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blender-archive/source/blender/editors/include/UI_view2d.h
Campbell Barton a207c1cdaf Cleanup: resolve parameter mis-matches in doc-strings
Renamed or removed parameters which no longer exist.
2021-12-14 18:35:23 +11:00

548 lines
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C++

/*
* 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.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
* Generic 2d view with should allow drawing grids,
* panning, zooming, scrolling, ..
*/
/** \file
* \ingroup editorui
*/
#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_rect.h"
#ifdef __cplusplus
extern "C" {
#endif
/* ------------------------------------------ */
/* Settings and Defines: */
/* ---- General Defines ---- */
/* generic value to use when coordinate lies out of view when converting */
#define V2D_IS_CLIPPED 12000
/* Common View2D view types
* NOTE: only define a type here if it completely sets all (+/- a few) of the relevant flags
* and settings for a View2D region, and that set of settings is used in more
* than one specific place
*/
enum eView2D_CommonViewTypes {
/* custom view type (region has defined all necessary flags already) */
V2D_COMMONVIEW_CUSTOM = -1,
/* standard (only use this when setting up a new view, as a sensible base for most settings) */
V2D_COMMONVIEW_STANDARD,
/* listview (i.e. Outliner) */
V2D_COMMONVIEW_LIST,
/* Stack-view (this is basically a list where new items are added at the top). */
V2D_COMMONVIEW_STACK,
/* headers (this is basically the same as listview, but no y-panning) */
V2D_COMMONVIEW_HEADER,
/* ui region containing panels */
V2D_COMMONVIEW_PANELS_UI,
};
/* ---- Defines for Scroller Arguments ----- */
/* ------ Defines for Scrollers ----- */
/** Scroll bar area. */
#define V2D_SCROLL_HEIGHT (0.45f * U.widget_unit)
#define V2D_SCROLL_WIDTH (0.45f * U.widget_unit)
/** Scroll bars with 'handles' used for scale (zoom). */
#define V2D_SCROLL_HANDLE_HEIGHT (0.6f * U.widget_unit)
#define V2D_SCROLL_HANDLE_WIDTH (0.6f * U.widget_unit)
/** Scroll bar with 'handles' hot-spot radius for cursor proximity. */
#define V2D_SCROLL_HANDLE_SIZE_HOTSPOT (0.6f * U.widget_unit)
/** Don't allow scroll thumb to show below this size (so it's never too small to click on). */
#define V2D_SCROLL_THUMB_SIZE_MIN (30.0 * UI_DPI_FAC)
/* ------ Define for UI_view2d_sync ----- */
/* means copy it from another v2d */
#define V2D_LOCK_SET 0
/* means copy it to the other v2ds */
#define V2D_LOCK_COPY 1
/* ------------------------------------------ */
/* Macros: */
/* test if mouse in a scrollbar (assume that scroller availability has been tested) */
#define IN_2D_VERT_SCROLL(v2d, co) (BLI_rcti_isect_pt_v(&v2d->vert, co))
#define IN_2D_HORIZ_SCROLL(v2d, co) (BLI_rcti_isect_pt_v(&v2d->hor, co))
#define IN_2D_VERT_SCROLL_RECT(v2d, rct) (BLI_rcti_isect(&v2d->vert, rct, NULL))
#define IN_2D_HORIZ_SCROLL_RECT(v2d, rct) (BLI_rcti_isect(&v2d->hor, rct, NULL))
/* ------------------------------------------ */
/* Type definitions: */
struct View2D;
struct View2DScrollers;
struct ARegion;
struct Scene;
struct ScrArea;
struct bContext;
struct bScreen;
struct rctf;
struct rcti;
struct wmEvent;
struct wmGizmoGroupType;
struct wmKeyConfig;
struct wmOperator;
struct wmOperatorType;
typedef struct View2DScrollers View2DScrollers;
/* ----------------------------------------- */
/* Prototypes: */
/**
* Refresh and validation (of view rects).
*
* Initialize all relevant View2D data (including view rects if first time)
* and/or refresh mask sizes after view resize.
*
* - For some of these presets, it is expected that the region will have defined some
* additional settings necessary for the customization of the 2D viewport to its requirements
* - This function should only be called from region init() callbacks, where it is expected that
* this is called before #UI_view2d_size_update(),
* as this one checks that the rects are properly initialized.
*/
void UI_view2d_region_reinit(struct View2D *v2d, short type, int winx, int winy);
void UI_view2d_curRect_validate(struct View2D *v2d);
/**
* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot).
* This does not take into account if zooming the view on an axis
* will improve the view (if allowed).
*/
void UI_view2d_curRect_reset(struct View2D *v2d);
bool UI_view2d_area_supports_sync(struct ScrArea *area);
/**
* Called by menus to activate it, or by view2d operators
* to make sure 'related' views stay in synchrony.
*/
void UI_view2d_sync(struct bScreen *screen, struct ScrArea *area, struct View2D *v2dcur, int flag);
/**
* Perform all required updates after `v2d->cur` as been modified.
* This includes like validation view validation (#UI_view2d_curRect_validate).
*
* Current intent is to use it from user code, such as view navigation and zoom operations.
*/
void UI_view2d_curRect_changed(const struct bContext *C, struct View2D *v2d);
void UI_view2d_totRect_set(struct View2D *v2d, int width, int height);
/**
* Change the size of the maximum viewable area (i.e. 'tot' rect).
*/
void UI_view2d_totRect_set_resize(struct View2D *v2d, int width, int height, bool resize);
void UI_view2d_mask_from_win(const struct View2D *v2d, struct rcti *r_mask);
void UI_view2d_zoom_cache_reset(void);
/* view matrix operations */
/**
* Set view matrices to use 'cur' rect as viewing frame for View2D drawing.
*/
void UI_view2d_view_ortho(const struct View2D *v2d);
/**
* Set view matrices to only use one axis of 'cur' only
*
* \param xaxis: if non-zero, only use cur x-axis,
* otherwise use cur-yaxis (mostly this will be used for x).
*/
void UI_view2d_view_orthoSpecial(struct ARegion *region, struct View2D *v2d, const bool xaxis);
/**
* Restore view matrices after drawing.
*/
void UI_view2d_view_restore(const struct bContext *C);
/* grid drawing */
/**
* Draw a multi-level grid in given 2d-region.
*/
void UI_view2d_multi_grid_draw(
const struct View2D *v2d, int colorid, float step, int level_size, int totlevels);
/**
* Draw a multi-level grid of dots, with a dynamic number of levels based on the fading.
*
* \param grid_color_id: The theme color used for the points. Faded dynamically based on zoom.
* \param min_step: The base size of the grid. At different zoom levels, the visible grid may have
* a larger step size.
* \param grid_levels: The maximum grid depth. Larger grid levels will subdivide the grid more.
*/
void UI_view2d_dot_grid_draw(const struct View2D *v2d,
int grid_color_id,
float min_step,
int grid_levels);
void UI_view2d_draw_lines_y__values(const struct View2D *v2d);
void UI_view2d_draw_lines_x__values(const struct View2D *v2d);
void UI_view2d_draw_lines_x__discrete_values(const struct View2D *v2d, bool display_minor_lines);
void UI_view2d_draw_lines_x__discrete_time(const struct View2D *v2d,
const struct Scene *scene,
bool display_minor_lines);
void UI_view2d_draw_lines_x__discrete_frames_or_seconds(const struct View2D *v2d,
const struct Scene *scene,
bool display_seconds,
bool display_minor_lines);
void UI_view2d_draw_lines_x__frames_or_seconds(const struct View2D *v2d,
const struct Scene *scene,
bool display_seconds);
float UI_view2d_grid_resolution_x__frames_or_seconds(const struct View2D *v2d,
const struct Scene *scene,
bool display_seconds);
float UI_view2d_grid_resolution_y__values(const struct View2D *v2d);
/**
* Scale indicator text drawing.
*/
void UI_view2d_draw_scale_y__values(const struct ARegion *region,
const struct View2D *v2d,
const struct rcti *rect,
int colorid);
void UI_view2d_draw_scale_y__block(const struct ARegion *region,
const struct View2D *v2d,
const struct rcti *rect,
int colorid);
void UI_view2d_draw_scale_x__discrete_frames_or_seconds(const struct ARegion *region,
const struct View2D *v2d,
const struct rcti *rect,
const struct Scene *scene,
bool display_seconds,
int colorid);
void UI_view2d_draw_scale_x__frames_or_seconds(const struct ARegion *region,
const struct View2D *v2d,
const struct rcti *rect,
const struct Scene *scene,
bool display_seconds,
int colorid);
/* Scroll-bar drawing. */
/**
* Calculate relevant scroller properties.
*/
void UI_view2d_scrollers_calc(struct View2D *v2d,
const struct rcti *mask_custom,
struct View2DScrollers *r_scrollers);
/**
* Draw scroll-bars in the given 2D-region.
*/
void UI_view2d_scrollers_draw(struct View2D *v2d, const struct rcti *mask_custom);
/* List view tools. */
/**
* Get the 'cell' (row, column) that the given 2D-view coordinates
* (i.e. in 'tot' rect space) lie in.
*
* \param columnwidth, rowheight: size of each 'cell'
* \param startx, starty: coordinates (in 'tot' rect space) that the list starts from.
* This should be (0,0) for most views. However, for those where the starting row was offsetted
* (like for Animation Editor channel lists, to make the first entry more visible), these will be
* the min-coordinates of the first item.
* \param viewx, viewy: 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
* \param r_column, r_row: The 'coordinates' of the relevant 'cell'.
*/
void UI_view2d_listview_view_to_cell(float columnwidth,
float rowheight,
float startx,
float starty,
float viewx,
float viewy,
int *r_column,
int *r_row);
/* Coordinate conversion. */
float UI_view2d_region_to_view_x(const struct View2D *v2d, float x);
float UI_view2d_region_to_view_y(const struct View2D *v2d, float y);
/**
* Convert from screen/region space to 2d-View space
*
* \param x, y: coordinates to convert
* \param r_view_x, r_view_y: resultant coordinates
*/
void UI_view2d_region_to_view(
const struct View2D *v2d, float x, float y, float *r_view_x, float *r_view_y) ATTR_NONNULL();
void UI_view2d_region_to_view_rctf(const struct View2D *v2d,
const struct rctf *rect_src,
struct rctf *rect_dst) ATTR_NONNULL();
float UI_view2d_view_to_region_x(const struct View2D *v2d, float x);
float UI_view2d_view_to_region_y(const struct View2D *v2d, float y);
/**
* Convert from 2d-View space to screen/region space
* \note Coordinates are clamped to lie within bounds of region
*
* \param x, y: Coordinates to convert.
* \param r_region_x, r_region_y: Resultant coordinates.
*/
bool UI_view2d_view_to_region_clip(
const struct View2D *v2d, float x, float y, int *r_region_x, int *r_region_y) ATTR_NONNULL();
/**
* Convert from 2d-view space to screen/region space
*
* \note Coordinates are NOT clamped to lie within bounds of region.
*
* \param x, y: Coordinates to convert.
* \param r_region_x, r_region_y: Resultant coordinates.
*/
void UI_view2d_view_to_region(
const struct View2D *v2d, float x, float y, int *r_region_x, int *r_region_y) ATTR_NONNULL();
void UI_view2d_view_to_region_fl(const struct View2D *v2d,
float x,
float y,
float *r_region_x,
float *r_region_y) ATTR_NONNULL();
void UI_view2d_view_to_region_m4(const struct View2D *v2d, float matrix[4][4]) ATTR_NONNULL();
void UI_view2d_view_to_region_rcti(const struct View2D *v2d,
const struct rctf *rect_src,
struct rcti *rect_dst) ATTR_NONNULL();
bool UI_view2d_view_to_region_rcti_clip(const struct View2D *v2d,
const struct rctf *rect_src,
struct rcti *rect_dst) ATTR_NONNULL();
/* Utilities. */
/**
* View2D data by default resides in region, so get from region stored in context.
*/
struct View2D *UI_view2d_fromcontext(const struct bContext *C);
/**
* Same as above, but it returns region-window. Utility for pull-downs or buttons.
*/
struct View2D *UI_view2d_fromcontext_rwin(const struct bContext *C);
/**
* Get scrollbar sizes of the current 2D view.
* The size will be zero if the view has its scrollbars disabled.
*/
void UI_view2d_scroller_size_get(const struct View2D *v2d, float *r_x, float *r_y);
/**
* Calculate the scale per-axis of the drawing-area
*
* Is used to inverse correct drawing of icons, etc. that need to follow view
* but not be affected by scale
*
* \param r_x, r_y: scale on each axis
*/
void UI_view2d_scale_get(const struct View2D *v2d, float *r_x, float *r_y);
float UI_view2d_scale_get_x(const struct View2D *v2d);
float UI_view2d_scale_get_y(const struct View2D *v2d);
/**
* Same as `UI_view2d_scale_get() - 1.0f / x, y`.
*/
void UI_view2d_scale_get_inverse(const struct View2D *v2d, float *r_x, float *r_y);
/**
* Simple functions for consistent center offset access.
* Used by node editor to shift view center for each individual node tree.
*/
void UI_view2d_center_get(const struct View2D *v2d, float *r_x, float *r_y);
void UI_view2d_center_set(struct View2D *v2d, float x, float y);
/**
* Simple pan function
* (0.0, 0.0) bottom left
* (0.5, 0.5) center
* (1.0, 1.0) top right.
*/
void UI_view2d_offset(struct View2D *v2d, float xfac, float yfac);
/**
* Check if mouse is within scrollers
*
* \param xy: Mouse coordinates in screen (not region) space.
* \param r_scroll: Return argument for the mapped view2d scroll flag.
*
* \return appropriate code for match.
* - 'h' = in horizontal scroller.
* - 'v' = in vertical scroller.
* - 0 = not in scroller.
*/
char UI_view2d_mouse_in_scrollers_ex(const struct ARegion *region,
const struct View2D *v2d,
const int xy[2],
int *r_scroll) ATTR_NONNULL(1, 2, 3, 4);
char UI_view2d_mouse_in_scrollers(const struct ARegion *region,
const struct View2D *v2d,
const int xy[2]) ATTR_NONNULL(1, 2, 3);
char UI_view2d_rect_in_scrollers_ex(const struct ARegion *region,
const struct View2D *v2d,
const struct rcti *rect,
int *r_scroll) ATTR_NONNULL(1, 2, 3);
char UI_view2d_rect_in_scrollers(const struct ARegion *region,
const struct View2D *v2d,
const struct rcti *rect) ATTR_NONNULL(1, 2, 3);
/**
* Cached text drawing in v2d, to allow pixel-aligned draw as post process.
*/
void UI_view2d_text_cache_add(struct View2D *v2d,
float x,
float y,
const char *str,
size_t str_len,
const unsigned char col[4]);
/**
* No clip (yet).
*/
void UI_view2d_text_cache_add_rectf(struct View2D *v2d,
const struct rctf *rect_view,
const char *str,
size_t str_len,
const unsigned char col[4]);
void UI_view2d_text_cache_draw(struct ARegion *region);
/* Operators. */
void ED_operatortypes_view2d(void);
void ED_keymap_view2d(struct wmKeyConfig *keyconf);
/**
* Will start timer if appropriate.
* the arguments are the desired situation.
*/
void UI_view2d_smooth_view(struct bContext *C,
struct ARegion *region,
const struct rctf *cur,
const int smooth_viewtx);
#define UI_MARKER_MARGIN_Y (42 * UI_DPI_FAC)
#define UI_TIME_SCRUB_MARGIN_Y (23 * UI_DPI_FAC)
/* Gizmo Types. */
/* view2d_gizmo_navigate.c */
/**
* Caller defines the name for gizmo group.
*/
void VIEW2D_GGT_navigate_impl(struct wmGizmoGroupType *gzgt, const char *idname);
/* Edge pan. */
/**
* Custom-data for view panning operators.
*/
typedef struct View2DEdgePanData {
/** Screen where view pan was initiated. */
struct bScreen *screen;
/** Area where view pan was initiated. */
struct ScrArea *area;
/** Region where view pan was initiated. */
struct ARegion *region;
/** View2d we're operating in. */
struct View2D *v2d;
/** Panning should only start once being in the inside rect once (e.g. adding nodes can happen
* outside). */
bool enabled;
/** Inside distance in UI units from the edge of the region within which to start panning. */
float inside_pad;
/** Outside distance in UI units from the edge of the region at which to stop panning. */
float outside_pad;
/**
* Width of the zone in UI units where speed increases with distance from the edge.
* At the end of this zone max speed is reached.
*/
float speed_ramp;
/** Maximum speed in UI units per second. */
float max_speed;
/** Delay in seconds before maximum speed is reached. */
float delay;
/** Influence factor for view zoom:
* 0 = Constant speed in UI units
* 1 = Constant speed in view space, UI speed slows down when zooming out
*/
float zoom_influence;
/** Initial view rect. */
rctf initial_rect;
/** Amount to move view relative to zoom. */
float facx, facy;
/* Timers. */
double edge_pan_last_time;
double edge_pan_start_time_x, edge_pan_start_time_y;
} View2DEdgePanData;
bool UI_view2d_edge_pan_poll(struct bContext *C);
void UI_view2d_edge_pan_init(struct bContext *C,
struct View2DEdgePanData *vpd,
float inside_pad,
float outside_pad,
float speed_ramp,
float max_speed,
float delay,
float zoom_influence);
void UI_view2d_edge_pan_reset(struct View2DEdgePanData *vpd);
/**
* Apply transform to view (i.e. adjust 'cur' rect).
*/
void UI_view2d_edge_pan_apply(struct bContext *C, struct View2DEdgePanData *vpd, const int xy[2])
ATTR_NONNULL(1, 2, 3);
/**
* Apply transform to view using mouse events.
*/
void UI_view2d_edge_pan_apply_event(struct bContext *C,
struct View2DEdgePanData *vpd,
const struct wmEvent *event);
void UI_view2d_edge_pan_cancel(struct bContext *C, struct View2DEdgePanData *vpd);
void UI_view2d_edge_pan_operator_properties(struct wmOperatorType *ot);
void UI_view2d_edge_pan_operator_properties_ex(struct wmOperatorType *ot,
float inside_pad,
float outside_pad,
float speed_ramp,
float max_speed,
float delay,
float zoom_influence);
/**
* Initialize panning data with operator settings.
*/
void UI_view2d_edge_pan_operator_init(struct bContext *C,
struct View2DEdgePanData *vpd,
struct wmOperator *op);
#ifdef __cplusplus
}
#endif