723 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			723 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2015 by Blender Foundation.
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|  * All rights reserved.
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|  *
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|  * Contributor(s): Blender Foundation 2002-2008, full recode.
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|  *                 Bastien Montagne 2015, full recode.
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| 
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| /** \file blender/editors/interface/interface_align.c
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|  *  \ingroup edinterface
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|  */
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| 
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| #include "DNA_screen_types.h"
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| #include "DNA_userdef_types.h"
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| 
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| #include "BLI_alloca.h"
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| #include "BLI_math.h"
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| #include "BLI_rect.h"
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| 
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| #include "UI_interface.h"
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| 
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| #include "interface_intern.h"
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| 
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| #ifdef USE_UIBUT_SPATIAL_ALIGN
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| 
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| /**
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|  * This struct stores a (simplified) 2D representation of all buttons of a same align group,
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|  * with their immediate neighbors (if found),
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|  * and needed value to compute 'stitching' of aligned buttons.
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|  *
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|  * \note This simplistic struct cannot fully represent complex layouts where buttons share some
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|  *       'align space' with several others (see schema below), we'd need linked list and more
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|  *       complex code to handle that. However, looks like we can do without that for now,
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|  *       which is rather lucky!
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|  *
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|  *       <pre>
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|  *       +--------+-------+
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|  *       | BUT 1  | BUT 2 |      BUT 3 has two 'top' neighbors...
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|  *       |----------------|  =>  In practice, we only store one of BUT 1 or 2 (which ones is not
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|  *       |      BUT 3     |      really deterministic), and assume the other stores a ref to BUT 3.
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|  *       +----------------+
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|  *       </pre>
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|  *
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|  *       This will probably not work in all possible cases,
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|  *       but not sure we want to support such exotic cases anyway.
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|  */
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| typedef struct ButAlign {
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| 	uiBut *but;
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| 
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| 	/* Neighbor buttons */
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| 	struct ButAlign *neighbors[4];
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| 
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| 	/* Pointers to coordinates (rctf values) of the button. */
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| 	float *borders[4];
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| 
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| 	/* Distances to the neighbors. */
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| 	float dists[4];
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| 
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| 	/* Flags, used to mark whether we should 'stitch'
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| 	 * the corners of this button with its neighbors' ones. */
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| 	char flags[4];
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| } ButAlign;
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| 
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| /* Side-related enums and flags. */
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| enum {
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| 	/* Sides (used as indices, order is **crucial**,
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| 	 * this allows us to factorize code in a loop over the four sides). */
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| 	LEFT         = 0,
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| 	TOP          = 1,
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| 	RIGHT        = 2,
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| 	DOWN         = 3,
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| 	TOTSIDES     = 4,
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| 
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| 	/* Stitch flags, built from sides values. */
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| 	STITCH_LEFT  = 1 << LEFT,
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| 	STITCH_TOP   = 1 << TOP,
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| 	STITCH_RIGHT = 1 << RIGHT,
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| 	STITCH_DOWN  = 1 << DOWN,
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| };
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| 
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| /* Mapping between 'our' sides and 'public' UI_BUT_ALIGN flags, order must match enum above. */
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| #define SIDE_TO_UI_BUT_ALIGN {UI_BUT_ALIGN_LEFT, UI_BUT_ALIGN_TOP, UI_BUT_ALIGN_RIGHT, UI_BUT_ALIGN_DOWN}
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| 
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| /* Given one side, compute the three other ones */
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| #define SIDE1(_s) (((_s) + 1) % TOTSIDES)
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| #define OPPOSITE(_s) (((_s) + 2) % TOTSIDES)
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| #define SIDE2(_s) (((_s) + 3) % TOTSIDES)
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| 
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| /* 0: LEFT/RIGHT sides; 1 = TOP/DOWN sides. */
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| #define IS_COLUMN(_s) ((_s) % 2)
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| 
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| /* Stitch flag from side value. */
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| #define STITCH(_s) (1 << (_s))
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| 
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| /* Max distance between to buttons for them to be 'mergeable'. */
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| #define MAX_DELTA 0.45f * max_ii(UI_UNIT_Y, UI_UNIT_X)
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| 
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| bool ui_but_can_align(const uiBut *but)
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| {
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| 	const bool btype_can_align = !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N,
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| 	                                   UI_BTYPE_TAB, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_SEPR_SPACER);
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| 	return (btype_can_align && (BLI_rctf_size_x(&but->rect) > 0.0f) && (BLI_rctf_size_y(&but->rect) > 0.0f));
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| }
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| 
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| int ui_but_align_opposite_to_area_align_get(const ARegion *ar)
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| {
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| 	switch (ar->alignment) {
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| 		case RGN_ALIGN_TOP:
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| 			return UI_BUT_ALIGN_DOWN;
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| 		case RGN_ALIGN_BOTTOM:
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| 			return UI_BUT_ALIGN_TOP;
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| 		case RGN_ALIGN_LEFT:
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| 			return UI_BUT_ALIGN_RIGHT;
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| 		case RGN_ALIGN_RIGHT:
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| 			return UI_BUT_ALIGN_LEFT;
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| 	}
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| 
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| 	return 0;
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| }
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| 
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| /**
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|  * This function checks a pair of buttons (assumed in a same align group), and if they are neighbors,
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|  * set needed data accordingly.
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|  *
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|  * \note It is designed to be called in total random order of buttons. Order-based optimizations are done by caller.
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|  */
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| static void block_align_proximity_compute(ButAlign *butal, ButAlign *butal_other)
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| {
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| 	/* That's the biggest gap between two borders to consider them 'alignable'. */
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| 	const float max_delta = MAX_DELTA;
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| 	float delta, delta_side_opp;
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| 	int side, side_opp;
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| 
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| 	const bool butal_can_align = ui_but_can_align(butal->but);
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| 	const bool butal_other_can_align = ui_but_can_align(butal_other->but);
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| 
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| 	const bool buts_share[2] = {
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| 	    /* Sharing same line? */
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| 	    !((*butal->borders[DOWN] >= *butal_other->borders[TOP]) ||
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| 	      (*butal->borders[TOP] <= *butal_other->borders[DOWN])),
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| 	    /* Sharing same column? */
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| 	    !((*butal->borders[LEFT] >= *butal_other->borders[RIGHT]) ||
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| 	      (*butal->borders[RIGHT] <= *butal_other->borders[LEFT])),
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| 	};
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| 
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| 	/* Early out in case buttons share no column or line, or if none can align... */
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| 	if (!(buts_share[0] || buts_share[1]) || !(butal_can_align || butal_other_can_align)) {
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| 		return;
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| 	}
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| 
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| 	for (side = 0; side < RIGHT; side++) {
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| 		/* We are only interested in buttons which share a same line
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| 		 * (LEFT/RIGHT sides) or column (TOP/DOWN sides). */
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| 		if (buts_share[IS_COLUMN(side)]) {
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| 			side_opp = OPPOSITE(side);
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| 
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| 			/* We check both opposite sides at once, because with very small buttons,
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| 			 * delta could be below max_delta for the wrong side
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| 			 * (that is, in horizontal case, the total width of two buttons can be below max_delta).
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| 			 * We rely on exact zero value here as an 'already processed' flag,
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| 			 * so ensure we never actually set a zero value at this stage.
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| 			 * FLT_MIN is zero-enough for UI position computing. ;) */
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| 			delta = max_ff(fabsf(*butal->borders[side] - *butal_other->borders[side_opp]), FLT_MIN);
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| 			delta_side_opp = max_ff(fabsf(*butal->borders[side_opp] - *butal_other->borders[side]), FLT_MIN);
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| 			if (delta_side_opp < delta) {
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| 				SWAP(int, side, side_opp);
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| 				delta = delta_side_opp;
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| 			}
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| 
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| 			if (delta < max_delta) {
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| 				/* We are only interested in neighbors that are
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| 				 * at least as close as already found ones. */
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| 				if (delta <= butal->dists[side]) {
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| 					{
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| 						/* We found an as close or closer neighbor.
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| 						 * If both buttons are alignable, we set them as each other neighbors.
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| 						 * Else, we have an unalignable one, we need to reset the others matching
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| 						 * neighbor to NULL if its 'proximity distance'
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| 						 * is really lower with current one.
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| 						 *
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| 						 * NOTE: We cannot only execute that piece of code in case we found a
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| 						 *       **closer** neighbor, due to the limited way we represent neighbors
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| 						 *       (buttons only know **one** neighbor on each side, when they can
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| 						 *       actually have several ones), it would prevent some buttons to be
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| 						 *       properly 'neighborly-initialized'. */
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| 						if (butal_can_align && butal_other_can_align) {
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| 							butal->neighbors[side] = butal_other;
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| 							butal_other->neighbors[side_opp] = butal;
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| 						}
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| 						else if (butal_can_align && (delta < butal->dists[side])) {
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| 							butal->neighbors[side] = NULL;
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| 						}
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| 						else if (butal_other_can_align && (delta < butal_other->dists[side_opp])) {
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| 							butal_other->neighbors[side_opp] = NULL;
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| 						}
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| 						butal->dists[side] = butal_other->dists[side_opp] = delta;
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| 					}
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| 
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| 					if (butal_can_align && butal_other_can_align) {
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| 						const int side_s1 = SIDE1(side);
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| 						const int side_s2 = SIDE2(side);
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| 
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| 						const int stitch = STITCH(side);
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| 						const int stitch_opp = STITCH(side_opp);
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| 
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| 						if (butal->neighbors[side] == NULL) {
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| 							butal->neighbors[side] = butal_other;
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| 						}
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| 						if (butal_other->neighbors[side_opp] == NULL) {
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| 							butal_other->neighbors[side_opp] = butal;
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| 						}
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| 
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| 						/* We have a pair of neighbors, we have to check whether we
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| 						 *   can stitch their matching corners.
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| 						 *   E.g. if butal_other is on the left of butal (that is, side == LEFT),
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| 						 *        if both TOP (side_s1) coordinates of buttons are close enough,
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| 						 *        we can stitch their upper matching corners,
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| 						 *        and same for DOWN (side_s2) side. */
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| 						delta = fabsf(*butal->borders[side_s1] - *butal_other->borders[side_s1]);
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| 						if (delta < max_delta) {
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| 							butal->flags[side_s1] |= stitch;
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| 							butal_other->flags[side_s1] |= stitch_opp;
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| 						}
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| 						delta = fabsf(*butal->borders[side_s2] - *butal_other->borders[side_s2]);
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| 						if (delta < max_delta) {
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| 							butal->flags[side_s2] |= stitch;
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| 							butal_other->flags[side_s2] |= stitch_opp;
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| 						}
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| 					}
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| 				}
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| 				/* We assume two buttons can only share one side at most - for until
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| 				 * we have sperical UI... */
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| 				return;
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| 			}
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| 		}
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| 	}
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| }
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| 
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| /**
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|  * This function takes care of case described in this schema:
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|  *
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|  * <pre>
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|  * +-----------+-----------+
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|  * |   BUT 1   |   BUT 2   |
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|  * |-----------------------+
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|  * |   BUT 3   |
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|  * +-----------+
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|  * </pre>
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|  *
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|  * Here, BUT 3 RIGHT side would not get 'dragged' to align with BUT 1 RIGHT side, since BUT 3 has not RIGHT neighbor.
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|  * So, this function, when called with BUT 1, will 'walk' the whole column in \a side_s1 direction (TOP or DOWN when
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|  * called for RIGHT side), and force buttons like BUT 3 to align as needed, if BUT 1 and BUT 3 were detected as needing
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|  * top-right corner stitching in \a block_align_proximity_compute() step.
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|  *
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|  * \note To avoid doing this twice, some stitching flags are cleared to break the 'stitching connection'
 | |
|  *       between neighbors.
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|  */
 | |
| static void block_align_stitch_neighbors(
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|         ButAlign *butal,
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|         const int side, const int side_opp, const int side_s1, const int side_s2,
 | |
|         const int align, const int align_opp, const float co)
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| {
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| 	ButAlign *butal_neighbor;
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| 
 | |
| 	const int stitch_s1 = STITCH(side_s1);
 | |
| 	const int stitch_s2 = STITCH(side_s2);
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| 
 | |
| 	/* We have to check stitching flags on both sides of the stitching, since we only clear one of them flags to break
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| 	 * any future loop on same 'columns/side' case.
 | |
| 	 * Also, if butal is spanning over several rows or columns of neighbors, it may have both of its stitching flags
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| 	 * set, but would not be the case of its immediate neighbor! */
 | |
| 	while ((butal->flags[side] & stitch_s1) &&
 | |
| 	       (butal = butal->neighbors[side_s1]) &&
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| 	       (butal->flags[side] & stitch_s2))
 | |
| 	{
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| 		butal_neighbor = butal->neighbors[side];
 | |
| 
 | |
| 		/* If we actually do have a neighbor, we directly set its values accordingly, and clear its matching 'dist'
 | |
| 		 * to prevent it being set again later... */
 | |
| 		if (butal_neighbor) {
 | |
| 			butal->but->drawflag |= align;
 | |
| 			butal_neighbor->but->drawflag |= align_opp;
 | |
| 			*butal_neighbor->borders[side_opp] = co;
 | |
| 			butal_neighbor->dists[side_opp] = 0.0f;
 | |
| 		}
 | |
| 		/* See definition of UI_BUT_ALIGN_STITCH_LEFT/TOP for reason of this... */
 | |
| 		else if (side == LEFT) {
 | |
| 			butal->but->drawflag |= UI_BUT_ALIGN_STITCH_LEFT;
 | |
| 		}
 | |
| 		else if (side == TOP) {
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| 			butal->but->drawflag |= UI_BUT_ALIGN_STITCH_TOP;
 | |
| 		}
 | |
| 		*butal->borders[side] = co;
 | |
| 		butal->dists[side] = 0.0f;
 | |
| 		/* Clearing one of the 'flags pair' here is enough to prevent this loop running on
 | |
| 		 * the same column, side and direction again. */
 | |
| 		butal->flags[side] &= ~stitch_s2;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Helper to sort ButAlign items by:
 | |
|  *   - Their align group.
 | |
|  *   - Their vertical position.
 | |
|  *   - Their horizontal position.
 | |
|  */
 | |
| static int ui_block_align_butal_cmp(const void *a, const void *b)
 | |
| {
 | |
| 	const ButAlign *butal = a;
 | |
| 	const ButAlign *butal_other = b;
 | |
| 
 | |
| 	/* Sort by align group. */
 | |
| 	if (butal->but->alignnr != butal_other->but->alignnr) {
 | |
| 		return butal->but->alignnr - butal_other->but->alignnr;
 | |
| 	}
 | |
| 
 | |
| 	/* Sort vertically.
 | |
| 	 * Note that Y of buttons is decreasing (first buttons have higher Y value than later ones). */
 | |
| 	if (*butal->borders[TOP] != *butal_other->borders[TOP]) {
 | |
| 		return (*butal_other->borders[TOP] > *butal->borders[TOP]) ? 1 : -1;
 | |
| 	}
 | |
| 
 | |
| 	/* Sort horizontally. */
 | |
| 	if (*butal->borders[LEFT] != *butal_other->borders[LEFT]) {
 | |
| 		return (*butal->borders[LEFT] > *butal_other->borders[LEFT]) ? 1 : -1;
 | |
| 	}
 | |
| 
 | |
| 	/* XXX We cannot actually assert here, since in some very compressed space cases,
 | |
| 	 *     stupid UI code produces widgets which have the same TOP and LEFT positions...
 | |
| 	 *     We do not care really,
 | |
| 	 *     because this happens when UI is way too small to be usable anyway. */
 | |
| 	/* BLI_assert(0); */
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| static void ui_block_align_but_to_region(uiBut *but, const ARegion *region)
 | |
| {
 | |
| 	rctf *rect = &but->rect;
 | |
| 	const float but_width = BLI_rctf_size_x(rect);
 | |
| 	const float but_height = BLI_rctf_size_y(rect);
 | |
| 	const float outline_px = U.pixelsize; /* This may have to be made more variable. */
 | |
| 
 | |
| 	switch (but->drawflag & UI_BUT_ALIGN) {
 | |
| 		case UI_BUT_ALIGN_TOP:
 | |
| 			rect->ymax = region->winy + outline_px;
 | |
| 			rect->ymin = but->rect.ymax - but_height;
 | |
| 			break;
 | |
| 		case UI_BUT_ALIGN_DOWN:
 | |
| 			rect->ymin = -outline_px;
 | |
| 			rect->ymax = rect->ymin + but_height;
 | |
| 			break;
 | |
| 		case UI_BUT_ALIGN_LEFT:
 | |
| 			rect->xmin = -outline_px;
 | |
| 			rect->xmax = rect->xmin + but_width;
 | |
| 			break;
 | |
| 		case UI_BUT_ALIGN_RIGHT:
 | |
| 			rect->xmax = region->winx + outline_px;
 | |
| 			rect->xmin = rect->xmax - but_width;
 | |
| 			break;
 | |
| 		default:
 | |
| 			BLI_assert(0);
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Compute the alignment of all 'align groups' of buttons in given block.
 | |
|  *
 | |
|  * This is using an order-independent algorithm, i.e. alignment of buttons should be OK regardless of order in which
 | |
|  * they are added to the block.
 | |
|  */
 | |
| void ui_block_align_calc(uiBlock *block, const ARegion *region)
 | |
| {
 | |
| 	uiBut *but;
 | |
| 	int num_buttons = 0;
 | |
| 
 | |
| 	const int sides_to_ui_but_align_flags[4] = SIDE_TO_UI_BUT_ALIGN;
 | |
| 
 | |
| 	ButAlign *butal_array;
 | |
| 	ButAlign *butal, *butal_other;
 | |
| 	int side;
 | |
| 	int i, j;
 | |
| 
 | |
| 	/* First loop: we count number of buttons belonging to an align group, and clear their align flag.
 | |
| 	 * Tabs get some special treatment here, they get aligned to region border. */
 | |
| 	for (but = block->buttons.first; but; but = but->next) {
 | |
| 		/* special case: tabs need to be aligned to a region border, drawflag tells which one */
 | |
| 		if (but->type == UI_BTYPE_TAB) {
 | |
| 			ui_block_align_but_to_region(but, region);
 | |
| 		}
 | |
| 		else {
 | |
| 			/* Clear old align flags. */
 | |
| 			but->drawflag &= ~UI_BUT_ALIGN_ALL;
 | |
| 		}
 | |
| 
 | |
| 		if (but->alignnr != 0) {
 | |
| 			num_buttons++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (num_buttons < 2) {
 | |
| 		/* No need to go further if we have nothing to align... */
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	butal_array = alloca(sizeof(*butal_array) * (size_t)num_buttons);
 | |
| 	memset(butal_array, 0, sizeof(*butal_array) * (size_t)num_buttons);
 | |
| 
 | |
| 	/* Second loop: we initialize our ButAlign data for each button. */
 | |
| 	for (but = block->buttons.first, butal = butal_array; but; but = but->next) {
 | |
| 		if (but->alignnr != 0) {
 | |
| 			butal->but = but;
 | |
| 			butal->borders[LEFT] = &but->rect.xmin;
 | |
| 			butal->borders[RIGHT] = &but->rect.xmax;
 | |
| 			butal->borders[DOWN] = &but->rect.ymin;
 | |
| 			butal->borders[TOP] = &but->rect.ymax;
 | |
| 			copy_v4_fl(butal->dists, FLT_MAX);
 | |
| 			butal++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* This will give us ButAlign items regrouped by align group, vertical and horizontal location.
 | |
| 	 * Note that, given how buttons are defined in UI code,
 | |
| 	 * butal_array shall already be "nearly sorted"... */
 | |
| 	qsort(butal_array, (size_t)num_buttons, sizeof(*butal_array), ui_block_align_butal_cmp);
 | |
| 
 | |
| 	/* Third loop: for each pair of buttons in the same align group,
 | |
| 	 * we compute their potential proximity. Note that each pair is checked only once, and that we
 | |
| 	 * break early in case we know all remaining pairs will always be too far away. */
 | |
| 	for (i = 0, butal = butal_array; i < num_buttons; i++, butal++) {
 | |
| 		const short alignnr = butal->but->alignnr;
 | |
| 
 | |
| 		for (j = i + 1, butal_other = &butal_array[i + 1]; j < num_buttons; j++, butal_other++) {
 | |
| 			const float max_delta = MAX_DELTA;
 | |
| 
 | |
| 			/* Since they are sorted, buttons after current butal can only be of same or higher
 | |
| 			 * group, and once they are not of same group, we know we can break this sub-loop and
 | |
| 			 * start checking with next butal. */
 | |
| 			if (butal_other->but->alignnr != alignnr) {
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 			/* Since they are sorted vertically first, buttons after current butal can only be at
 | |
| 			 * same or lower height, and once they are lower than a given threshold, we know we can
 | |
| 			 * break this sub-loop and start checking with next butal. */
 | |
| 			if ((*butal->borders[DOWN] - *butal_other->borders[TOP]) > max_delta) {
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 			block_align_proximity_compute(butal, butal_other);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Fourth loop: we have all our 'aligned' buttons as a 'map' in butal_array. We need to:
 | |
| 	 *     - update their relevant coordinates to stitch them.
 | |
| 	 *     - assign them valid flags.
 | |
| 	 */
 | |
| 	for (i = 0; i < num_buttons; i++) {
 | |
| 		butal = &butal_array[i];
 | |
| 
 | |
| 		for (side = 0; side < TOTSIDES; side++) {
 | |
| 			butal_other = butal->neighbors[side];
 | |
| 
 | |
| 			if (butal_other) {
 | |
| 				const int side_opp = OPPOSITE(side);
 | |
| 				const int side_s1 = SIDE1(side);
 | |
| 				const int side_s2 = SIDE2(side);
 | |
| 
 | |
| 				const int align = sides_to_ui_but_align_flags[side];
 | |
| 				const int align_opp = sides_to_ui_but_align_flags[side_opp];
 | |
| 
 | |
| 				float co;
 | |
| 
 | |
| 				butal->but->drawflag |= align;
 | |
| 				butal_other->but->drawflag |= align_opp;
 | |
| 				if (butal->dists[side]) {
 | |
| 					float *delta = &butal->dists[side];
 | |
| 
 | |
| 					if (*butal->borders[side] < *butal_other->borders[side_opp]) {
 | |
| 						*delta *= 0.5f;
 | |
| 					}
 | |
| 					else {
 | |
| 						*delta *= -0.5f;
 | |
| 					}
 | |
| 					co = (*butal->borders[side] += *delta);
 | |
| 
 | |
| 					if (butal_other->dists[side_opp]) {
 | |
| 						BLI_assert(butal_other->dists[side_opp] * 0.5f == fabsf(*delta));
 | |
| 						*butal_other->borders[side_opp] = co;
 | |
| 						butal_other->dists[side_opp] = 0.0f;
 | |
| 					}
 | |
| 					*delta = 0.0f;
 | |
| 				}
 | |
| 				else {
 | |
| 					co = *butal->borders[side];
 | |
| 				}
 | |
| 
 | |
| 				block_align_stitch_neighbors(butal, side, side_opp, side_s1, side_s2, align, align_opp, co);
 | |
| 				block_align_stitch_neighbors(butal, side, side_opp, side_s2, side_s1, align, align_opp, co);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| #undef SIDE_TO_UI_BUT_ALIGN
 | |
| #undef SIDE1
 | |
| #undef OPPOSITE
 | |
| #undef SIDE2
 | |
| #undef IS_COLUMN
 | |
| #undef STITCH
 | |
| #undef MAX_DELTA
 | |
| 
 | |
| #else
 | |
| 
 | |
| bool ui_but_can_align(uiBut *but)
 | |
| {
 | |
| 	return !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N,
 | |
| 	             UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_SEPR_SPACER);
 | |
| }
 | |
| 
 | |
| static bool buts_are_horiz(uiBut *but1, uiBut *but2)
 | |
| {
 | |
| 	float dx, dy;
 | |
| 
 | |
| 	/* simple case which can fail if buttons shift apart
 | |
| 	 * with proportional layouts, see: [#38602] */
 | |
| 	if ((but1->rect.ymin == but2->rect.ymin) &&
 | |
| 	    (but1->rect.xmin != but2->rect.xmin))
 | |
| 	{
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	dx = fabsf(but1->rect.xmax - but2->rect.xmin);
 | |
| 	dy = fabsf(but1->rect.ymin - but2->rect.ymax);
 | |
| 
 | |
| 	return (dx <= dy);
 | |
| }
 | |
| 
 | |
| static void ui_block_align_calc_but(uiBut *first, short nr)
 | |
| {
 | |
| 	uiBut *prev, *but = NULL, *next;
 | |
| 	int flag = 0, cols = 0, rows = 0;
 | |
| 
 | |
| 	/* auto align */
 | |
| 
 | |
| 	for (but = first; but && but->alignnr == nr; but = but->next) {
 | |
| 		if (but->next && but->next->alignnr == nr) {
 | |
| 			if (buts_are_horiz(but, but->next)) cols++;
 | |
| 			else rows++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* rows == 0: 1 row, cols == 0: 1 column */
 | |
| 
 | |
| 	/* note;  how it uses 'flag' in loop below (either set it, or OR it) is confusing */
 | |
| 	for (but = first, prev = NULL; but && but->alignnr == nr; prev = but, but = but->next) {
 | |
| 		next = but->next;
 | |
| 		if (next && next->alignnr != nr)
 | |
| 			next = NULL;
 | |
| 
 | |
| 		/* clear old flag */
 | |
| 		but->drawflag &= ~UI_BUT_ALIGN;
 | |
| 
 | |
| 		if (flag == 0) {  /* first case */
 | |
| 			if (next) {
 | |
| 				if (buts_are_horiz(but, next)) {
 | |
| 					if (rows == 0)
 | |
| 						flag = UI_BUT_ALIGN_RIGHT;
 | |
| 					else
 | |
| 						flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_RIGHT;
 | |
| 				}
 | |
| 				else {
 | |
| 					flag = UI_BUT_ALIGN_DOWN;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else if (next == NULL) {  /* last case */
 | |
| 			if (prev) {
 | |
| 				if (buts_are_horiz(prev, but)) {
 | |
| 					if (rows == 0)
 | |
| 						flag = UI_BUT_ALIGN_LEFT;
 | |
| 					else
 | |
| 						flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_LEFT;
 | |
| 				}
 | |
| 				else {
 | |
| 					flag = UI_BUT_ALIGN_TOP;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else if (buts_are_horiz(but, next)) {
 | |
| 			/* check if this is already second row */
 | |
| 			if (prev && buts_are_horiz(prev, but) == 0) {
 | |
| 				flag &= ~UI_BUT_ALIGN_LEFT;
 | |
| 				flag |= UI_BUT_ALIGN_TOP;
 | |
| 				/* exception case: bottom row */
 | |
| 				if (rows > 0) {
 | |
| 					uiBut *bt = but;
 | |
| 					while (bt && bt->alignnr == nr) {
 | |
| 						if (bt->next && bt->next->alignnr == nr && buts_are_horiz(bt, bt->next) == 0) {
 | |
| 							break;
 | |
| 						}
 | |
| 						bt = bt->next;
 | |
| 					}
 | |
| 					if (bt == NULL || bt->alignnr != nr) flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_RIGHT;
 | |
| 				}
 | |
| 			}
 | |
| 			else {
 | |
| 				flag |= UI_BUT_ALIGN_LEFT;
 | |
| 			}
 | |
| 		}
 | |
| 		else {
 | |
| 			if (cols == 0) {
 | |
| 				flag |= UI_BUT_ALIGN_TOP;
 | |
| 			}
 | |
| 			else {  /* next button switches to new row */
 | |
| 
 | |
| 				if (prev && buts_are_horiz(prev, but))
 | |
| 					flag |= UI_BUT_ALIGN_LEFT;
 | |
| 				else {
 | |
| 					flag &= ~UI_BUT_ALIGN_LEFT;
 | |
| 					flag |= UI_BUT_ALIGN_TOP;
 | |
| 				}
 | |
| 
 | |
| 				if ((flag & UI_BUT_ALIGN_TOP) == 0) {  /* still top row */
 | |
| 					if (prev) {
 | |
| 						if (next && buts_are_horiz(but, next))
 | |
| 							flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT | UI_BUT_ALIGN_RIGHT;
 | |
| 						else {
 | |
| 							/* last button in top row */
 | |
| 							flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT;
 | |
| 						}
 | |
| 					}
 | |
| 					else
 | |
| 						flag |= UI_BUT_ALIGN_DOWN;
 | |
| 				}
 | |
| 				else
 | |
| 					flag |= UI_BUT_ALIGN_TOP;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		but->drawflag |= flag;
 | |
| 
 | |
| 		/* merge coordinates */
 | |
| 		if (prev) {
 | |
| 			/* simple cases */
 | |
| 			if (rows == 0) {
 | |
| 				but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
 | |
| 				prev->rect.xmax = but->rect.xmin;
 | |
| 			}
 | |
| 			else if (cols == 0) {
 | |
| 				but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
 | |
| 				prev->rect.ymin = but->rect.ymax;
 | |
| 			}
 | |
| 			else {
 | |
| 				if (buts_are_horiz(prev, but)) {
 | |
| 					but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
 | |
| 					prev->rect.xmax = but->rect.xmin;
 | |
| 					/* copy height too */
 | |
| 					but->rect.ymax = prev->rect.ymax;
 | |
| 				}
 | |
| 				else if (prev->prev && buts_are_horiz(prev->prev, prev) == 0) {
 | |
| 					/* the previous button is a single one in its row */
 | |
| 					but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
 | |
| 					prev->rect.ymin = but->rect.ymax;
 | |
| 
 | |
| 					but->rect.xmin = prev->rect.xmin;
 | |
| 					if (next && buts_are_horiz(but, next) == 0)
 | |
| 						but->rect.xmax = prev->rect.xmax;
 | |
| 				}
 | |
| 				else {
 | |
| 					/* the previous button is not a single one in its row */
 | |
| 					but->rect.ymax = prev->rect.ymin;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void ui_block_align_calc(uiBlock *block)
 | |
| {
 | |
| 	uiBut *but;
 | |
| 	short nr;
 | |
| 
 | |
| 	/* align buttons with same align nr */
 | |
| 	for (but = block->buttons.first; but; ) {
 | |
| 		if (but->alignnr) {
 | |
| 			nr = but->alignnr;
 | |
| 			ui_block_align_calc_but(but, nr);
 | |
| 
 | |
| 			/* skip with same number */
 | |
| 			for (; but && but->alignnr == nr; but = but->next) {
 | |
| 				/* pass */
 | |
| 			}
 | |
| 
 | |
| 			if (!but) {
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		else {
 | |
| 			but = but->next;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| #endif
 |