1012 lines
29 KiB
C
1012 lines
29 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 "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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/* *********************************************************************** */
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/* Refresh and Validation */
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/* Adjust mask size in response to view size changes */
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// XXX pre2.5 -> this used to be called calc_scrollrcts()
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void UI_view2d_update_size(View2D *v2d, int winx, int winy)
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{
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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;
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v2d->mask.ymax= winy;
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/* scrollbars shrink mask area, but should be based off regionsize
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* - they can only be on one edge of the region they define
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*/
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if (v2d->scroll) {
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/* vertical scrollbar */
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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_SCROLL_WIDTH;
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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;
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}
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/* horizontal scrollbar */
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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 ohter 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_SCROLL_HEIGHT;
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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;
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}
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}
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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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// XXX FIXME - still need to go through this and figure out what it all parts of it do
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void UI_view2d_enforce_status(View2D *v2d, int winx, int winy)
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{
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/* cur is not allowed to be larger than max, smaller than min, or outside of tot */
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rctf *cur, *tot;
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float dx, dy, temp, fac, zoom;
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/* correct winx for scrollbars */
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if (v2d->scroll & V2D_SCROLL_LEFT) winx-= V2D_SCROLL_WIDTH;
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if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) winy-= V2D_SCROLL_HEIGHT;
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/* header completely closed window */
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if (winy <= 0) return;
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/* get pointers */
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cur= &v2d->cur;
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tot= &v2d->tot;
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/* dx, dy are width and height of v2d->cur, respectively */
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dx= cur->xmax - cur->xmin;
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dy= cur->ymax - cur->ymin;
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/* keepzoom - restore old zoom */
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if (v2d->keepzoom) {
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/* keepzoom on x or y axis - reset size of current-viewable area to size of region (i.e. no zooming happened) */
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if (v2d->keepzoom & V2D_LOCKZOOM_Y)
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cur->ymax= cur->ymin + ((float)winy);
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if (v2d->keepzoom & V2D_LOCKZOOM_X)
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cur->xmax= cur->xmin + ((float)winx);
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/* calculate zoom-factor for x */
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zoom= ((float)winx)/dx;
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/* if zoom factor is excessive, normalise it and calculate new width */
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if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
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if (zoom < v2d->minzoom) fac= zoom / v2d->minzoom;
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else fac= zoom / v2d->maxzoom;
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dx *= fac;
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temp= 0.5f * (cur->xmax + cur->xmin);
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cur->xmin= temp - (0.5f * dx);
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cur->xmax= temp + (0.5f * dx);
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}
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/* calculate zoom-factor for y */
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zoom= ((float)winy)/dy;
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/* if zoom factor is excessive, normalise it and calculate new width */
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if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
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if (zoom < v2d->minzoom) fac= zoom / v2d->minzoom;
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else fac= zoom / v2d->maxzoom;
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dy *= fac;
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temp= 0.5f * (cur->ymax + cur->ymin);
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cur->ymin= temp - (0.5f * dy);
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cur->ymax= temp + (0.5f * dy);
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}
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}
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else {
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/* if extents of cur are below or above what's acceptable, interpolate extent to lie halfway */
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if (dx < v2d->min[0]) {
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dx= v2d->min[0];
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temp= 0.5f * (cur->xmax + cur->xmin);
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cur->xmin= temp - (0.5f * dx);
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cur->xmax= temp + (0.5f * dx);
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}
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else if (dx > v2d->max[0]) {
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dx= v2d->max[0];
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temp= 0.5f * (cur->xmax + cur->xmin);
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cur->xmin= temp - (0.5f * dx);
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cur->xmax= temp + (0.5f * dx);
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}
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if (dy < v2d->min[1]) {
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dy= v2d->min[1];
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temp= 0.5f * (cur->ymax + cur->ymin);
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cur->ymin= temp - (0.5f * dy);
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cur->ymax= temp + (0.5f * dy);
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}
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else if (dy > v2d->max[1]) {
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dy= v2d->max[1];
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temp= 0.5f * (cur->ymax + cur->ymin);
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cur->ymin= temp-0.5*dy;
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cur->ymax= temp+0.5*dy;
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}
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}
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/* keep aspect - maintain aspect ratio */
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if (v2d->keepaspect) {
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short do_x=0, do_y=0;
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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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/* here dx is cur ratio, while dy is win ratio */
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dx= (cur->ymax - cur->ymin) / (cur->xmax - cur->xmin);
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dy= ((float)winy) / ((float)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==1) && (do_y==1)) {
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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 (dy > 1.0f) do_x= 0;
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else do_x= 1;
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}
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if (do_x) {
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if ((v2d->keeptot == 2) && (winx < v2d->oldwinx)) {
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/* This is a special hack for the outliner, to ensure that the
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* outliner contents will not eventually get pushed out of view
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* when shrinking the view.
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*/
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cur->xmax -= cur->xmin;
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cur->xmin= 0.0f;
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}
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else {
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/* portrait window: correct for x */
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dx= cur->ymax - cur->ymin;
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temp= cur->xmax + cur->xmin;
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cur->xmin= (temp / 2.0f) - (0.5f * dx / dy);
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cur->xmax= (temp / 2.0f) + (0.5f * dx / dy);
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}
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}
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else {
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dx= cur->xmax - cur->xmin;
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temp= cur->ymax + cur->ymin;
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cur->ymin= (temp / 2.0f) - (0.5f * dy * dx);
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cur->ymax= (temp / 2.0f) + (0.5f * dy * dx);
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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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/* keeptot - make sure that size of cur doesn't exceed that of tot, otherwise, adjust! */
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if (v2d->keeptot) {
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/* calculate extents of cur */
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dx= cur->xmax - cur->xmin;
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dy= cur->ymax - cur->ymin;
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/* cur is wider than tot? */
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if (dx > (tot->xmax - tot->xmin)) {
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if (v2d->keepzoom == 0) {
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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 {
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/* maintaining zoom, so restore cur to tot size */
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if (cur->xmax < tot->xmax) {
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dx= tot->xmax - cur->xmax;
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cur->xmin+= dx;
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cur->xmax+= dx;
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}
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else if (cur->xmin > tot->xmin) {
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dx= cur->xmin - tot->xmin;
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cur->xmin-= dx;
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cur->xmax-= dx;
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}
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}
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}
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else {
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/* cur is smaller than tot, but cur cannot be outside of tot */
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if (cur->xmin < tot->xmin) {
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dx= tot->xmin - cur->xmin;
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cur->xmin += dx;
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cur->xmax += dx;
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}
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else if ((v2d->keeptot != 2) && (cur->xmax > tot->xmax)) {
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/* NOTE: keeptot is 2, as keeptot!=0 makes sure it does get
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* too freely scrolled on x-axis, but keeptot=1 will result
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* in a snap-back when clicking on elements
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*/
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dx= cur->xmax - tot->xmax;
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cur->xmin -= dx;
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cur->xmax -= dx;
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}
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}
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if (dy > (tot->ymax - tot->ymin)) {
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if (v2d->keepzoom==0) {
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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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if (cur->ymax < tot->ymax) {
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dy= tot->ymax - cur->ymax;
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cur->ymin+= dy;
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cur->ymax+= dy;
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}
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else if (cur->ymin > tot->ymin) {
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dy= cur->ymin - tot->ymin;
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cur->ymin -= dy;
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cur->ymax -= dy;
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}
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}
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}
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else {
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if (cur->ymin < tot->ymin) {
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dy= tot->ymin - cur->ymin;
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cur->ymin += dy;
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cur->ymax += dy;
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}
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else if (cur->ymax > tot->ymax) {
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dy= cur->ymax - tot->ymax;
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cur->ymin-= dy;
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cur->ymax-= dy;
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}
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}
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}
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}
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/* *********************************************************************** */
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/* View Matrix Setup */
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/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing
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* - this assumes viewport/scissor been set for the region, taking scrollbars into account
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*/
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void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
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{
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/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
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* as they were causing some unwanted offsets when drawing
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*/
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wmOrtho2(C->window, v2d->cur.xmin, v2d->cur.xmax, v2d->cur.ymin, v2d->cur.ymax);
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}
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/* Set view matrices to only use one axis of 'cur' only
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* - this assumes viewport/scissor been set for the region, taking scrollbars into account
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*
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* - xaxis = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
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*/
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void UI_view2d_view_orthospecial(const bContext *C, View2D *v2d, short xaxis)
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{
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ARegion *region= C->region;
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int winx, winy;
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/* calculate extents of region */
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winx= region->winrct.xmax - region->winrct.xmin;
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winy= region->winrct.ymax - region->winrct.ymin;
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/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
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* as they were causing some unwanted offsets when drawing
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*/
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if (xaxis)
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wmOrtho2(C->window, v2d->cur.xmin, v2d->cur.xmax, 0, winy);
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else
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wmOrtho2(C->window, 0, winx, v2d->cur.ymin, v2d->cur.ymax);
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}
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/* Restore view matrices after drawing */
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void UI_view2d_view_restore(const bContext *C)
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{
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ED_region_pixelspace(C, C->region);
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}
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/* *********************************************************************** */
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/* Gridlines */
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/* minimum pixels per gridstep */
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#define MINGRIDSTEP 35
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/* View2DGrid is typedef'd in UI_view2d.h */
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struct View2DGrid {
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float dx, dy; /* stepsize (in pixels) between gridlines */
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float startx, starty; /* initial coordinates to start drawing grid from */
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int powerx, powery; /* step as power of 10 */
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};
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/* --------------- */
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/* try to write step as a power of 10 */
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static void step_to_grid(float *step, int *power, int unit)
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{
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const float loga= log10(*step);
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float rem;
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*power= (int)(loga);
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rem= loga - (*power);
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rem= pow(10.0, rem);
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if (loga < 0.0) {
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if (rem < 0.2) rem= 0.2;
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else if(rem < 0.5) rem= 0.5;
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else rem= 1.0;
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*step= rem * pow(10.0, (float)(*power));
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/* for frames, we want 1.0 frame intervals only */
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if (unit == V2D_UNIT_FRAMES) {
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rem = 1.0;
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*step = 1.0;
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}
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/* prevents printing 1.0 2.0 3.0 etc */
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if (rem == 1.0) (*power)++;
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}
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else {
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if (rem < 2.0) rem= 2.0;
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else if(rem < 5.0) rem= 5.0;
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else rem= 10.0;
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*step= rem * pow(10.0, (float)(*power));
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(*power)++;
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/* prevents printing 1.0, 2.0, 3.0, etc. */
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if (rem == 10.0) (*power)++;
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}
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}
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/* Intialise settings necessary for drawing gridlines in a 2d-view
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* - Currently, will return pointer to View2DGrid struct that needs to
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* be freed with UI_view2d_free_grid()
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* - Is used for scrollbar drawing too (for units drawing)
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*
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* - unit = V2D_UNIT_* grid steps in seconds or frames
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* - clamp = V2D_CLAMP_* only show whole-number intervals
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* - winx = width of region we're drawing to
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* - winy = height of region we're drawing into
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*/
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View2DGrid *UI_view2d_calc_grid(const bContext *C, View2D *v2d, short unit, short clamp, int winx, int winy)
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{
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View2DGrid *grid;
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float space, pixels, seconddiv;
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int secondgrid;
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/* grid here is allocated... */
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grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
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/* rule: gridstep is minimal GRIDSTEP pixels */
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if (unit == V2D_UNIT_FRAMES) {
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secondgrid= 1;
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seconddiv= 0.01f * FPS;
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}
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else {
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secondgrid= 0;
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seconddiv= 1.0f;
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}
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/* calculate x-axis grid scale */
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space= v2d->cur.xmax - v2d->cur.xmin;
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pixels= v2d->mask.xmax - v2d->mask.xmin;
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grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
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step_to_grid(&grid->dx, &grid->powerx, unit);
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grid->dx *= seconddiv;
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if (clamp == V2D_GRID_CLAMP) {
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if (grid->dx < 0.1f) grid->dx= 0.1f;
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grid->powerx-= 2;
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if (grid->powerx < -2) grid->powerx= -2;
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}
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/* calculate y-axis grid scale */
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space= (v2d->cur.ymax - v2d->cur.ymin);
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pixels= winy;
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grid->dy= MINGRIDSTEP * space / pixels;
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step_to_grid(&grid->dy, &grid->powery, unit);
|
|
|
|
if (clamp == V2D_GRID_CLAMP) {
|
|
if (grid->dy < 1.0f) grid->dy= 1.0f;
|
|
if (grid->powery < 1) grid->powery= 1;
|
|
}
|
|
|
|
/* calculate start position */
|
|
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;
|
|
|
|
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_draw_grid(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
|
|
{
|
|
float vec1[2], vec2[2];
|
|
int a, step;
|
|
|
|
/* 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[0]= grid->startx;
|
|
vec1[1]= vec2[1]= grid->starty;
|
|
vec2[0]= v2d->cur.xmax;
|
|
|
|
step= (v2d->mask.ymax - v2d->mask.ymax + 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 */
|
|
// er... only in IPO-Editor it seems (how to expose this in nice way)?
|
|
vec2[1]= vec1[1]-= 0.5f*grid->dy;
|
|
step++;
|
|
|
|
#if 0
|
|
if (curarea->spacetype==SPACE_IPO) {
|
|
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;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* 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_free_grid(View2DGrid *grid)
|
|
{
|
|
MEM_freeN(grid);
|
|
}
|
|
|
|
/* *********************************************************************** */
|
|
/* Scrollbars */
|
|
|
|
/* View2DScrollers is typedef'd in UI_view2d.h */
|
|
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_calc_scrollers(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|V2D_SCROLL_HORIZONTAL_O)) {
|
|
/* slider 'button' extents */
|
|
totsize= v2d->tot.xmax - v2d->tot.xmin;
|
|
scrollsize= hor.xmax - hor.xmin;
|
|
|
|
fac= (v2d->cur.xmin- v2d->tot.xmin) / totsize;
|
|
//if (fac < 0.0f) fac= 0.0f;
|
|
scrollers->hor_min= hor.xmin + (fac * scrollsize);
|
|
|
|
fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
|
|
//if (fac > 1.0f) fac= 1.0f;
|
|
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) {
|
|
/* slider 'button' extents */
|
|
totsize= v2d->tot.ymax - v2d->tot.ymin;
|
|
scrollsize= vert.ymax - vert.ymin;
|
|
|
|
fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
|
|
//if (fac < 0.0f) fac= 0.0f;
|
|
scrollers->vert_min= vert.ymin + (fac * scrollsize);
|
|
|
|
fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
|
|
//if (fac > 1.0f) fac= 1.0f;
|
|
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;
|
|
|
|
/* calculate grid */
|
|
if (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL)
|
|
scrollers->grid= UI_view2d_calc_grid(C, v2d, xunits, xclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
|
|
else if (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL)
|
|
scrollers->grid= UI_view2d_calc_grid(C, v2d, 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 (power <= 0) sprintf(str, "%.*f", 1-power, val);
|
|
else sprintf(str, "%d", (int)floor(val + 0.375));
|
|
|
|
/* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
|
|
len= strlen(str);
|
|
if (dir == 'h') x-= 4*len; // err... why not just half 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
|
|
}
|
|
|
|
|
|
/* Draw scrollbars in the given 2d-region */
|
|
void UI_view2d_draw_scrollers(const bContext *C, View2D *v2d, View2DScrollers *scrollers)
|
|
{
|
|
const int darker= -40, dark= 0, light= 20, lighter= 50;
|
|
rcti vert, hor;
|
|
|
|
vert= v2d->vert;
|
|
hor= v2d->hor;
|
|
|
|
/* horizontal scrollbar */
|
|
if (v2d->scroll & (V2D_SCROLL_HORIZONTAL|V2D_SCROLL_HORIZONTAL_O)) {
|
|
/* scroller backdrop */
|
|
UI_ThemeColorShade(TH_SHADE1, light);
|
|
glRecti(hor.xmin, hor.ymin, hor.xmax, hor.ymax);
|
|
|
|
/* slider 'button' */
|
|
// FIXME: implement fancy one... but only when we get this working first!
|
|
{
|
|
UI_ThemeColorShade(TH_SHADE1, dark);
|
|
glRecti(scrollers->hor_min, hor.ymin, scrollers->hor_max, hor.ymax);
|
|
|
|
/* draw lines on either end of 'box' */
|
|
glLineWidth(2.0);
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
sdrawline(scrollers->hor_min, hor.ymin, scrollers->hor_min, hor.ymax);
|
|
sdrawline(scrollers->hor_max, hor.ymin, scrollers->hor_max, hor.ymax);
|
|
glLineWidth(1.0);
|
|
}
|
|
|
|
/* scale indicators */
|
|
// XXX will need to update the font drawing when the new stuff comes in
|
|
if (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) {
|
|
View2DGrid *grid= scrollers->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 (scrollers->xclamp == V2D_GRID_CLAMP) {
|
|
while (grid->dx < 0.9999f) {
|
|
grid->dx *= 2.0f;
|
|
dfac *= 2.0f;
|
|
}
|
|
}
|
|
if (scrollers->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 (scrollers->xunits) {
|
|
case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/
|
|
scroll_printstr(scrollers, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
|
|
break;
|
|
|
|
case V2D_UNIT_SECONDS: /* seconds */
|
|
fac2= val/FPS;
|
|
scroll_printstr(scrollers, 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(scrollers, 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(scrollers, 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);
|
|
|
|
/* slider 'button' */
|
|
// FIXME: implement fancy one... but only when we get this working first!
|
|
{
|
|
UI_ThemeColorShade(TH_SHADE1, dark);
|
|
glRecti(vert.xmin, scrollers->vert_min, vert.xmax, scrollers->vert_max);
|
|
|
|
/* draw lines on either end of 'box' */
|
|
glLineWidth(2.0);
|
|
UI_ThemeColorShade(TH_SHADE1, darker);
|
|
sdrawline(vert.xmin, scrollers->vert_min, vert.xmax, scrollers->vert_min);
|
|
sdrawline(vert.xmin, scrollers->vert_max, vert.xmax, scrollers->vert_max);
|
|
glLineWidth(1.0);
|
|
}
|
|
|
|
/* scale indiators */
|
|
// XXX will need to update the font drawing when the new stuff comes in
|
|
if (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) {
|
|
View2DGrid *grid= scrollers->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 (scrollers->yclamp == V2D_GRID_CLAMP)
|
|
fac += 0.5f * dfac;
|
|
|
|
/* draw vertical steps */
|
|
for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
|
|
scroll_printstr(scrollers, (float)(vert.xmax)-14.0, fac, val, grid->powery, scrollers->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);
|
|
}
|
|
}
|
|
|
|
/* free temporary memory used for drawing scrollers */
|
|
void UI_view2d_free_scrollers(View2DScrollers *scrollers)
|
|
{
|
|
/* need to free grid as well... */
|
|
if (scrollers->grid) MEM_freeN(scrollers->grid);
|
|
MEM_freeN(scrollers);
|
|
}
|
|
|
|
/* *********************************************************************** */
|
|
/* Coordinate Conversions */
|
|
|
|
/* Convert from screen/region space to 2d-View space
|
|
*
|
|
* - x,y = coordinates to convert
|
|
* - viewx,viewy = resultant coordinates
|
|
*/
|
|
void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
|
|
{
|
|
float div, ofs;
|
|
|
|
if (viewx) {
|
|
div= v2d->mask.xmax - v2d->mask.xmin;
|
|
ofs= v2d->mask.xmin;
|
|
|
|
*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
|
|
}
|
|
|
|
if (viewy) {
|
|
div= v2d->mask.ymax - v2d->mask.ymin;
|
|
ofs= v2d->mask.ymin;
|
|
|
|
*viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
|
|
}
|
|
}
|
|
|
|
/* Convert from 2d-View space to screen/region space
|
|
* - Coordinates are clamped to lie within bounds of region
|
|
*
|
|
* - x,y = coordinates to convert
|
|
* - regionx,regiony = resultant coordinates
|
|
*/
|
|
void UI_view2d_view_to_region(View2D *v2d, float x, float y, short *regionx, short *regiony)
|
|
{
|
|
/* set initial value in case coordinate lies outside of bounds */
|
|
if (regionx)
|
|
*regionx= V2D_IS_CLIPPED;
|
|
if (regiony)
|
|
*regiony= V2D_IS_CLIPPED;
|
|
|
|
/* express given coordinates as proportional values */
|
|
x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
|
|
y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
|
|
|
|
/* check if values are within bounds */
|
|
if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
|
|
if (regionx)
|
|
*regionx= v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin);
|
|
if (regiony)
|
|
*regiony= v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin);
|
|
}
|
|
}
|
|
|
|
/* Convert from 2d-view space to screen/region space
|
|
* - Coordinates are NOT clamped to lie within bounds of region
|
|
*
|
|
* - x,y = coordinates to convert
|
|
* - regionx,regiony = resultant coordinates
|
|
*/
|
|
void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, short *regionx, short *regiony)
|
|
{
|
|
/* step 1: express given coordinates as proportional values */
|
|
x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
|
|
y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
|
|
|
|
/* step 2: convert proportional distances to screen coordinates */
|
|
x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
|
|
y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
|
|
|
|
/* although we don't clamp to lie within region bounds, we must avoid exceeding size of shorts */
|
|
if (regionx) {
|
|
if (x < -32760) *regionx= -32760;
|
|
else if(x > 32760) *regionx= 32760;
|
|
else *regionx= x;
|
|
}
|
|
if (regiony) {
|
|
if (y < -32760) *regiony= -32760;
|
|
else if(y > 32760) *regiony= 32760;
|
|
else *regiony= y;
|
|
}
|
|
}
|
|
|
|
/* *********************************************************************** */
|
|
/* Utilities */
|
|
|
|
/* View2D data by default resides in region, so get from region stored in context */
|
|
View2D *UI_view2d_fromcontext(const bContext *C)
|
|
{
|
|
if (C->area == NULL) return NULL;
|
|
if (C->region == NULL) return NULL;
|
|
return &(C->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);
|
|
}
|