384 lines
11 KiB
C
384 lines
11 KiB
C
/*
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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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/** \file
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* \ingroup edscr
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* \brief Functions for screen vertices and edges
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*
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* Screen geometry refers to the vertices (ScrVert) and edges (ScrEdge) through
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* which the flexible screen-layout system of Blender is established.
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*/
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BKE_screen.h"
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#include "DNA_screen_types.h"
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#include "DNA_windowmanager_types.h"
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#include "ED_screen.h"
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#include "MEM_guardedalloc.h"
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#include "WM_api.h"
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#include "screen_intern.h"
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int screen_geom_area_height(const ScrArea *area)
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{
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return area->v2->vec.y - area->v1->vec.y + 1;
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}
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int screen_geom_area_width(const ScrArea *area)
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{
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return area->v4->vec.x - area->v1->vec.x + 1;
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}
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ScrVert *screen_geom_vertex_add_ex(ScrAreaMap *area_map, short x, short y)
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{
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ScrVert *sv = MEM_callocN(sizeof(ScrVert), "addscrvert");
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sv->vec.x = x;
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sv->vec.y = y;
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BLI_addtail(&area_map->vertbase, sv);
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return sv;
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}
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ScrVert *screen_geom_vertex_add(bScreen *sc, short x, short y)
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{
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return screen_geom_vertex_add_ex(AREAMAP_FROM_SCREEN(sc), x, y);
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}
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ScrEdge *screen_geom_edge_add_ex(ScrAreaMap *area_map, ScrVert *v1, ScrVert *v2)
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{
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ScrEdge *se = MEM_callocN(sizeof(ScrEdge), "addscredge");
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BKE_screen_sort_scrvert(&v1, &v2);
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se->v1 = v1;
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se->v2 = v2;
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BLI_addtail(&area_map->edgebase, se);
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return se;
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}
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ScrEdge *screen_geom_edge_add(bScreen *sc, ScrVert *v1, ScrVert *v2)
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{
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return screen_geom_edge_add_ex(AREAMAP_FROM_SCREEN(sc), v1, v2);
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}
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bool screen_geom_edge_is_horizontal(ScrEdge *se)
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{
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return (se->v1->vec.y == se->v2->vec.y);
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}
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/**
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* \param bounds_rect: Either window or screen bounds.
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* Used to exclude edges along window/screen edges.
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*/
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ScrEdge *screen_geom_area_map_find_active_scredge(const ScrAreaMap *area_map,
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const rcti *bounds_rect,
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const int mx,
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const int my)
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{
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int safety = U.widget_unit / 10;
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CLAMP_MIN(safety, 2);
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for (ScrEdge *se = area_map->edgebase.first; se; se = se->next) {
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if (screen_geom_edge_is_horizontal(se)) {
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if ((se->v1->vec.y > bounds_rect->ymin) && (se->v1->vec.y < (bounds_rect->ymax - 1))) {
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short min, max;
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min = MIN2(se->v1->vec.x, se->v2->vec.x);
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max = MAX2(se->v1->vec.x, se->v2->vec.x);
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if (abs(my - se->v1->vec.y) <= safety && mx >= min && mx <= max) {
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return se;
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}
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}
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}
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else {
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if ((se->v1->vec.x > bounds_rect->xmin) && (se->v1->vec.x < (bounds_rect->xmax - 1))) {
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short min, max;
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min = MIN2(se->v1->vec.y, se->v2->vec.y);
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max = MAX2(se->v1->vec.y, se->v2->vec.y);
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if (abs(mx - se->v1->vec.x) <= safety && my >= min && my <= max) {
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return se;
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}
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}
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}
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}
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return NULL;
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}
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/* need win size to make sure not to include edges along screen edge */
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ScrEdge *screen_geom_find_active_scredge(const wmWindow *win,
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const bScreen *screen,
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const int mx,
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const int my)
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{
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/* Use layout size (screen excluding global areas) for screen-layout area edges */
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rcti screen_rect;
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ScrEdge *se;
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WM_window_screen_rect_calc(win, &screen_rect);
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se = screen_geom_area_map_find_active_scredge(AREAMAP_FROM_SCREEN(screen), &screen_rect, mx, my);
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if (!se) {
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/* Use entire window size (screen including global areas) for global area edges */
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rcti win_rect;
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WM_window_rect_calc(win, &win_rect);
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se = screen_geom_area_map_find_active_scredge(&win->global_areas, &win_rect, mx, my);
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}
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return se;
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}
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/**
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* \brief Main screen-layout calculation function.
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*
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* * Scale areas nicely on window size and DPI changes.
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* * Ensure areas have a minimum height.
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* * Correctly set global areas to their fixed height.
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*/
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void screen_geom_vertices_scale(const wmWindow *win, bScreen *sc)
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{
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rcti window_rect, screen_rect;
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WM_window_rect_calc(win, &window_rect);
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WM_window_screen_rect_calc(win, &screen_rect);
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const int headery_init = ED_area_headersize();
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const int screen_size_x = BLI_rcti_size_x(&screen_rect);
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const int screen_size_y = BLI_rcti_size_y(&screen_rect);
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ScrVert *sv = NULL;
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ScrArea *sa;
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int screen_size_x_prev, screen_size_y_prev;
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float min[2], max[2];
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/* calculate size */
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min[0] = min[1] = 20000.0f;
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max[0] = max[1] = 0.0f;
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for (sv = sc->vertbase.first; sv; sv = sv->next) {
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const float fv[2] = {(float)sv->vec.x, (float)sv->vec.y};
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minmax_v2v2_v2(min, max, fv);
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}
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screen_size_x_prev = (max[0] - min[0]) + 1;
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screen_size_y_prev = (max[1] - min[1]) + 1;
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if (screen_size_x_prev != screen_size_x || screen_size_y_prev != screen_size_y) {
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const float facx = ((float)screen_size_x - 1) / ((float)screen_size_x_prev - 1);
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const float facy = ((float)screen_size_y - 1) / ((float)screen_size_y_prev - 1);
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/* make sure it fits! */
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for (sv = sc->vertbase.first; sv; sv = sv->next) {
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sv->vec.x = screen_rect.xmin + round_fl_to_short((sv->vec.x - min[0]) * facx);
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CLAMP(sv->vec.x, screen_rect.xmin, screen_rect.xmax - 1);
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sv->vec.y = screen_rect.ymin + round_fl_to_short((sv->vec.y - min[1]) * facy);
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CLAMP(sv->vec.y, screen_rect.ymin, screen_rect.ymax - 1);
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}
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}
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/* test for collapsed areas. This could happen in some blender version... */
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/* ton: removed option now, it needs Context... */
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/* make each window at least ED_area_headersize() high */
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for (sa = sc->areabase.first; sa; sa = sa->next) {
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int headery = headery_init;
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/* adjust headery if verts are along the edge of window */
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if (sa->v1->vec.y > window_rect.ymin) {
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headery += U.pixelsize;
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}
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if (sa->v2->vec.y < (window_rect.ymax - 1)) {
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headery += U.pixelsize;
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}
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if (screen_geom_area_height(sa) < headery) {
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/* lower edge */
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ScrEdge *se = BKE_screen_find_edge(sc, sa->v4, sa->v1);
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if (se && sa->v1 != sa->v2) {
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const int yval = sa->v2->vec.y - headery + 1;
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screen_geom_select_connected_edge(win, se);
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/* all selected vertices get the right offset */
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for (sv = sc->vertbase.first; sv; sv = sv->next) {
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/* if is a collapsed area */
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if (sv != sa->v2 && sv != sa->v3) {
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if (sv->flag) {
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sv->vec.y = yval;
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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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/* Global areas have a fixed size that only changes with the DPI.
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* Here we ensure that exactly this size is set. */
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for (ScrArea *area = win->global_areas.areabase.first; area; area = area->next) {
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if (area->global->flag & GLOBAL_AREA_IS_HIDDEN) {
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continue;
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}
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int height = ED_area_global_size_y(area) - 1;
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if (area->v1->vec.y > window_rect.ymin) {
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height += U.pixelsize;
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}
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if (area->v2->vec.y < (window_rect.ymax - 1)) {
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height += U.pixelsize;
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}
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/* width */
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area->v1->vec.x = area->v2->vec.x = window_rect.xmin;
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area->v3->vec.x = area->v4->vec.x = window_rect.xmax - 1;
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/* height */
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area->v1->vec.y = area->v4->vec.y = window_rect.ymin;
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area->v2->vec.y = area->v3->vec.y = window_rect.ymax - 1;
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switch (area->global->align) {
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case GLOBAL_AREA_ALIGN_TOP:
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area->v1->vec.y = area->v4->vec.y = area->v2->vec.y - height;
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break;
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case GLOBAL_AREA_ALIGN_BOTTOM:
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area->v2->vec.y = area->v3->vec.y = area->v1->vec.y + height;
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break;
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}
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}
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}
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/**
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* \return 0 if no split is possible, otherwise the screen-coordinate at which to split.
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*/
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short screen_geom_find_area_split_point(const ScrArea *sa,
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const rcti *window_rect,
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char dir,
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float fac)
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{
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short x, y;
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const int cur_area_width = screen_geom_area_width(sa);
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const int cur_area_height = screen_geom_area_height(sa);
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const short area_min_x = AREAMINX;
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const short area_min_y = ED_area_headersize();
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int area_min;
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// area big enough?
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if ((dir == 'v') && (cur_area_width <= 2 * area_min_x)) {
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return 0;
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}
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if ((dir == 'h') && (cur_area_height <= 2 * area_min_y)) {
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return 0;
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}
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// to be sure
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CLAMP(fac, 0.0f, 1.0f);
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if (dir == 'h') {
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y = sa->v1->vec.y + round_fl_to_short(fac * cur_area_height);
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area_min = area_min_y;
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if (sa->v1->vec.y > window_rect->ymin) {
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area_min += U.pixelsize;
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}
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if (sa->v2->vec.y < (window_rect->ymax - 1)) {
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area_min += U.pixelsize;
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}
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if (y - sa->v1->vec.y < area_min) {
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y = sa->v1->vec.y + area_min;
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}
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else if (sa->v2->vec.y - y < area_min) {
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y = sa->v2->vec.y - area_min;
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}
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return y;
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}
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else {
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x = sa->v1->vec.x + round_fl_to_short(fac * cur_area_width);
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area_min = area_min_x;
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if (sa->v1->vec.x > window_rect->xmin) {
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area_min += U.pixelsize;
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}
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if (sa->v4->vec.x < (window_rect->xmax - 1)) {
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area_min += U.pixelsize;
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}
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if (x - sa->v1->vec.x < area_min) {
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x = sa->v1->vec.x + area_min;
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}
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else if (sa->v4->vec.x - x < area_min) {
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x = sa->v4->vec.x - area_min;
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}
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return x;
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}
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}
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/**
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* Select all edges that are directly or indirectly connected to \a edge.
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*/
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void screen_geom_select_connected_edge(const wmWindow *win, ScrEdge *edge)
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{
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bScreen *sc = WM_window_get_active_screen(win);
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bool oneselected = true;
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char dir;
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/* select connected, only in the right direction */
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/* 'dir' is the direction of EDGE */
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if (edge->v1->vec.x == edge->v2->vec.x) {
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dir = 'v';
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}
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else {
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dir = 'h';
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}
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ED_screen_verts_iter(win, sc, sv)
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{
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sv->flag = 0;
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}
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edge->v1->flag = 1;
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edge->v2->flag = 1;
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while (oneselected) {
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oneselected = false;
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for (ScrEdge *se = sc->edgebase.first; se; se = se->next) {
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if (se->v1->flag + se->v2->flag == 1) {
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if (dir == 'h') {
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if (se->v1->vec.y == se->v2->vec.y) {
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se->v1->flag = se->v2->flag = 1;
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oneselected = true;
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}
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}
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if (dir == 'v') {
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if (se->v1->vec.x == se->v2->vec.x) {
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se->v1->flag = se->v2->flag = 1;
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oneselected = true;
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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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