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blender-archive/source/blender/editors/screen/screen_geometry.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup edscr
* \brief Functions for screen vertices and edges
*
* Screen geometry refers to the vertices (ScrVert) and edges (ScrEdge) through
* which the flexible screen-layout system of Blender is established.
*/
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BKE_screen.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "ED_screen.h"
#include "MEM_guardedalloc.h"
#include "WM_api.h"
#include "screen_intern.h"
int screen_geom_area_height(const ScrArea *area)
{
return area->v2->vec.y - area->v1->vec.y + 1;
}
int screen_geom_area_width(const ScrArea *area)
{
return area->v4->vec.x - area->v1->vec.x + 1;
}
ScrVert *screen_geom_vertex_add_ex(ScrAreaMap *area_map, short x, short y)
{
ScrVert *sv = MEM_callocN(sizeof(ScrVert), "addscrvert");
sv->vec.x = x;
sv->vec.y = y;
BLI_addtail(&area_map->vertbase, sv);
return sv;
}
ScrVert *screen_geom_vertex_add(bScreen *sc, short x, short y)
{
return screen_geom_vertex_add_ex(AREAMAP_FROM_SCREEN(sc), x, y);
}
ScrEdge *screen_geom_edge_add_ex(ScrAreaMap *area_map, ScrVert *v1, ScrVert *v2)
{
ScrEdge *se = MEM_callocN(sizeof(ScrEdge), "addscredge");
BKE_screen_sort_scrvert(&v1, &v2);
se->v1 = v1;
se->v2 = v2;
BLI_addtail(&area_map->edgebase, se);
return se;
}
ScrEdge *screen_geom_edge_add(bScreen *sc, ScrVert *v1, ScrVert *v2)
{
return screen_geom_edge_add_ex(AREAMAP_FROM_SCREEN(sc), v1, v2);
}
bool screen_geom_edge_is_horizontal(ScrEdge *se)
{
return (se->v1->vec.y == se->v2->vec.y);
}
/**
* \param bounds_rect: Either window or screen bounds.
* Used to exclude edges along window/screen edges.
*/
ScrEdge *screen_geom_area_map_find_active_scredge(const ScrAreaMap *area_map,
const rcti *bounds_rect,
const int mx,
const int my)
{
int safety = U.widget_unit / 10;
CLAMP_MIN(safety, 2);
for (ScrEdge *se = area_map->edgebase.first; se; se = se->next) {
if (screen_geom_edge_is_horizontal(se)) {
if ((se->v1->vec.y > bounds_rect->ymin) && (se->v1->vec.y < (bounds_rect->ymax - 1))) {
short min, max;
min = MIN2(se->v1->vec.x, se->v2->vec.x);
max = MAX2(se->v1->vec.x, se->v2->vec.x);
if (abs(my - se->v1->vec.y) <= safety && mx >= min && mx <= max) {
return se;
}
}
}
else {
if ((se->v1->vec.x > bounds_rect->xmin) && (se->v1->vec.x < (bounds_rect->xmax - 1))) {
short min, max;
min = MIN2(se->v1->vec.y, se->v2->vec.y);
max = MAX2(se->v1->vec.y, se->v2->vec.y);
if (abs(mx - se->v1->vec.x) <= safety && my >= min && my <= max) {
return se;
}
}
}
}
return NULL;
}
/* need win size to make sure not to include edges along screen edge */
ScrEdge *screen_geom_find_active_scredge(const wmWindow *win,
const bScreen *screen,
const int mx,
const int my)
{
/* Use layout size (screen excluding global areas) for screen-layout area edges */
rcti screen_rect;
ScrEdge *se;
WM_window_screen_rect_calc(win, &screen_rect);
se = screen_geom_area_map_find_active_scredge(AREAMAP_FROM_SCREEN(screen), &screen_rect, mx, my);
if (!se) {
/* Use entire window size (screen including global areas) for global area edges */
rcti win_rect;
WM_window_rect_calc(win, &win_rect);
se = screen_geom_area_map_find_active_scredge(&win->global_areas, &win_rect, mx, my);
}
return se;
}
/**
* \brief Main screen-layout calculation function.
*
* * Scale areas nicely on window size and DPI changes.
* * Ensure areas have a minimum height.
* * Correctly set global areas to their fixed height.
*/
void screen_geom_vertices_scale(const wmWindow *win, bScreen *sc)
{
rcti window_rect, screen_rect;
WM_window_rect_calc(win, &window_rect);
WM_window_screen_rect_calc(win, &screen_rect);
const int headery_init = ED_area_headersize();
const int screen_size_x = BLI_rcti_size_x(&screen_rect);
const int screen_size_y = BLI_rcti_size_y(&screen_rect);
ScrVert *sv = NULL;
ScrArea *sa;
int screen_size_x_prev, screen_size_y_prev;
float min[2], max[2];
/* calculate size */
min[0] = min[1] = 20000.0f;
max[0] = max[1] = 0.0f;
for (sv = sc->vertbase.first; sv; sv = sv->next) {
const float fv[2] = {(float)sv->vec.x, (float)sv->vec.y};
minmax_v2v2_v2(min, max, fv);
}
screen_size_x_prev = (max[0] - min[0]) + 1;
screen_size_y_prev = (max[1] - min[1]) + 1;
if (screen_size_x_prev != screen_size_x || screen_size_y_prev != screen_size_y) {
const float facx = ((float)screen_size_x - 1) / ((float)screen_size_x_prev - 1);
const float facy = ((float)screen_size_y - 1) / ((float)screen_size_y_prev - 1);
/* make sure it fits! */
for (sv = sc->vertbase.first; sv; sv = sv->next) {
sv->vec.x = screen_rect.xmin + round_fl_to_short((sv->vec.x - min[0]) * facx);
CLAMP(sv->vec.x, screen_rect.xmin, screen_rect.xmax - 1);
sv->vec.y = screen_rect.ymin + round_fl_to_short((sv->vec.y - min[1]) * facy);
CLAMP(sv->vec.y, screen_rect.ymin, screen_rect.ymax - 1);
}
}
/* test for collapsed areas. This could happen in some blender version... */
/* ton: removed option now, it needs Context... */
/* make each window at least ED_area_headersize() high */
for (sa = sc->areabase.first; sa; sa = sa->next) {
int headery = headery_init;
/* adjust headery if verts are along the edge of window */
if (sa->v1->vec.y > window_rect.ymin) {
headery += U.pixelsize;
}
if (sa->v2->vec.y < (window_rect.ymax - 1)) {
headery += U.pixelsize;
}
if (screen_geom_area_height(sa) < headery) {
/* lower edge */
ScrEdge *se = BKE_screen_find_edge(sc, sa->v4, sa->v1);
if (se && sa->v1 != sa->v2) {
const int yval = sa->v2->vec.y - headery + 1;
screen_geom_select_connected_edge(win, se);
/* all selected vertices get the right offset */
for (sv = sc->vertbase.first; sv; sv = sv->next) {
/* if is a collapsed area */
if (sv != sa->v2 && sv != sa->v3) {
if (sv->flag) {
sv->vec.y = yval;
}
}
}
}
}
}
/* Global areas have a fixed size that only changes with the DPI.
* Here we ensure that exactly this size is set. */
for (ScrArea *area = win->global_areas.areabase.first; area; area = area->next) {
if (area->global->flag & GLOBAL_AREA_IS_HIDDEN) {
continue;
}
int height = ED_area_global_size_y(area) - 1;
if (area->v1->vec.y > window_rect.ymin) {
height += U.pixelsize;
}
if (area->v2->vec.y < (window_rect.ymax - 1)) {
height += U.pixelsize;
}
/* width */
area->v1->vec.x = area->v2->vec.x = window_rect.xmin;
area->v3->vec.x = area->v4->vec.x = window_rect.xmax - 1;
/* height */
area->v1->vec.y = area->v4->vec.y = window_rect.ymin;
area->v2->vec.y = area->v3->vec.y = window_rect.ymax - 1;
switch (area->global->align) {
case GLOBAL_AREA_ALIGN_TOP:
area->v1->vec.y = area->v4->vec.y = area->v2->vec.y - height;
break;
case GLOBAL_AREA_ALIGN_BOTTOM:
area->v2->vec.y = area->v3->vec.y = area->v1->vec.y + height;
break;
}
}
}
/**
* \return 0 if no split is possible, otherwise the screen-coordinate at which to split.
*/
short screen_geom_find_area_split_point(const ScrArea *sa,
const rcti *window_rect,
char dir,
float fac)
{
short x, y;
const int cur_area_width = screen_geom_area_width(sa);
const int cur_area_height = screen_geom_area_height(sa);
const short area_min_x = AREAMINX;
const short area_min_y = ED_area_headersize();
int area_min;
// area big enough?
if ((dir == 'v') && (cur_area_width <= 2 * area_min_x)) {
return 0;
}
if ((dir == 'h') && (cur_area_height <= 2 * area_min_y)) {
return 0;
}
// to be sure
CLAMP(fac, 0.0f, 1.0f);
if (dir == 'h') {
y = sa->v1->vec.y + round_fl_to_short(fac * cur_area_height);
area_min = area_min_y;
if (sa->v1->vec.y > window_rect->ymin) {
area_min += U.pixelsize;
}
if (sa->v2->vec.y < (window_rect->ymax - 1)) {
area_min += U.pixelsize;
}
if (y - sa->v1->vec.y < area_min) {
y = sa->v1->vec.y + area_min;
}
else if (sa->v2->vec.y - y < area_min) {
y = sa->v2->vec.y - area_min;
}
return y;
}
else {
x = sa->v1->vec.x + round_fl_to_short(fac * cur_area_width);
area_min = area_min_x;
if (sa->v1->vec.x > window_rect->xmin) {
area_min += U.pixelsize;
}
if (sa->v4->vec.x < (window_rect->xmax - 1)) {
area_min += U.pixelsize;
}
if (x - sa->v1->vec.x < area_min) {
x = sa->v1->vec.x + area_min;
}
else if (sa->v4->vec.x - x < area_min) {
x = sa->v4->vec.x - area_min;
}
return x;
}
}
/**
* Select all edges that are directly or indirectly connected to \a edge.
*/
void screen_geom_select_connected_edge(const wmWindow *win, ScrEdge *edge)
{
bScreen *sc = WM_window_get_active_screen(win);
bool oneselected = true;
char dir;
/* select connected, only in the right direction */
/* 'dir' is the direction of EDGE */
if (edge->v1->vec.x == edge->v2->vec.x) {
dir = 'v';
}
else {
dir = 'h';
}
ED_screen_verts_iter(win, sc, sv)
{
sv->flag = 0;
}
edge->v1->flag = 1;
edge->v2->flag = 1;
while (oneselected) {
oneselected = false;
for (ScrEdge *se = sc->edgebase.first; se; se = se->next) {
if (se->v1->flag + se->v2->flag == 1) {
if (dir == 'h') {
if (se->v1->vec.y == se->v2->vec.y) {
se->v1->flag = se->v2->flag = 1;
oneselected = true;
}
}
if (dir == 'v') {
if (se->v1->vec.x == se->v2->vec.x) {
se->v1->flag = se->v2->flag = 1;
oneselected = true;
}
}
}
}
}
}