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blender-archive/source/blender/editors/interface/view2d.c
Joshua Leung fd1c8aa62e View2D: More scroller related things
* Scrollers now keep corners free for drawing widgets if there are horizontal and vertical ones in use. They draw a rect which covers up all of the excess over-flowing drawing that was previously masked by the vertical scrollers.

* Tweaked the behaviour of the scroller zoom-handles again as they still weren't behaving correctly on vertical scrollers. This was partly caused by a typo, but also wrong checks...
2008-12-14 11:50:28 +00:00

1480 lines
45 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation, Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view2d_types.h"
#include "BLI_blenlib.h"
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "WM_api.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_screen.h"
#include "UI_resources.h"
#include "UI_text.h"
#include "UI_view2d.h"
#include "UI_interface.h"
#include "interface.h"
/* *********************************************************************** */
/* Refresh and Validation */
#if 0 // experimental code - not ready to be used yet!
/* common View2D view types */
// XXX move this to header as part of API
enum {
/* 4 quadrants, centered at (0,0), zoomable and pannable, best for flexible sized data with precision needed */
V2D_VIEWTYPE_CANVAS = 0,
V2D_VIEWTYPE_LIST,
V2D_VIEWTYPE_PANEL,
/* same as canvas, except aspect ratio is important */
// XXX is this more of the sort tweaks that region should do to its view2d data first?
V2D_VIEWTYPE_IMAGE,
} eView2D_CommonViewTypes;
/* Initialise all View2D data for a given region */
void UI_view2d_regiondata_init(View2D *v2d, short type, int winx, int winy)
{
}
#endif
/* Adjust mask size in response to view size changes
* - This should only be called in region init() callbacks, which are
* called when the region is resized or area changes...
*/
// XXX pre2.5 -> this used to be called calc_scrollrcts()
void UI_view2d_size_update(View2D *v2d, int winx, int winy)
{
v2d->winx= winx;
v2d->winy= winy;
/* mask - view frame */
v2d->mask.xmin= v2d->mask.ymin= 0;
v2d->mask.xmax= winx - 1; /* -1 yes! masks are pixels */
v2d->mask.ymax= winy - 1;
/* scrollers shrink mask area, but should be based off regionsize
* - they can only be on one to two edges of the region they define
* - if they overlap, they must not occupy the corners (which are reserved for other widgets)
*/
if (v2d->scroll) {
/* vertical scroller */
if (v2d->scroll & V2D_SCROLL_LEFT) {
/* on left-hand edge of region */
v2d->vert= v2d->mask;
v2d->vert.xmax= V2D_SCROLL_WIDTH;
v2d->mask.xmin= v2d->vert.xmax + 1;
}
else if (v2d->scroll & V2D_SCROLL_RIGHT) {
/* on right-hand edge of region */
v2d->vert= v2d->mask;
v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
v2d->mask.xmax= v2d->vert.xmin - 1;
}
/* horizontal scroller */
if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
v2d->hor= v2d->mask;
v2d->hor.ymax= V2D_SCROLL_HEIGHT;
v2d->mask.ymin= v2d->hor.ymax + 1;
}
else if (v2d->scroll & V2D_SCROLL_TOP) {
/* on upper edge of region */
v2d->hor= v2d->mask;
v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
v2d->mask.ymax= v2d->hor.ymin - 1;
}
/* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
if (v2d->scroll & V2D_SCROLL_VERTICAL) {
/* just set y min/max for vertical scroller to y min/max of mask as appropriate */
if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
v2d->vert.ymin= v2d->mask.ymin;
}
else if (v2d->scroll & V2D_SCROLL_TOP) {
/* on upper edge of region */
v2d->vert.ymax= v2d->mask.ymax;
}
}
}
/* cope with unitialized veriables for simple cases, like header or outliner */
// XXX er... this shouldn't be here??? or at least some extra checks are needed for some things...
if ((v2d->tot.xmin==v2d->tot.xmax) || (v2d->cur.xmin==v2d->cur.xmax)) {
if (v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y)) {
BLI_init_rctf(&v2d->tot, v2d->mask.xmin, v2d->mask.xmax, v2d->mask.ymin, v2d->mask.ymax);
BLI_init_rctf(&v2d->cur, v2d->mask.xmin, v2d->mask.xmax, v2d->mask.ymin, v2d->mask.ymax);
v2d->min[0]= v2d->max[0]= winx;
v2d->min[1]= v2d->max[1]= winy;
v2d->minzoom= 1.0f;
v2d->maxzoom= 1.0f;
}
}
/* make sure that 'cur' rect is in a valid state as a result of these changes */
UI_view2d_curRect_validate(v2d);
}
/* Ensure View2D rects remain in a viable configuration
* - cur is not allowed to be: larger than max, smaller than min, or outside of tot
*/
// XXX pre2.5 -> this used to be called test_view2d()
void UI_view2d_curRect_validate(View2D *v2d)
{
float totwidth, totheight, curwidth, curheight, width, height;
float winx, winy;
rctf *cur, *tot;
/* use mask as size of region that View2D resides in, as it takes into account scrollbars already */
winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
/* get pointers to rcts for less typing */
cur= &v2d->cur;
tot= &v2d->tot;
/* we must satisfy the following constraints (in decreasing order of importance):
* - cur must not fall outside of tot
* - axis locks (zoom and offset) must be maintained
* - zoom must not be excessive (check either sizes or zoom values)
* - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
*/
/* Step 1: if keepzoom, adjust the sizes of the rects only
* - firstly, we calculate the sizes of the rects
* - curwidth and curheight are saved as reference... modify width and height values here
*/
totwidth= tot->xmax - tot->xmin;
totheight= tot->ymax - tot->ymin;
curwidth= width= cur->xmax - cur->xmin;
curheight= height= cur->ymax - cur->ymin;
/* if zoom is locked, size on the appropriate axis is reset to mask size */
if (v2d->keepzoom & V2D_LOCKZOOM_X)
width= winx;
if (v2d->keepzoom & V2D_LOCKZOOM_Y)
height= winy;
/* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits
* NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
*/
if (v2d->keepzoom & V2D_KEEPZOOM) {
float zoom, fac;
/* check if excessive zoom on x-axis */
if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
zoom= winx / width;
if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
width *= fac;
}
}
/* check if excessive zoom on y-axis */
if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
zoom= winy / height;
if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
height *= fac;
}
}
}
else {
/* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
CLAMP(width, v2d->min[0], v2d->max[0]);
CLAMP(height, v2d->min[1], v2d->max[1]);
}
/* check if we should restore aspect ratio (if view size changed) */
if (v2d->keepzoom & V2D_KEEPASPECT) {
short do_x=0, do_y=0, do_cur, do_win;
float curRatio, winRatio;
/* when a window edge changes, the aspect ratio can't be used to
* find which is the best new 'cur' rect. thats why it stores 'old'
*/
if (winx != v2d->oldwinx) do_x= 1;
if (winy != v2d->oldwiny) do_y= 1;
curRatio= height / width;
winRatio= winy / winx;
/* both sizes change (area/region maximised) */
if (do_x == do_y) {
if (do_x && do_y) {
/* here is 1,1 case, so all others must be 0,0 */
if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
else do_x= 0;
}
else if (winRatio > 1.0f) do_x= 0;
else do_x= 1;
}
do_cur= do_x;
do_win= do_y;
if (do_cur) {
if ((v2d->keeptot == 2) && (winx != v2d->oldwinx)) {
/* special exception for Outliner (and later channel-lists):
* - The view may be moved left to avoid contents being pushed out of view when view shrinks.
* - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
* - width is not adjusted for changed ratios here...
*/
if (winx < v2d->oldwinx) {
float temp = v2d->oldwinx - winx;
cur->xmin -= temp;
cur->xmax -= temp;
/* width does not get modified, as keepaspect here is just set to make
* sure visible area adjusts to changing view shape!
*/
}
}
else {
/* portrait window: correct for x */
width= height / winRatio;
}
}
else {
/* landscape window: correct for y */
height = width * winRatio;
}
/* store region size for next time */
v2d->oldwinx= winx;
v2d->oldwiny= winy;
}
/* Step 2: apply new sizes of cur rect to cur rect */
if ((width != curwidth) || (height != curheight)) {
float temp, dh;
/* resize around 'center' of frame */
if (width != curwidth) {
temp= (cur->xmax + cur->xmin) * 0.5f;
dh= width * 0.5f;
cur->xmin = temp - dh;
cur->xmax = temp + dh;
}
if (height != curheight) {
temp= (cur->ymax + cur->ymin) * 0.5f;
dh= height * 0.5f;
cur->ymin = temp - dh;
cur->ymax = temp + dh;
}
}
/* Step 3: adjust so that it doesn't fall outside of bounds of tot */
if (v2d->keeptot) {
float temp, diff;
/* recalculate extents of cur */
curwidth= cur->xmax - cur->xmin;
curheight= cur->ymax - cur->ymin;
/* width */
if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
/* if zoom doesn't have to be maintained, just clamp edges */
if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
}
else if (v2d->keeptot == 2) {
/* This is an exception for the outliner (and later channel-lists)
* - must clamp within tot rect (absolutely no excuses)
* --> therefore, cur->xmin must not be less than tot->xmin
*/
if (cur->xmin < tot->xmin) {
/* move cur across so that it sits at minimum of tot */
temp= tot->xmin - cur->xmin;
cur->xmin += temp;
cur->xmax += temp;
}
else if (cur->xmax > tot->xmax) {
/* - only offset by difference of cur-xmax and tot-xmax if that would not move
* cur-xmin to lie past tot-xmin
* - otherwise, simply shift to tot-xmin???
*/
temp= cur->xmax - tot->xmax;
if ((cur->xmin - temp) < tot->xmin) {
/* only offset by difference from cur-min and tot-min */
temp= cur->xmin - tot->xmin;
cur->xmin -= temp;
cur->xmax -= temp;
}
else {
cur->xmin -= temp;
cur->xmax -= temp;
}
}
}
else {
/* This here occurs when:
* - width too big, but maintaining zoom (i.e. widths cannot be changed)
* - width is OK, but need to check if outside of boundaries
*
* So, resolution is to just shift view by the gap between the extremities.
* We favour moving the 'minimum' across, as that's origin for most things
* (XXX - in the past, max was favoured... if there are bugs, swap!)
*/
if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
temp= (tot->ymax + tot->ymin) * 0.5f;
diff= curheight * 0.5f;
cur->ymin= temp - diff;
cur->ymax= temp + diff;
}
else if (cur->xmin < tot->xmin) {
/* move cur across so that it sits at minimum of tot */
temp= tot->xmin - cur->xmin;
cur->xmin += temp;
cur->xmax += temp;
}
else if (cur->xmax > tot->xmax) {
/* - only offset by difference of cur-xmax and tot-xmax if that would not move
* cur-xmin to lie past tot-xmin
* - otherwise, simply shift to tot-xmin???
*/
temp= cur->xmax - tot->xmax;
if ((cur->xmin - temp) < tot->xmin) {
/* only offset by difference from cur-min and tot-min */
temp= cur->xmin - tot->xmin;
cur->xmin -= temp;
cur->xmax -= temp;
}
else {
cur->xmin -= temp;
cur->xmax -= temp;
}
}
}
/* height */
if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
/* if zoom doesn't have to be maintained, just clamp edges */
if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
}
else {
/* This here occurs when:
* - height too big, but maintaining zoom (i.e. heights cannot be changed)
* - height is OK, but need to check if outside of boundaries
*
* So, resolution is to just shift view by the gap between the extremities.
* We favour moving the 'minimum' across, as that's origin for most things
*/
if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
temp= (tot->ymax + tot->ymin) * 0.5f;
diff= curheight * 0.5f;
cur->ymin= temp - diff;
cur->ymax= temp + diff;
}
else if (cur->ymin < tot->ymin) {
/* there's still space remaining, so shift up */
temp= tot->ymin - cur->ymin;
cur->ymin += temp;
cur->ymax += temp;
}
else if (cur->ymax > tot->ymax) {
/* there's still space remaining, so shift down */
temp= cur->ymax - tot->ymax;
cur->ymin -= temp;
cur->ymax -= temp;
}
}
}
}
/* ------------------ */
/* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) */
void UI_view2d_curRect_reset (View2D *v2d)
{
float width, height;
/* assume width and height of 'cur' rect by default, should be same size as mask */
width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
/* handle width - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
/* width is in negative-x half */
v2d->cur.xmin= (float)-width;
v2d->cur.xmax= 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
/* width is in positive-x half */
v2d->cur.xmin= 0.0f;
v2d->cur.xmax= (float)width;
}
else {
/* width is centered around x==0 */
const float dx= (float)width / 2.0f;
v2d->cur.xmin= -dx;
v2d->cur.xmax= dx;
}
/* handle height - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
/* height is in negative-y half */
v2d->cur.ymin= (float)-height;
v2d->cur.ymax= 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
/* height is in positive-y half */
v2d->cur.ymin= 0.0f;
v2d->cur.ymax= (float)height;
}
else {
/* height is centered around y==0 */
const float dy= (float)height / 2.0f;
v2d->cur.ymin= -dy;
v2d->cur.ymax= dy;
}
}
/* ------------------ */
/* Change the size of the maximum viewable area (i.e. 'tot' rect) */
void UI_view2d_totRect_set (View2D *v2d, int width, int height)
{
/* don't do anything if either value is 0 */
if (ELEM3(0, v2d, width, height))
return;
/* handle width - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
/* width is in negative-x half */
v2d->tot.xmin= (float)-width;
v2d->tot.xmax= 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
/* width is in positive-x half */
v2d->tot.xmin= 0.0f;
v2d->tot.xmax= (float)width;
}
else {
/* width is centered around x==0 */
const float dx= (float)width / 2.0f;
v2d->tot.xmin= -dx;
v2d->tot.xmax= dx;
}
/* handle height - posx and negx flags are mutually exclusive, so watch out */
if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
/* height is in negative-y half */
v2d->tot.ymin= (float)-height;
v2d->tot.ymax= 0.0f;
}
else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
/* height is in positive-y half */
v2d->tot.ymin= 0.0f;
v2d->tot.ymax= (float)height;
}
else {
/* height is centered around y==0 */
const float dy= (float)height / 2.0f;
v2d->tot.ymin= -dy;
v2d->tot.ymax= dy;
}
/* make sure that 'cur' rect is in a valid state as a result of these changes */
UI_view2d_curRect_validate(v2d);
}
/* *********************************************************************** */
/* View Matrix Setup */
/* mapping function to ensure 'cur' draws extended over the area where sliders are */
static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
{
*curmasked= v2d->cur;
if ((v2d->scroll)) {
float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
if (v2d->mask.xmin != 0)
curmasked->xmin -= dx*(float)v2d->mask.xmin;
if (v2d->mask.xmax+1 != v2d->winx)
curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
if (v2d->mask.ymin != 0)
curmasked->ymin -= dy*(float)v2d->mask.ymin;
if (v2d->mask.ymax+1 != v2d->winy)
curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
}
}
/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing
* - this assumes viewport/scissor been set for the region, taking scrollbars into account
*/
void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
{
rctf curmasked;
/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
* as they were causing some unwanted offsets when drawing
*/
view2d_map_cur_using_mask(v2d, &curmasked);
wmOrtho2(C->window, curmasked.xmin, curmasked.xmax, curmasked.ymin, curmasked.ymax);
/* XXX is this necessary? */
wmLoadIdentity(C->window);
}
/* Set view matrices to only use one axis of 'cur' only
* - this assumes viewport/scissor been set for the region, taking scrollbars into account
*
* - 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(const bContext *C, View2D *v2d, short xaxis)
{
ARegion *ar= C->region;
rctf curmasked;
/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied,
* as they were causing some unwanted offsets when drawing
*/
view2d_map_cur_using_mask(v2d, &curmasked);
if (xaxis)
wmOrtho2(C->window, curmasked.xmin, curmasked.xmax, 0, ar->winy);
else
wmOrtho2(C->window, 0, ar->winx, curmasked.ymin, curmasked.ymax);
/* XXX is this necessary? */
wmLoadIdentity(C->window);
}
/* Restore view matrices after drawing */
void UI_view2d_view_restore(const bContext *C)
{
ED_region_pixelspace(C, C->region);
}
/* allowing horizontal pan */
void UI_view2d_header_default(View2D *v2d)
{
v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
v2d->keepofs = V2D_LOCKOFS_Y;
v2d->keeptot = 2; // this keeps the view in place when region size changes...
v2d->align = V2D_ALIGN_NO_NEG_X;
}
/* *********************************************************************** */
/* Gridlines */
/* minimum pixels per gridstep */
#define MINGRIDSTEP 35
/* View2DGrid is typedef'd in UI_view2d.h */
struct View2DGrid {
float dx, dy; /* stepsize (in pixels) between gridlines */
float startx, starty; /* initial coordinates to start drawing grid from */
int powerx, powery; /* step as power of 10 */
};
/* --------------- */
/* try to write step as a power of 10 */
static void step_to_grid(float *step, int *power, int unit)
{
const float loga= log10(*step);
float rem;
*power= (int)(loga);
rem= loga - (*power);
rem= pow(10.0, rem);
if (loga < 0.0) {
if (rem < 0.2) rem= 0.2;
else if(rem < 0.5) rem= 0.5;
else rem= 1.0;
*step= rem * pow(10.0, (float)(*power));
/* for frames, we want 1.0 frame intervals only */
if (unit == V2D_UNIT_FRAMES) {
rem = 1.0;
*step = 1.0;
}
/* prevents printing 1.0 2.0 3.0 etc */
if (rem == 1.0) (*power)++;
}
else {
if (rem < 2.0) rem= 2.0;
else if(rem < 5.0) rem= 5.0;
else rem= 10.0;
*step= rem * pow(10.0, (float)(*power));
(*power)++;
/* prevents printing 1.0, 2.0, 3.0, etc. */
if (rem == 10.0) (*power)++;
}
}
/* Intialise settings necessary for drawing gridlines in a 2d-view
* - Currently, will return pointer to View2DGrid struct that needs to
* be freed with UI_view2d_grid_free()
* - Is used for scrollbar drawing too (for units drawing)
* - Units + clamping args will be checked, to make sure they are valid values that can be used
* so it is very possible that we won't return grid at all!
*
* - xunits,yunits = V2D_UNIT_* grid steps in seconds or frames
* - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
* - winx = width of region we're drawing to
* - winy = height of region we're drawing into
*/
View2DGrid *UI_view2d_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
{
View2DGrid *grid;
float space, pixels, seconddiv;
int secondgrid;
/* check that there are at least some workable args */
if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
return NULL;
/* grid here is allocated... */
grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
/* rule: gridstep is minimal GRIDSTEP pixels */
if (xunits == V2D_UNIT_SECONDS) {
secondgrid= 1;
seconddiv= 0.01f * FPS;
}
else {
secondgrid= 0;
seconddiv= 1.0f;
}
/* calculate x-axis grid scale (only if both args are valid) */
if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
space= v2d->cur.xmax - v2d->cur.xmin;
pixels= v2d->mask.xmax - v2d->mask.xmin;
grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
step_to_grid(&grid->dx, &grid->powerx, xunits);
grid->dx *= seconddiv;
if (xclamp == V2D_GRID_CLAMP) {
if (grid->dx < 0.1f) grid->dx= 0.1f;
grid->powerx-= 2;
if (grid->powerx < -2) grid->powerx= -2;
}
grid->startx= v2d->cur.xmin;
}
/* calculate y-axis grid scale (only if both args are valid) */
if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
space= v2d->cur.ymax - v2d->cur.ymin;
pixels= winy;
grid->dy= MINGRIDSTEP * space / pixels;
step_to_grid(&grid->dy, &grid->powery, yunits);
if (yclamp == V2D_GRID_CLAMP) {
if (grid->dy < 1.0f) grid->dy= 1.0f;
if (grid->powery < 1) grid->powery= 1;
}
grid->starty= v2d->cur.ymin;
}
/* calculate start position */
if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
}
if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
grid->starty= (v2d->cur.ymin - fmod(v2d->cur.ymin, grid->dy));
if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
}
return grid;
}
/* Draw gridlines in the given 2d-region */
void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
{
float vec1[2], vec2[2];
int a, step;
/* check for grid first, as it may not exist */
if (grid == NULL)
return;
/* vertical lines */
if (flag & V2D_VERTICAL_LINES) {
/* initialise initial settings */
vec1[0]= vec2[0]= grid->startx;
vec1[1]= grid->starty;
vec2[1]= v2d->cur.ymax;
/* minor gridlines */
step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
UI_ThemeColor(TH_GRID);
for (a=0; a<step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[0]= vec1[0]+= grid->dx;
}
/* major gridlines */
vec2[0]= vec1[0]-= 0.5f*grid->dx;
UI_ThemeColorShade(TH_GRID, 16);
step++;
for (a=0; a<=step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[0]= vec1[0]-= grid->dx;
}
}
/* horizontal lines */
if (flag & V2D_HORIZONTAL_LINES) {
/* only major gridlines */
vec1[1]= vec2[1]= grid->starty;
vec1[0]= grid->startx;
vec2[0]= v2d->cur.xmax;
step= (v2d->mask.ymax - v2d->mask.ymin + 1) / MINGRIDSTEP;
UI_ThemeColor(TH_GRID);
for (a=0; a<=step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[1]= vec1[1]+= grid->dy;
}
/* fine grid lines */
vec2[1]= vec1[1]-= 0.5f*grid->dy;
step++;
if (flag & V2D_HORIZONTAL_FINELINES) {
UI_ThemeColorShade(TH_GRID, 16);
for (a=0; a<step; a++) {
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
vec2[1]= vec1[1]-= grid->dy;
}
}
}
/* Axes are drawn as darker lines */
UI_ThemeColorShade(TH_GRID, -50);
/* horizontal axis */
if (flag & V2D_HORIZONTAL_AXIS) {
vec1[0]= v2d->cur.xmin;
vec2[0]= v2d->cur.xmax;
vec1[1]= vec2[1]= 0.0f;
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
}
/* vertical axis */
if (flag & V2D_VERTICAL_AXIS) {
vec1[1]= v2d->cur.ymin;
vec2[1]= v2d->cur.ymax;
vec1[0]= vec2[0]= 0.0f;
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
}
}
/* free temporary memory used for drawing grid */
void UI_view2d_grid_free(View2DGrid *grid)
{
/* only free if there's a grid */
if (grid)
MEM_freeN(grid);
}
/* *********************************************************************** */
/* Scrollbars */
/* View2DScrollers is typedef'd in UI_view2d.h
* WARNING: the start of this struct must not change, as view2d_ops.c uses this too.
* For now, we don't need to have a separate (internal) header for structs like this...
*/
struct View2DScrollers {
/* focus bubbles */
int vert_min, vert_max; /* vertical scrollbar */
int hor_min, hor_max; /* horizontal scrollbar */
/* scales */
View2DGrid *grid; /* grid for coordinate drawing */
short xunits, xclamp; /* units and clamping options for x-axis */
short yunits, yclamp; /* units and clamping options for y-axis */
};
/* Calculate relevant scroller properties */
View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
{
View2DScrollers *scrollers;
rcti vert, hor;
float fac, totsize, scrollsize;
vert= v2d->vert;
hor= v2d->hor;
/* scrollers is allocated here... */
scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
/* scroller 'buttons':
* - These should always remain within the visible region of the scrollbar
* - They represent the region of 'tot' that is visible in 'cur'
*/
/* horizontal scrollers */
if (v2d->scroll & (V2D_SCROLL_HORIZONTAL|V2D_SCROLL_HORIZONTAL_O)) {
/* scroller 'button' extents */
totsize= v2d->tot.xmax - v2d->tot.xmin;
scrollsize= hor.xmax - hor.xmin;
fac= (v2d->cur.xmin- v2d->tot.xmin) / totsize;
scrollers->hor_min= hor.xmin + (fac * scrollsize);
fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
scrollers->hor_max= hor.xmin + (fac * scrollsize);
if (scrollers->hor_min > scrollers->hor_max)
scrollers->hor_min= scrollers->hor_max;
}
/* vertical scrollers */
if (v2d->scroll & V2D_SCROLL_VERTICAL) {
/* scroller 'button' extents */
totsize= v2d->tot.ymax - v2d->tot.ymin;
scrollsize= vert.ymax - vert.ymin;
fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
scrollers->vert_min= vert.ymin + (fac * scrollsize);
fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
scrollers->vert_max= vert.ymin + (fac * scrollsize);
if (scrollers->vert_min > scrollers->vert_max)
scrollers->vert_min= scrollers->vert_max;
}
/* grid markings on scrollbars */
if (v2d->scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
/* store clamping */
scrollers->xclamp= xclamp;
scrollers->xunits= xunits;
scrollers->yclamp= yclamp;
scrollers->yunits= yunits;
scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
}
/* return scrollers */
return scrollers;
}
/* XXX */
extern void ui_rasterpos_safe(float x, float y, float aspect);
/* Print scale marking along a time scrollbar */
static void scroll_printstr(View2DScrollers *scrollers, float x, float y, float val, int power, short unit, char dir)
{
int len;
char str[32];
/* adjust the scale unit to work ok */
if (dir == 'v') {
/* here we bump up the power by factor of 10, as
* rotation values (hence 'degrees') are divided by 10 to
* be able to show the curves at the same time
*/
if ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME) {
power += 1;
val *= 10;
}
}
/* get string to print */
if (unit == V2D_UNIT_SECONDS) {
/* SMPTE timecode style:
* - In general, minutes and seconds should be shown, as most clips will be
* within this length. Hours will only be included if relevant.
* - Only show frames when zoomed in enough for them to be relevant
* (using separator convention of ';' for frames, ala QuickTime).
* When showing frames, use slightly different display to avoid confusion with mm:ss format
*/
int hours=0, minutes=0, seconds=0, frames=0;
char neg[2]= "";
/* get values */
if (val < 0) {
/* correction for negative values */
sprintf(neg, "-");
val = -val;
}
if (val >= 3600) {
/* hours */
/* XXX should we only display a single digit for hours since clips are
* VERY UNLIKELY to be more than 1-2 hours max? However, that would
* go against conventions...
*/
hours= (int)val / 3600;
val= fmod(val, 3600);
}
if (val >= 60) {
/* minutes */
minutes= (int)val / 60;
val= fmod(val, 60);
}
if (power <= 0) {
/* seconds + frames
* Frames are derived from 'fraction' of second. We need to perform some additional rounding
* to cope with 'half' frames, etc., which should be fine in most cases
*/
seconds= (int)val;
frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
}
else {
/* seconds (with pixel offset) */
seconds= (int)floor(val + 0.375f);
}
/* print timecode to temp string buffer */
if (power <= 0) {
/* include "frames" in display */
if (hours) sprintf(str, "%s%02d:%02d:%02d;%02d", neg, hours, minutes, seconds, frames);
else if (minutes) sprintf(str, "%s%02d:%02d;%02d", neg, minutes, seconds, frames);
else sprintf(str, "%s%d;%02d", neg, seconds, frames);
}
else {
/* don't include 'frames' in display */
if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
}
}
else {
/* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
if (power <= 0) sprintf(str, "%.*f", 1-power, val);
else sprintf(str, "%d", (int)floor(val + 0.375f));
}
/* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
len= strlen(str);
if (dir == 'h') {
/* seconds/timecode display has slightly longer strings... */
if (unit == V2D_UNIT_SECONDS)
x-= 3*len;
else
x-= 4*len;
}
/* Add degree sympbol to end of string for vertical scrollbar? */
if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
str[len]= 186;
str[len+1]= 0;
}
/* draw it */
ui_rasterpos_safe(x, y, 1.0);
UI_DrawString(G.fonts, str, 0); // XXX check this again when new text-drawing api is done
}
/* local defines for scrollers drawing */
/* radius of scroller 'button' caps */
#define V2D_SCROLLCAP_RAD 5
/* shading factor for scroller 'bar' */
#define V2D_SCROLLBAR_SHADE 0.1f
/* shading factor for scroller 'button' caps */
#define V2D_SCROLLCAP_SHADE 0.2f
/* Draw scrollbars in the given 2d-region */
void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
{
const short darker= -50, dark= -10, light= 20, lighter= 50;
rcti vert, hor, corner;
/* make copies of rects for less typing */
vert= v2d->vert;
hor= v2d->hor;
/* horizontal scrollbar */
if (v2d->scroll & (V2D_SCROLL_HORIZONTAL|V2D_SCROLL_HORIZONTAL_O)) {
/* scroller backdrop */
UI_ThemeColorShade(TH_SHADE1, light);
glRecti(hor.xmin, hor.ymin, hor.xmax, hor.ymax);
/* scroller 'button'
* - if view is zoomable in x, draw handles too
* - handles are drawn darker
*/
if (v2d->keepzoom & V2D_LOCKZOOM_X) {
/* draw base bar as rounded shape */
UI_ThemeColorShade(TH_SHADE1, dark);
uiSetRoundBox(15);
/* check that box is large enough for round drawing */
if ((vs->hor_max - vs->hor_min) < (V2D_SCROLLCAP_RAD * 2)) {
/* Rounded box still gets drawn at the minimum size limit
* This doesn't represent extreme scaling well, but looks nicer...
*/
float mid= 0.5f * (vs->hor_max + vs->hor_min);
gl_round_box_shade(GL_POLYGON,
mid-V2D_SCROLLCAP_RAD, hor.ymin+2,
mid+V2D_SCROLLCAP_RAD, hor.ymax-2,
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
}
else {
/* draw rounded box as per normal */
gl_round_box_shade(GL_POLYGON,
vs->hor_min, hor.ymin+2,
vs->hor_max, hor.ymax-2,
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
}
}
else {
/* base bar drawn as shaded rect */
UI_ThemeColorShade(TH_SHADE1, dark);
uiSetRoundBox(0);
gl_round_box_shade(GL_POLYGON,
vs->hor_min, hor.ymin+2,
vs->hor_max, hor.ymax-2,
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
/* 'minimum' handle */
uiSetRoundBox(9);
UI_ThemeColorShade(TH_SHADE1, darker);
gl_round_box_shade(GL_POLYGON,
vs->hor_min-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2,
vs->hor_min+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2,
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
/* maximum handle */
uiSetRoundBox(6);
UI_ThemeColorShade(TH_SHADE1, darker);
gl_round_box_shade(GL_POLYGON,
vs->hor_max-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2,
vs->hor_max+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2,
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
}
/* scale indicators */
// XXX will need to update the font drawing when the new stuff comes in
if ((v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
View2DGrid *grid= vs->grid;
float fac, dfac, fac2, val;
/* the numbers: convert grid->startx and -dx to scroll coordinates
* - fac is x-coordinate to draw to
* - dfac is gap between scale markings
*/
fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
fac= hor.xmin + fac*(hor.xmax - hor.xmin);
dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
dfac= dfac * (hor.xmax - hor.xmin);
/* set starting value, and text color */
UI_ThemeColor(TH_TEXT);
val= grid->startx;
/* if we're clamping to whole numbers only, make sure entries won't be repeated */
if (vs->xclamp == V2D_GRID_CLAMP) {
while (grid->dx < 0.9999f) {
grid->dx *= 2.0f;
dfac *= 2.0f;
}
}
if (vs->xunits == V2D_UNIT_FRAMES)
grid->powerx= 1;
/* draw numbers in the appropriate range */
if (dfac != 0.0f) {
for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
switch (vs->xunits) {
case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
break;
case V2D_UNIT_SECONDS: /* seconds */
fac2= val/FPS;
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
break;
case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */
{
float time;
fac2= val/FPS;
time= floor(fac2);
fac2= fac2-time;
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), time+FPS*fac2/100.0, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
}
break;
case V2D_UNIT_DEGREES: /* IPO-Editor for rotation IPO-Drivers */
/* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_DEGREES, 'v');
break;
}
}
}
}
/* decoration outer bevel line */
UI_ThemeColorShade(TH_SHADE1, lighter);
if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O))
sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
else if (v2d->scroll & V2D_SCROLL_TOP)
sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
}
/* vertical scrollbar */
if (v2d->scroll & V2D_SCROLL_VERTICAL) {
/* scroller backdrop */
UI_ThemeColorShade(TH_SHADE1, light);
glRecti(vert.xmin, vert.ymin, vert.xmax, vert.ymax);
/* scroller 'button'
* - if view is zoomable in y, draw handles too
* - handles are drawn darker
*/
if (v2d->keepzoom & V2D_LOCKZOOM_Y) {
/* draw base bar as rounded shape */
UI_ThemeColorShade(TH_SHADE1, dark);
uiSetRoundBox(15);
/* check that box is large enough for round drawing */
if ((vs->vert_max - vs->vert_min) < (V2D_SCROLLCAP_RAD * 2)) {
/* Rounded box still gets drawn at the minimum size limit
* This doesn't represent extreme scaling well, but looks nicer...
*/
float mid= 0.5f * (vs->vert_max + vs->vert_min);
gl_round_box_vertical_shade(GL_POLYGON,
vert.xmin+2, mid-V2D_SCROLLCAP_RAD,
vert.xmax-2, mid+V2D_SCROLLCAP_RAD,
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
}
else {
/* draw rounded box as per normal */
gl_round_box_vertical_shade(GL_POLYGON,
vert.xmin+2, vs->vert_min,
vert.xmax-2, vs->vert_max,
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
}
}
else {
/* base bar drawn as shaded rect */
UI_ThemeColorShade(TH_SHADE1, dark);
uiSetRoundBox(0);
gl_round_box_vertical_shade(GL_POLYGON,
vert.xmin+2, vs->vert_min,
vert.xmax-2, vs->vert_max,
V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
/* 'minimum' handle */
UI_ThemeColorShade(TH_SHADE1, darker);
uiSetRoundBox(12);
gl_round_box_vertical_shade(GL_POLYGON,
vert.xmin+2, vs->vert_min-V2D_SCROLLER_HANDLE_SIZE,
vert.xmax-2, vs->vert_min+V2D_SCROLLER_HANDLE_SIZE,
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
/* maximum handle */
UI_ThemeColorShade(TH_SHADE1, darker);
uiSetRoundBox(3);
gl_round_box_vertical_shade(GL_POLYGON,
vert.xmin+2, vs->vert_max-V2D_SCROLLER_HANDLE_SIZE,
vert.xmax-2, vs->vert_max+V2D_SCROLLER_HANDLE_SIZE,
V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
}
/* scale indiators */
// XXX will need to update the font drawing when the new stuff comes in
if ((v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
View2DGrid *grid= vs->grid;
float fac, dfac, val;
/* the numbers: convert grid->starty and dy to scroll coordinates
* - fac is y-coordinate to draw to
* - dfac is gap between scale markings
* - these involve a correction for horizontal scrollbar
* NOTE: it's assumed that that scrollbar is there if this is involved!
*/
fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
/* set starting value, and text color */
UI_ThemeColor(TH_TEXT);
val= grid->starty;
/* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
// XXX only relevant to Sequencer, so need to review this when we port that code
if (vs->yclamp == V2D_GRID_CLAMP)
fac += 0.5f * dfac;
/* draw vertical steps */
for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
scroll_printstr(vs, (float)(vert.xmax)-14.0, fac, val, grid->powery, vs->yunits, 'v');
}
}
/* decoration outer bevel line */
UI_ThemeColorShade(TH_SHADE1, lighter);
if (v2d->scroll & V2D_SCROLL_RIGHT)
sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
else if (v2d->scroll & V2D_SCROLL_LEFT)
sdrawline(vert.xmax, vert.ymin, vert.xmax, vert.ymax);
}
/* draw a 'sunken square' to cover up any overlapping corners resulting from intersection of overflowing scroller data */
if ((v2d->scroll & V2D_SCROLL_VERTICAL) && (v2d->scroll & V2D_SCROLL_HORIZONTAL)) {
/* set bounds (these should be right) */
corner.xmin= vert.xmin;
corner.xmax= vert.xmax;
corner.ymin= hor.ymin;
corner.ymax= hor.ymax;
/* firstly, draw using background color to cover up any overlapping junk */
UI_ThemeColor(TH_SHADE1);
glRecti(corner.xmin, corner.ymin, corner.xmax, corner.ymax);
/* now, draw suggestive highlighting... */
/* first, dark lines on top to suggest scrollers overlap box */
UI_ThemeColorShade(TH_SHADE1, darker);
sdrawline(corner.xmin, corner.ymin, corner.xmin, corner.ymax);
sdrawline(corner.xmin, corner.ymax, corner.xmax, corner.ymax);
/* now, light lines on bottom to show box is sunken in */
UI_ThemeColorShade(TH_SHADE1, lighter);
sdrawline(corner.xmax, corner.ymin, corner.xmax, corner.ymax);
sdrawline(corner.xmin, corner.ymin, corner.xmax, corner.ymin);
}
}
/* free temporary memory used for drawing scrollers */
void UI_view2d_scrollers_free(View2DScrollers *scrollers)
{
/* need to free grid as well... */
if (scrollers->grid) MEM_freeN(scrollers->grid);
MEM_freeN(scrollers);
}
/* *********************************************************************** */
/* Coordinate Conversions */
/* Convert from screen/region space to 2d-View space
*
* - x,y = coordinates to convert
* - viewx,viewy = resultant coordinates
*/
void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
{
float div, ofs;
if (viewx) {
div= v2d->mask.xmax - v2d->mask.xmin;
ofs= v2d->mask.xmin;
*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
}
if (viewy) {
div= v2d->mask.ymax - v2d->mask.ymin;
ofs= v2d->mask.ymin;
*viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
}
}
/* Convert from 2d-View space to screen/region space
* - Coordinates are clamped to lie within bounds of region
*
* - x,y = coordinates to convert
* - regionx,regiony = resultant coordinates
*/
void UI_view2d_view_to_region(View2D *v2d, float x, float y, short *regionx, short *regiony)
{
/* set initial value in case coordinate lies outside of bounds */
if (regionx)
*regionx= V2D_IS_CLIPPED;
if (regiony)
*regiony= V2D_IS_CLIPPED;
/* express given coordinates as proportional values */
x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
/* check if values are within bounds */
if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
if (regionx)
*regionx= v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin);
if (regiony)
*regiony= v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin);
}
}
/* Convert from 2d-view space to screen/region space
* - Coordinates are NOT clamped to lie within bounds of region
*
* - x,y = coordinates to convert
* - regionx,regiony = resultant coordinates
*/
void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, short *regionx, short *regiony)
{
/* step 1: express given coordinates as proportional values */
x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
/* step 2: convert proportional distances to screen coordinates */
x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
/* although we don't clamp to lie within region bounds, we must avoid exceeding size of shorts */
if (regionx) {
if (x < -32760) *regionx= -32760;
else if(x > 32760) *regionx= 32760;
else *regionx= x;
}
if (regiony) {
if (y < -32760) *regiony= -32760;
else if(y > 32760) *regiony= 32760;
else *regiony= y;
}
}
/* *********************************************************************** */
/* Utilities */
/* View2D data by default resides in region, so get from region stored in context */
View2D *UI_view2d_fromcontext(const bContext *C)
{
if (C->area == NULL) return NULL;
if (C->region == NULL) return NULL;
return &(C->region->v2d);
}
/* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
View2D *UI_view2d_fromcontext_rwin(const bContext *C)
{
if (C->area == NULL) return NULL;
if (C->region == NULL) return NULL;
if (C->region->regiontype!=RGN_TYPE_WINDOW) {
ARegion *ar= C->area->regionbase.first;
for(; ar; ar= ar->next)
if(ar->regiontype==RGN_TYPE_WINDOW)
return &(ar->v2d);
return NULL;
}
return &(C->region->v2d);
}
/* 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
*
* - x,y = scale on each axis
*/
void UI_view2d_getscale(View2D *v2d, float *x, float *y)
{
if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
}