
{
|
|
View2DGrid *grid;
|
|
float space, pixels, seconddiv;
|
|
int secondgrid;
|
|
|
|
/* check that there are at least some workable args */
|
|
if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
|
|
return NULL;
|
|
|
|
/* grid here is allocated... */
|
|
grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
|
|
|
|
/* rule: gridstep is minimal GRIDSTEP pixels */
|
|
if (xunits == V2D_UNIT_SECONDS) {
|
|
secondgrid= 1;
|
|
seconddiv= 0.01f * FPS;
|
|
}
|
|
else {
|
|
secondgrid= 0;
|
|
seconddiv= 1.0f;
|
|
}
|
|
|
|
/* calculate x-axis grid scale (only if both args are valid) */
|
|
if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
|
|
space= v2d->cur.xmax - v2d->cur.xmin;
|
|
pixels= v2d->mask.xmax - v2d->mask.xmin;
|
|
|
|
grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
|
|
step_to_grid(&grid->dx, &grid->powerx, xunits);
|
|
grid->dx *= seconddiv;
|
|
|
|
if (xclamp == V2D_GRID_CLAMP) {
|
|
if (grid->dx < 0.1f) grid->dx= 0.1f;
|
|
grid->powerx-= 2;
|
|
if (grid->powerx < -2) grid->powerx= -2;
|
|
}
|
|
|
|
grid->startx= v2d->cur.xmin;
|
|
}
|
|
|
|
/* calculate y-axis grid scale (only if both args are valid) */
|
|
if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
|
|
space= v2d->cur.ymax - v2d->cur.ymin;
|
|
pixels= winy;
|
|
|
|
grid->dy= MINGRIDSTEP * space / pixels;
|
|
step_to_grid(&grid->dy, &grid->powery, yunits);
|
|
|
|
if (yclamp == V2D_GRID_CLAMP) {
|
|
if (grid->dy < 1.0f) grid->dy= 1.0f;
|
|
if (grid->powery < 1) grid->powery= 1;
|
|
}
|
|
|
|
grid->starty= v2d->cur.ymin;
|
|
}
|
|
|
|
/* calculate start position */
|
|
if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
|
|
grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
|
|
if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
|
|
}
|
|
if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
|
|
grid->starty= (v2d->cur.ymin - fmod(v2d->cur.ymin, grid->dy));
|
|
if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
|
|
}
|
|
|
|
return grid;
|
|
}
|
|
|
|
/* Draw gridlines in the given 2d-region */
|
|
void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
|
|
{
|
|
float vec1[2], vec2[2];
|
|
int a, step;
|
|
|
|
/* check for grid first, as it may not exist */
|
|
if (grid == NULL)
|
|
return;
|
|
|
|
/* vertical lines */
|
|
if (flag & V2D_VERTICAL_LINES) {
|
|
/* initialise initial settings */
|
|
vec1[0]= vec2[0]= grid->startx;
|
|
vec1[1]= grid->starty;
|
|
vec2[1]= v2d->cur.ymax;
|
|
|
|
/* minor gridlines */
|
|
step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
|
|
UI_ThemeColor(TH_GRID);
|
|
|
|
for (a=0; a<step; a++) {
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2fv(vec1);
|
|
glVertex2fv(vec2);
|
|
glEnd();
|
|
|
|
vec2[0]= vec1[0]+= grid->dx;
|
|
}
|
|
|
|
/* major gridlines */
|
|
vec2[0]= vec1[0]-= 0.5f*grid->dx;
|
|
UI_ThemeColorShade(TH_GRID, 16);
|
|
|
|
step++;
|
|
for (a=0; a<=step; a++) {
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2fv(vec1);
|
|
glVertex2fv(vec2);
|
|
glEnd();
|
|
|
|
vec2[0]= vec1[0]-= grid->dx;
|
|
}
|
|
}
|
|
|
|
/* horizontal lines */
|
|
if (flag & V2D_HORIZONTAL_LINES) {
|
|
/* only major gridlines */
|
|
vec1[1]= vec2[1]= grid->starty;
|
|
vec1[0]= grid->startx;
|
|
vec2[0]= v2d->cur.xmax;
|
|
|
|
step= (v2d->mask.ymax - v2d->mask.ymin + 1) / MINGRIDSTEP;
|
|
|
|
UI_ThemeColor(TH_GRID);
|
|
for (a=0; a<=step; a++) {
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2fv(vec1);
|
|
glVertex2fv(vec2);
|
|
glEnd();
|
|
|
|
vec2[1]= vec1[1]+= grid->dy;
|
|
}
|
|
|
|
/* fine grid lines */
|
|
vec2[1]= vec1[1]-= 0.5f*grid->dy;
|
|
step++;
|
|
|
|
if (flag & V2D_HORIZONTAL_FINELINES) {
|
|
UI_ThemeColorShade(TH_GRID, 16);
|
|
for (a=0; a<step; a++) {
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2fv(vec1);
|
|
glVertex2fv(vec2);
|
|
glEnd();
|
|
|
|
vec2[1]= vec1[1]-= grid->dy;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Axes are drawn as darker lines */
|
|
UI_ThemeColorShade(TH_GRID, -50);
|
|
|
|
/* horizontal axis */
|
|
if (flag & V2D_HORIZONTAL_AXIS) {
|
|
vec1[0]= v2d->cur.xmin;
|
|
vec2[0]= v2d->cur.xmax;
|
|
vec1[1]= vec2[1]= 0.0f;
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2fv(vec1);
|
|
glVertex2fv(vec2);
|
|
glEnd();
|
|
}
|
|
|
|
/* vertical axis */
|
|
if (flag & V2D_VERTICAL_AXIS) {
|
|
vec1[1]= v2d->cur.ymin;
|
|
vec2[1]= v2d->cur.ymax;
|
|
vec1[0]= vec2[0]= 0.0f;
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex2fv(vec1);
|
|
glVertex2fv(vec2);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
/* free temporary memory used for drawing grid */
|
|
void UI_view2d_grid_free(View2DGrid *grid)
|
|
{
|
|
/* only free if there's a grid */
|
|
if (grid)
|
|
MEM_freeN(grid);
|
|
}
|
|
|
|
/* *********************************************************************** */
|
|
/* Scrollbars */
|
|
|
|
/* View2DScrollers is typedef'd in UI_view2d.h
|
|
* WARNING: the start of this struct must not change, as view2d_ops.c uses this too.
|
|
* For now, we don't need to have a separate (internal) header for structs like this...
|
|
*/
|
|
struct View2DScrollers {
|
|
/* focus bubbles */
|
|
int vert_min, vert_max; /* vertical scrollbar */
|
|
int hor_min, hor_max; /* horizontal scrollbar */
|
|
|
|
/* scales */
|
|
View2DGrid *grid; /* grid for coordinate drawing */
|
|
short xunits, xclamp; /* units and clamping options for x-axis */
|
|
short yunits, yclamp; /* units and clamping options for y-axis */
|
|
};
|
|
|
|
/* Calculate relevant scroller properties */
|
|
View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
|
|
{
|
|
View2DScrollers *scrollers;
|
|
rcti vert, hor;
|
|
float fac, totsize, scrollsize;
|
|
|
|
vert= v2d->vert;
|
|
hor= v2d->hor;
|
|
|
|
/* scrollers is allocated here... */
|
|
scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
|
|
|
|
/* scroller 'buttons':
|
|
* - These should always remain within the visible region of the scrollbar
|
|
* - They represent the region of 'tot' that is visible in 'cur'
|
|
*/
|
|
|
|
/* horizontal scrollers */
|
|
if (v2d->scroll & V2D_SCROLL_HORIZONTAL) {
|
|
/* scroller 'button' extents */
|
|
totsize= v2d->tot.xmax - v2d->tot.xmin;
|
|
scrollsize= hor.xmax - hor.xmin;
|
|
|
|
fac= (v2d->cur.xmin- v2d->tot.xmin) / totsize;
|
|
scrollers->hor_min= hor.xmin + (fac * scrollsize);
|
|
|
|
fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
|
|
scrollers->hor_max= hor.xmin + (fac * scrollsize);
|
|
|
|
if (scrollers->hor_min > scrollers->hor_max)
|
|
scrollers->hor_min= scrollers->hor_max;
|
|
}
|
|
|
|
/* vertical scrollers */
|
|
if (v2d->scroll & V2D_SCROLL_VERTICAL) {
|
|
/* scroller 'button' extents */
|
|
totsize= v2d->tot.ymax - v2d->tot.ymin;
|
|
scrollsize= vert.ymax - vert.ymin;
|
|
|
|
fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
|
|
scrollers->vert_min= vert.ymin + (fac * scrollsize);
|
|
|
|
fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
|
|
scrollers->vert_max= vert.ymin + (fac * scrollsize);
|
|
|
|
if (scrollers->vert_min > scrollers->vert_max)
|
|
scrollers->vert_min= scrollers->vert_max;
|
|
}
|
|
|
|
/* grid markings on scrollbars */
|
|
if (v2d->scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
|
|
/* store clamping */
|
|
scrollers->xclamp= xclamp;
|
|
scrollers->xunits= xunits;
|
|
scrollers->yclamp= yclamp;
|
|
scrollers->yunits= yunits;
|
|
|
|
scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
|
|
}
|
|
|
|
/* return scrollers */
|
|
return scrollers;
|
|
}
|
|
|
|
/* XXX */
|
|
extern void ui_rasterpos_safe(float x, float y, float aspect);
|
|
|
|
/* Print scale marking along a time scrollbar */
|
|
static void scroll_printstr(View2DScrollers *scrollers, float x, float y, float val, int power, short unit, char dir)
|
|
{
|
|
int len;
|
|
char str[32];
|
|
|
|
/* adjust the scale unit to work ok */
|
|
if (dir == 'v') {
|
|
/* here we bump up the power by factor of 10, as
|
|
* rotation values (hence 'degrees') are divided by 10 to
|
|
* be able to show the curves at the same time
|
|
*/
|
|
if ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME) {
|
|
power += 1;
|
|
val *= 10;
|
|
}
|
|
}
|
|
|
|
/* get string to print */
|
|
if (unit == V2D_UNIT_SECONDS) {
|
|
/* SMPTE timecode style:
|
|
* - In general, minutes and seconds should be shown, as most clips will be
|
|
* within this length. Hours will only be included if relevant.
|
|
* - Only show frames when zoomed in enough for them to be relevant
|
|
* (using separator convention of ';' for frames, ala QuickTime).
|
|
* When showing frames, use slightly different display to avoid confusion with mm:ss format
|
|
*/
|
|
int hours=0, minutes=0, seconds=0, frames=0;
|
|
char neg[2]= "";
|
|
|
|
/* get values */
|
|
if (val < 0) {
|
|
/* correction for negative values */
|
|
sprintf(neg, "-");
|
|
val = -val;
|
|
}
|
|
if (val >= 3600) {
|
|
/* hours */
|
|
/* XXX should we only display a single digit for hours since clips are
|
|
* VERY UNLIKELY to be more than 1-2 hours max? However, that would
|
|
* go against conventions...
|
|
*/
|
|
hours= (int)val / 3600;
|
|
val= fmod(val, 3600);
|
|
}
|
|
if (val >= 60) {
|
|
/* minutes */
|
|
minutes= (int)val / 60;
|
|
val= fmod(val, 60);
|
|
}
|
|
if (power <= 0) {
|
|
/* seconds + frames
|
|
* Frames are derived from 'fraction' of second. We need to perform some additional rounding
|
|
* to cope with 'half' frames, etc., which should be fine in most cases
|
|
*/
|
|
seconds= (int)val;
|
|
frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
|
|
}
|
|
else {
|
|
/* seconds (with pixel offset) */
|
|
seconds= (int)floor(val + 0.375f);
|
|
}
|
|
|
|
/* print timecode to temp string buffer */
|
|
if (power <= 0) {
|
|
/* include "frames" in display */
|
|
if (hours) sprintf(str, "%s%02d:%02d:%02d;%02d", neg, hours, minutes, seconds, frames);
|
|
else if (minutes) sprintf(str, "%s%02d:%02d;%02d", neg, minutes, seconds, frames);
|
|
else sprintf(str, "%s%d;%02d", neg, seconds, frames);
|
|
}
|
|
else {
|
|
/* don't include 'frames' in display */
|
|
if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
|
|
else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
|
|
}
|
|
}
|
|
else {
|
|
/* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
|
|
if (power <= 0) sprintf(str, "%.*f", 1-power, val);
|
|
else sprintf(str, "%d", (int)floor(val + 0.375f));
|
|
}
|
|
|
|
/* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
|
|
len= strlen(str);
|
|
if (dir == 'h') {
|
|
/* seconds/timecode display has slightly longer strings... */
|
|
if (unit == V2D_UNIT_SECONDS)
|
|
x-= 3*len;
|
|
else
|
|
x-= 4*len;
|
|
}
|
|
|
|
/* Add degree sympbol to end of string for vertical scrollbar? */
|
|
if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
|
|
str[len]= 186;
|
|
str[len+1]= 0;
|
|
}
|
|
|
|
/* draw it */
|
|
ui_rasterpos_safe(x, y, 1.0);
|
|
UI_DrawString(G.fonts, str, 0); // XXX check this again when new text-drawing api is done
|
|
}
|
|
|
|
/* local defines for scrollers drawing */
|
|
/* radius of scroller 'button' caps */
|
|
#define V2D_SCROLLCAP_RAD 5
|
|
/* shading factor for scroller 'bar' */
|
|
#define V2D_SCROLLBAR_SHADE 0.1f
|
|
/* shading factor for scroller 'button' caps */
|
|
#define V2D_SCROLLCAP_SHADE 0.2f
|
|
|
|
/* Draw scrollbars in the given 2d-region */
|
|
void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
|
|
{
|
|
const short darker= -50, dark= -10, light= 20, lighter= 50;
|
|
rcti vert, hor, corner;
|
|
|
|
/* make copies of rects for less typing */
|
|
vert= v2d->vert;
|
|
hor= v2d->hor;
|
|
|
|
/* horizontal scrollbar */
|
|
if (v2d->scroll & V2D_SCROLL_HORIZONTAL) {
|
|
/* scroller backdrop */
|
|
UI_ThemeColorShade(TH_SHADE1, light);
|
|
glRecti(hor.xmin, hor.ymin, hor.xmax, hor.ymax);
|
|
|
|
/* scroller 'button'
|
|
* - if view is zoomable in x, draw handles too
|
|
* - handles are drawn darker
|
|
*/
|
|
if (v2d->keepzoom & V2D_LOCKZOOM_X) {
|
|
/* draw base bar as rounded shape */
|
|
UI_ThemeColorShade(TH_SHADE1, dark);
|
|
uiSetRoundBox(15);
|
|
|
|
/* check that box is large enough for round drawing */
|
|
if ((vs->hor_max - vs->hor_min) < (V2D_SCROLLCAP_RAD * 2)) {
|
|
/* Rounded box still gets drawn at the minimum size limit
|
|
* This doesn't represent extreme scaling well, but looks nicer...
|
|
*/
|
|
float mid= 0.5f * (vs->hor_max + vs->hor_min);
|
|
|
|
gl_round_box_shade(GL_POLYGON,
|
|
mid-V2D_SCROLLCAP_RAD, hor.ymin+2,
|
|
mid+V2D_SCROLLCAP_RAD, hor.ymax-2,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
|
|
}
|
|
else {
|
|
/* draw rounded box as per normal */
|
|
gl_round_box_shade(GL_POLYGON,
|
|
vs->hor_min, hor.ymin+2,
|
|
vs->hor_max, hor.ymax-2,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
|
|
}
|
|
}
|
|
else {
|
|
/* base bar drawn as shaded rect */
|
|
UI_ThemeColorShade(TH_SHADE1, dark);
|
|
uiSetRoundBox(0);
|
|
gl_round_box_shade(GL_POLYGON,
|
|
vs->hor_min, hor.ymin+2,
|
|
vs->hor_max, hor.ymax-2,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
|
|
|
|
/* 'minimum' handle */
|
|
uiSetRoundBox(9);
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
|
|
gl_round_box_shade(GL_POLYGON,
|
|
vs->hor_min-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2,
|
|
vs->hor_min+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
|
|
|
|
/* maximum handle */
|
|
uiSetRoundBox(6);
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
|
|
gl_round_box_shade(GL_POLYGON,
|
|
vs->hor_max-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2,
|
|
vs->hor_max+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
|
|
}
|
|
|
|
/* scale indicators */
|
|
// XXX will need to update the font drawing when the new stuff comes in
|
|
if ((v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
|
|
View2DGrid *grid= vs->grid;
|
|
float fac, dfac, fac2, val;
|
|
|
|
/* the numbers: convert grid->startx and -dx to scroll coordinates
|
|
* - fac is x-coordinate to draw to
|
|
* - dfac is gap between scale markings
|
|
*/
|
|
fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
|
|
fac= hor.xmin + fac*(hor.xmax - hor.xmin);
|
|
|
|
dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
|
|
dfac= dfac * (hor.xmax - hor.xmin);
|
|
|
|
/* set starting value, and text color */
|
|
UI_ThemeColor(TH_TEXT);
|
|
val= grid->startx;
|
|
|
|
/* if we're clamping to whole numbers only, make sure entries won't be repeated */
|
|
if (vs->xclamp == V2D_GRID_CLAMP) {
|
|
while (grid->dx < 0.9999f) {
|
|
grid->dx *= 2.0f;
|
|
dfac *= 2.0f;
|
|
}
|
|
}
|
|
if (vs->xunits == V2D_UNIT_FRAMES)
|
|
grid->powerx= 1;
|
|
|
|
/* draw numbers in the appropriate range */
|
|
if (dfac != 0.0f) {
|
|
for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
|
|
switch (vs->xunits) {
|
|
case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/
|
|
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
|
|
break;
|
|
|
|
case V2D_UNIT_SECONDS: /* seconds */
|
|
fac2= val/FPS;
|
|
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
|
|
break;
|
|
|
|
case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */
|
|
{
|
|
float time;
|
|
|
|
fac2= val/FPS;
|
|
time= floor(fac2);
|
|
fac2= fac2-time;
|
|
|
|
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), time+FPS*fac2/100.0, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
|
|
}
|
|
break;
|
|
|
|
case V2D_UNIT_DEGREES: /* IPO-Editor for rotation IPO-Drivers */
|
|
/* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
|
|
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_DEGREES, 'v');
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* decoration outer bevel line */
|
|
UI_ThemeColorShade(TH_SHADE1, lighter);
|
|
if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O))
|
|
sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
|
|
else if (v2d->scroll & V2D_SCROLL_TOP)
|
|
sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
|
|
}
|
|
|
|
/* vertical scrollbar */
|
|
if (v2d->scroll & V2D_SCROLL_VERTICAL) {
|
|
/* scroller backdrop */
|
|
UI_ThemeColorShade(TH_SHADE1, light);
|
|
glRecti(vert.xmin, vert.ymin, vert.xmax, vert.ymax);
|
|
|
|
/* scroller 'button'
|
|
* - if view is zoomable in y, draw handles too
|
|
* - handles are drawn darker
|
|
*/
|
|
if (v2d->keepzoom & V2D_LOCKZOOM_Y) {
|
|
/* draw base bar as rounded shape */
|
|
UI_ThemeColorShade(TH_SHADE1, dark);
|
|
uiSetRoundBox(15);
|
|
|
|
/* check that box is large enough for round drawing */
|
|
if ((vs->vert_max - vs->vert_min) < (V2D_SCROLLCAP_RAD * 2)) {
|
|
/* Rounded box still gets drawn at the minimum size limit
|
|
* This doesn't represent extreme scaling well, but looks nicer...
|
|
*/
|
|
float mid= 0.5f * (vs->vert_max + vs->vert_min);
|
|
|
|
gl_round_box_vertical_shade(GL_POLYGON,
|
|
vert.xmin+2, mid-V2D_SCROLLCAP_RAD,
|
|
vert.xmax-2, mid+V2D_SCROLLCAP_RAD,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
|
|
}
|
|
else {
|
|
/* draw rounded box as per normal */
|
|
gl_round_box_vertical_shade(GL_POLYGON,
|
|
vert.xmin+2, vs->vert_min,
|
|
vert.xmax-2, vs->vert_max,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
|
|
}
|
|
}
|
|
else {
|
|
/* base bar drawn as shaded rect */
|
|
UI_ThemeColorShade(TH_SHADE1, dark);
|
|
uiSetRoundBox(0);
|
|
gl_round_box_vertical_shade(GL_POLYGON,
|
|
vert.xmin+2, vs->vert_min,
|
|
vert.xmax-2, vs->vert_max,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
|
|
|
|
/* 'minimum' handle */
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
uiSetRoundBox(12);
|
|
|
|
gl_round_box_vertical_shade(GL_POLYGON,
|
|
vert.xmin+2, vs->vert_min-V2D_SCROLLER_HANDLE_SIZE,
|
|
vert.xmax-2, vs->vert_min+V2D_SCROLLER_HANDLE_SIZE,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
|
|
|
|
/* maximum handle */
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
uiSetRoundBox(3);
|
|
|
|
gl_round_box_vertical_shade(GL_POLYGON,
|
|
vert.xmin+2, vs->vert_max-V2D_SCROLLER_HANDLE_SIZE,
|
|
vert.xmax-2, vs->vert_max+V2D_SCROLLER_HANDLE_SIZE,
|
|
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
|
|
}
|
|
|
|
/* scale indiators */
|
|
// XXX will need to update the font drawing when the new stuff comes in
|
|
if ((v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
|
|
View2DGrid *grid= vs->grid;
|
|
float fac, dfac, val;
|
|
|
|
/* the numbers: convert grid->starty and dy to scroll coordinates
|
|
* - fac is y-coordinate to draw to
|
|
* - dfac is gap between scale markings
|
|
* - these involve a correction for horizontal scrollbar
|
|
* NOTE: it's assumed that that scrollbar is there if this is involved!
|
|
*/
|
|
fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
|
|
fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
|
|
|
|
dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
|
|
dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
|
|
|
|
/* set starting value, and text color */
|
|
UI_ThemeColor(TH_TEXT);
|
|
val= grid->starty;
|
|
|
|
/* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
|
|
// XXX only relevant to Sequencer, so need to review this when we port that code
|
|
if (vs->yclamp == V2D_GRID_CLAMP)
|
|
fac += 0.5f * dfac;
|
|
|
|
/* draw vertical steps */
|
|
for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
|
|
scroll_printstr(vs, (float)(vert.xmax)-14.0, fac, val, grid->powery, vs->yunits, 'v');
|
|
}
|
|
}
|
|
|
|
/* decoration outer bevel line */
|
|
UI_ThemeColorShade(TH_SHADE1, lighter);
|
|
if (v2d->scroll & V2D_SCROLL_RIGHT)
|
|
sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
|
|
else if (v2d->scroll & V2D_SCROLL_LEFT)
|
|
sdrawline(vert.xmax, vert.ymin, vert.xmax, vert.ymax);
|
|
}
|
|
|
|
/* draw a 'sunken square' to cover up any overlapping corners resulting from intersection of overflowing scroller data */
|
|
if ((v2d->scroll & V2D_SCROLL_VERTICAL) && (v2d->scroll & V2D_SCROLL_HORIZONTAL)) {
|
|
/* set bounds (these should be right) */
|
|
corner.xmin= vert.xmin;
|
|
corner.xmax= vert.xmax;
|
|
corner.ymin= hor.ymin;
|
|
corner.ymax= hor.ymax;
|
|
|
|
/* firstly, draw using background color to cover up any overlapping junk */
|
|
UI_ThemeColor(TH_SHADE1);
|
|
glRecti(corner.xmin, corner.ymin, corner.xmax, corner.ymax);
|
|
|
|
/* now, draw suggestive highlighting... */
|
|
/* first, dark lines on top to suggest scrollers overlap box */
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
sdrawline(corner.xmin, corner.ymin, corner.xmin, corner.ymax);
|
|
sdrawline(corner.xmin, corner.ymax, corner.xmax, corner.ymax);
|
|
/* now, light lines on bottom to show box is sunken in */
|
|
UI_ThemeColorShade(TH_SHADE1, lighter);
|
|
sdrawline(corner.xmax, corner.ymin, corner.xmax, corner.ymax);
|
|
sdrawline(corner.xmin, corner.ymin, corner.xmax, corner.ymin);
|
|
}
|
|
}
|
|
|
|
/* free temporary memory used for drawing scrollers */
|
|
void UI_view2d_scrollers_free(View2DScrollers *scrollers)
|
|
{
|
|
/* need to free grid as well... */
|
|
if (scrollers->grid) MEM_freeN(scrollers->grid);
|
|
MEM_freeN(scrollers);
|
|
}
|
|
|
|
/* *********************************************************************** */
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/* Coordinate Conversions */
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/* Convert from screen/region space to 2d-View space
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*
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* - x,y = coordinates to convert
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* - viewx,viewy = resultant coordinates
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*/
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void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
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{
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float div, ofs;
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if (viewx) {
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div= v2d->mask.xmax - v2d->mask.xmin;
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ofs= v2d->mask.xmin;
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*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
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}
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if (viewy) {
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div= v2d->mask.ymax - v2d->mask.ymin;
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ofs= v2d->mask.ymin;
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*viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
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}
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}
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/* Convert from 2d-View space to screen/region space
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* - Coordinates are clamped to lie within bounds of region
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*
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* - x,y = coordinates to convert
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* - regionx,regiony = resultant coordinates
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*/
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void UI_view2d_view_to_region(View2D *v2d, float x, float y, short *regionx, short *regiony)
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{
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/* set initial value in case coordinate lies outside of bounds */
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if (regionx)
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*regionx= V2D_IS_CLIPPED;
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if (regiony)
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*regiony= V2D_IS_CLIPPED;
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/* express given coordinates as proportional values */
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x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
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y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
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/* check if values are within bounds */
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if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
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if (regionx)
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*regionx= v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin);
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if (regiony)
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*regiony= v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin);
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}
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}
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/* Convert from 2d-view space to screen/region space
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* - Coordinates are NOT clamped to lie within bounds of region
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*
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* - x,y = coordinates to convert
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* - regionx,regiony = resultant coordinates
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*/
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void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, short *regionx, short *regiony)
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{
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/* step 1: express given coordinates as proportional values */
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x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
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y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
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/* step 2: convert proportional distances to screen coordinates */
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x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
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y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
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/* although we don't clamp to lie within region bounds, we must avoid exceeding size of shorts */
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if (regionx) {
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if (x < -32760) *regionx= -32760;
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else if(x > 32760) *regionx= 32760;
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else *regionx= x;
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}
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if (regiony) {
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if (y < -32760) *regiony= -32760;
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else if(y > 32760) *regiony= 32760;
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else *regiony= y;
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}
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}
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/* *********************************************************************** */
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/* Utilities */
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/* View2D data by default resides in region, so get from region stored in context */
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View2D *UI_view2d_fromcontext(const bContext *C)
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{
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if (C->area == NULL) return NULL;
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if (C->region == NULL) return NULL;
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return &(C->region->v2d);
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}
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/* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
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View2D *UI_view2d_fromcontext_rwin(const bContext *C)
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{
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if (C->area == NULL) return NULL;
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if (C->region == NULL) return NULL;
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if (C->region->regiontype!=RGN_TYPE_WINDOW) {
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ARegion *ar= C->area->regionbase.first;
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for(; ar; ar= ar->next)
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if(ar->regiontype==RGN_TYPE_WINDOW)
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return &(ar->v2d);
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return NULL;
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}
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return &(C->region->v2d);
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}
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/* Calculate the scale per-axis of the drawing-area
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* - Is used to inverse correct drawing of icons, etc. that need to follow view
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* but not be affected by scale
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*
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* - x,y = scale on each axis
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*/
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void UI_view2d_getscale(View2D *v2d, float *x, float *y)
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{
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if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
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if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
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}
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