410 lines
11 KiB
C
410 lines
11 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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* 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 <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 "WM_api.h"
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#include "BIF_gl.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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/* *********************************************************************** */
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/* Setup and Refresh Code */
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/* Set view matrices to ortho for View2D drawing */
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void UI_view2d_ortho(const bContext *C, View2D *v2d)
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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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/* 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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// XXX scrollbars should become limited to one bottom lower edges of region like everyone else does!
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if(v2d->scroll) {
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/* vertical scrollbar */
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if (v2d->scroll & L_SCROLL) {
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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= SCROLLB;
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v2d->mask.xmin= SCROLLB;
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}
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else if(v2d->scroll & R_SCROLL) {
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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-SCROLLB;
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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 & B_SCROLL) || (v2d->scroll & B_SCROLLO)) {
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/* on bottom edge of region (B_SCROLLO is outliner, the ohter is for standard) */
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v2d->hor= v2d->mask;
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v2d->hor.ymax= SCROLLH;
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v2d->mask.ymin= SCROLLH;
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}
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else if(v2d->scroll & T_SCROLL) {
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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-SCROLLH;
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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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/* *********************************************************************** */
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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; /* */
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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 < 0.0f) {
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if (rem < 0.2f) rem= 0.2f;
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else if(rem < 0.5f) rem= 0.5f;
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else rem= 1.0f;
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*step= rem * pow(10.0, (double)(*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 = 1.0f;
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*step = 1.0f;
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}
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/* prevents printing 1.0 2.0 3.0 etc */
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if (rem == 1.0f) (*power)++;
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}
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else {
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if (rem < 2.0f) rem= 2.0f;
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else if(rem < 5.0f) rem= 5.0f;
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else rem= 10.0f;
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*step= rem * pow(10.0, (double)(*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 == 10.0f) (*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) --> (XXX needs review)
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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= 0;
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seconddiv= 0.01f * FPS;
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}
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else {
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secondgrid= 1;
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seconddiv= 1.0f;
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}
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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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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);
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if (clamp == V2D_GRID_CLAMP) {
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if (grid->dy < 1.0f) grid->dy= 1.0f;
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if (grid->powery < 1) grid->powery= 1;
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}
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grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
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if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
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grid->starty= (v2d->cur.ymin-fmod(v2d->cur.ymin, grid->dy));
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if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
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return grid;
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}
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/* Draw gridlines in the given 2d-region */
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void UI_view2d_draw_grid(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
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{
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float vec1[2], vec2[2];
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int a, step;
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/* vertical lines */
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if (flag & V2D_VERTICAL_LINES) {
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/* initialise initial settings */
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vec1[0]= vec2[0]= grid->startx;
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vec1[1]= grid->starty;
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vec2[1]= v2d->cur.ymax;
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/* minor gridlines */
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step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
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UI_ThemeColor(TH_GRID);
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for (a=0; a<step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[0]= vec1[0]+= grid->dx;
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}
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/* major gridlines */
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vec2[0]= vec1[0]-= 0.5f*grid->dx;
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UI_ThemeColorShade(TH_GRID, 16);
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step++;
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for (a=0; a<=step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[0]= vec1[0]-= grid->dx;
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}
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}
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/* horizontal lines */
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if (flag & V2D_HORIZONTAL_LINES) {
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/* only major gridlines */
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vec1[0]= grid->startx;
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vec1[1]= vec2[1]= grid->starty;
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vec2[0]= v2d->cur.xmax;
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step= (v2d->mask.ymax - v2d->mask.ymax + 1) / MINGRIDSTEP;
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UI_ThemeColor(TH_GRID);
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for (a=0; a<=step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[1]= vec1[1]+= grid->dy;
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}
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vec2[1]= vec1[1]-= 0.5f*grid->dy;
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step++;
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}
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/* Axes are drawn as darker lines */
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UI_ThemeColorShade(TH_GRID, -50);
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/* horizontal axis */
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if (flag & V2D_HORIZONTAL_AXIS) {
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vec1[0]= v2d->cur.xmin;
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vec2[0]= v2d->cur.xmax;
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vec1[1]= vec2[1]= 0.0f;
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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}
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/* vertical axis */
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if (flag & V2D_VERTICAL_AXIS) {
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vec1[1]= v2d->cur.ymin;
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vec2[1]= v2d->cur.ymax;
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vec1[0]= vec2[0]= 0.0f;
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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}
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}
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/* free temporary memory used for drawing grid */
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void UI_view2d_free_grid(View2DGrid *grid)
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{
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MEM_freeN(grid);
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}
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/* *********************************************************************** */
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/* Coordinate Conversions */
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/* Convert from screen/region space to 2d-View space
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*
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* - x,y = coordinates to convert
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* - viewx,viewy = resultant coordinates
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*/
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void UI_view2d_region_to_view(View2D *v2d, short x, short y, float *viewx, float *viewy)
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{
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float div, ofs;
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if (viewx) {
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div= v2d->mask.xmax - v2d->mask.xmin;
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ofs= v2d->mask.xmin;
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*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * (x - ofs) / div;
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}
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if (viewy) {
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div= v2d->mask.ymax - v2d->mask.ymin;
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ofs= v2d->mask.ymin;
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*viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * (y - ofs) / div;
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}
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}
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/* Convert from 2d-View space to screen/region space
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* - Coordinates are clamped to lie within bounds of region
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*
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* - x,y = coordinates to convert
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* - regionx,regiony = resultant coordinates
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*/
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void UI_view2d_view_to_region(View2D *v2d, float x, float y, short *regionx, short *regiony)
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{
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/* set initial value in case coordinate lies outside of bounds */
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if (regionx)
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*regionx= V2D_IS_CLIPPED;
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if (regiony)
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*regiony= V2D_IS_CLIPPED;
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/* express given coordinates as proportional values */
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x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
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y= (x - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
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/* check if values are within bounds */
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if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
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if (regionx)
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*regionx= v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin);
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if (regiony)
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*regiony= v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin);
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}
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}
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/* Convert from 2d-view space to screen/region space
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* - Coordinates are NOT clamped to lie within bounds of region
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*
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* - x,y = coordinates to convert
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* - regionx,regiony = resultant coordinates
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*/
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void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, short *regionx, short *regiony)
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{
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/* step 1: express given coordinates as proportional values */
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x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
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y= (x - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
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/* step 2: convert proportional distances to screen coordinates */
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x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
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y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
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/* although we don't clamp to lie within region bounds, we must avoid exceeding size of shorts */
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if (regionx) {
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if (x < -32760) *regionx= -32760;
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else if(x > 32760) *regionx= 32760;
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else *regionx= x;
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}
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if (regiony) {
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if (y < -32760) *regiony= -32760;
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else if(y > 32760) *regiony= 32760;
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else *regiony= y;
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}
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}
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/* *********************************************************************** */
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/* Utilities */
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/* Calculate the scale per-axis of the drawing-area
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* - Is used to inverse correct drawing of icons, etc. that need to follow view
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* but not be affected by scale
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*
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* - x,y = scale on each axis
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*/
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void UI_view2d_getscale(View2D *v2d, float *x, float *y)
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{
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if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
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if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
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}
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