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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-05-06 19:08:27 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-05-06 21:14:58 +0300
commitc9ed78733cc99296e90434f085651cc83fe0a7d1 (patch)
tree1bac611ab7e22dfbbc6b36892ec31141a4bedb41 /source/blender/editors/interface/interface_region_popup.c
parent16e220c95929365e3e75479018bdbd71b0ad2981 (diff)
UI: fixes for 3D viewport popovers moving / flipping on edits.
* Ensure popover does not change direction or location. * Open popover towards the relevant editor, like pulldown menus. * Use a bigger maximum assumed size to deal with some corner cases. * Do proper 3D viewport header refresh on shading mode changes.
Diffstat (limited to 'source/blender/editors/interface/interface_region_popup.c')
-rw-r--r--source/blender/editors/interface/interface_region_popup.c182
1 files changed, 88 insertions, 94 deletions
diff --git a/source/blender/editors/interface/interface_region_popup.c b/source/blender/editors/interface/interface_region_popup.c
index cc194b41f1b..e971edb95cb 100644
--- a/source/blender/editors/interface/interface_region_popup.c
+++ b/source/blender/editors/interface/interface_region_popup.c
@@ -84,32 +84,38 @@ void ui_popup_translate(bContext *C, ARegion *ar, const int mdiff[2])
}
/* position block relative to but, result is in window space */
-static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but, uiBlock *block)
+static void ui_popup_block_position(wmWindow *window, ARegion *butregion, uiBut *but, uiBlock *block)
{
- uiBut *bt;
- uiSafetyRct *saferct;
+ uiPopupBlockHandle *handle = block->handle;
+
+ /* Compute button position in window coordinates using the source
+ * button region/block, to position the popup attached to it. */
rctf butrct;
- /*float aspect;*/ /*UNUSED*/
- int size_x, size_y, offset_x = 0, offset_y = 0;
- short dir1 = 0, dir2 = 0;
- /* transform to window coordinates, using the source button region/block */
- ui_block_to_window_rctf(butregion, but->block, &butrct, &but->rect);
+ if (!handle->refresh) {
+ ui_block_to_window_rctf(butregion, but->block, &butrct, &but->rect);
+
+ /* widget_roundbox_set has this correction too, keep in sync */
+ if (but->type != UI_BTYPE_PULLDOWN) {
+ if (but->drawflag & UI_BUT_ALIGN_TOP)
+ butrct.ymax += U.pixelsize;
+ if (but->drawflag & UI_BUT_ALIGN_LEFT)
+ butrct.xmin -= U.pixelsize;
+ }
- /* widget_roundbox_set has this correction too, keep in sync */
- if (but->type != UI_BTYPE_PULLDOWN) {
- if (but->drawflag & UI_BUT_ALIGN_TOP)
- butrct.ymax += U.pixelsize;
- if (but->drawflag & UI_BUT_ALIGN_LEFT)
- butrct.xmin -= U.pixelsize;
+ handle->prev_butrct = butrct;
+ }
+ else {
+ /* For refreshes, keep same button position so popup doesn't move. */
+ butrct = handle->prev_butrct;
}
- /* calc block rect */
+ /* Compute block size in window space, based on buttons contained in it. */
if (block->rect.xmin == 0.0f && block->rect.xmax == 0.0f) {
if (block->buttons.first) {
BLI_rctf_init_minmax(&block->rect);
- for (bt = block->buttons.first; bt; bt = bt->next) {
+ for (uiBut *bt = block->buttons.first; bt; bt = bt->next) {
BLI_rctf_union(&block->rect, &bt->rect);
}
}
@@ -120,35 +126,34 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
}
}
- /* aspect = (float)(BLI_rcti_size_x(&block->rect) + 4);*/ /*UNUSED*/
ui_block_to_window_rctf(butregion, but->block, &block->rect, &block->rect);
- //block->rect.xmin -= 2.0; block->rect.ymin -= 2.0;
- //block->rect.xmax += 2.0; block->rect.ymax += 2.0;
+ /* Compute direction relative to button, based on available space. */
+ const int size_x = BLI_rctf_size_x(&block->rect) + 0.2f * UI_UNIT_X; /* 4 for shadow */
+ const int size_y = BLI_rctf_size_y(&block->rect) + 0.2f * UI_UNIT_Y;
+ const int center_x = (block->direction & UI_DIR_CENTER_X) ? size_x / 2 : 0;
+ const int center_y = (block->direction & UI_DIR_CENTER_Y) ? size_y / 2 : 0;
- size_x = BLI_rctf_size_x(&block->rect) + 0.2f * UI_UNIT_X; /* 4 for shadow */
- size_y = BLI_rctf_size_y(&block->rect) + 0.2f * UI_UNIT_Y;
- /* aspect /= (float)size_x;*/ /*UNUSED*/
+ short dir1 = 0, dir2 = 0;
- {
+ if (!handle->refresh) {
bool left = 0, right = 0, top = 0, down = 0;
- // int offscreen;
const int win_x = WM_window_pixels_x(window);
const int win_y = WM_window_pixels_y(window);
- // wm_window_get_size(window, &win_x, &win_y);
- const int center_x = (block->direction & UI_DIR_CENTER_X) ? size_x / 2 : 0;
- const int center_y = (block->direction & UI_DIR_CENTER_Y) ? size_y / 2 : 0;
+ /* Take into account maximum size so we don't have to flip on refresh. */
+ const float max_size_x = max_ff(size_x, handle->max_size_x);
+ const float max_size_y = max_ff(size_y, handle->max_size_y);
/* check if there's space at all */
- if (butrct.xmin - size_x + center_x > 0.0f) left = 1;
- if (butrct.xmax + size_x - center_x < win_x) right = 1;
- if (butrct.ymin - size_y + center_y > 0.0f) down = 1;
- if (butrct.ymax + size_y - center_y < win_y) top = 1;
+ if (butrct.xmin - max_size_x + center_x > 0.0f) left = 1;
+ if (butrct.xmax + max_size_x - center_x < win_x) right = 1;
+ if (butrct.ymin - max_size_y + center_y > 0.0f) down = 1;
+ if (butrct.ymax + max_size_y - center_y < win_y) top = 1;
if (top == 0 && down == 0) {
- if (butrct.ymin - size_y < win_y - butrct.ymax - size_y)
+ if (butrct.ymin - max_size_y < win_y - butrct.ymax - max_size_y)
top = 1;
else
down = 1;
@@ -182,70 +187,57 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
if (dir2 == UI_DIR_DOWN && down == 0) dir2 = UI_DIR_UP;
}
- if (dir1 == UI_DIR_LEFT) {
- offset_x = butrct.xmin - block->rect.xmax;
- if (dir2 == UI_DIR_UP) offset_y = butrct.ymin - block->rect.ymin - center_y - MENU_PADDING;
- else offset_y = butrct.ymax - block->rect.ymax + center_y + MENU_PADDING;
- }
- else if (dir1 == UI_DIR_RIGHT) {
- offset_x = butrct.xmax - block->rect.xmin;
- if (dir2 == UI_DIR_UP) offset_y = butrct.ymin - block->rect.ymin - center_y - MENU_PADDING;
- else offset_y = butrct.ymax - block->rect.ymax + center_y + MENU_PADDING;
- }
- else if (dir1 == UI_DIR_UP) {
- offset_y = butrct.ymax - block->rect.ymin;
- if (dir2 == UI_DIR_RIGHT) offset_x = butrct.xmax - block->rect.xmax + center_x;
- else offset_x = butrct.xmin - block->rect.xmin - center_x;
- /* changed direction? */
- if ((dir1 & block->direction) == 0) {
- UI_block_order_flip(block);
- }
- }
- else if (dir1 == UI_DIR_DOWN) {
- offset_y = butrct.ymin - block->rect.ymax;
- if (dir2 == UI_DIR_RIGHT) offset_x = butrct.xmax - block->rect.xmax + center_x;
- else offset_x = butrct.xmin - block->rect.xmin - center_x;
- /* changed direction? */
- if ((dir1 & block->direction) == 0) {
- UI_block_order_flip(block);
- }
- }
+ handle->prev_dir1 = dir1;
+ handle->prev_dir2 = dir2;
+ }
+ else {
+ /* For refreshes, keep same popup direct so popup doesn't move
+ * to a totally different position while editing in it. */
+ dir1 = handle->prev_dir1;
+ dir2 = handle->prev_dir2;
+ }
- /* Center over popovers for eg. */
- if (block->direction & UI_DIR_CENTER_X) {
- offset_x += BLI_rctf_size_x(&butrct) / ((dir2 == UI_DIR_LEFT) ? 2 : - 2);
- }
+ /* Compute offset based on direction. */
+ int offset_x = 0, offset_y = 0;
- /* and now we handle the exception; no space below or to top */
- if (top == 0 && down == 0) {
- if (dir1 == UI_DIR_LEFT || dir1 == UI_DIR_RIGHT) {
- /* align with bottom of screen */
- // offset_y = size_y; (not with menu scrolls)
- }
+ if (dir1 == UI_DIR_LEFT) {
+ offset_x = butrct.xmin - block->rect.xmax;
+ if (dir2 == UI_DIR_UP) offset_y = butrct.ymin - block->rect.ymin - center_y - MENU_PADDING;
+ else offset_y = butrct.ymax - block->rect.ymax + center_y + MENU_PADDING;
+ }
+ else if (dir1 == UI_DIR_RIGHT) {
+ offset_x = butrct.xmax - block->rect.xmin;
+ if (dir2 == UI_DIR_UP) offset_y = butrct.ymin - block->rect.ymin - center_y - MENU_PADDING;
+ else offset_y = butrct.ymax - block->rect.ymax + center_y + MENU_PADDING;
+ }
+ else if (dir1 == UI_DIR_UP) {
+ offset_y = butrct.ymax - block->rect.ymin;
+ if (dir2 == UI_DIR_RIGHT) offset_x = butrct.xmax - block->rect.xmax + center_x;
+ else offset_x = butrct.xmin - block->rect.xmin - center_x;
+ /* changed direction? */
+ if ((dir1 & block->direction) == 0) {
+ /* TODO: still do */
+ UI_block_order_flip(block);
}
-
-#if 0 /* seems redundant and causes issues with blocks inside big regions */
- /* or no space left or right */
- if (left == 0 && right == 0) {
- if (dir1 == UI_DIR_UP || dir1 == UI_DIR_DOWN) {
- /* align with left size of screen */
- offset_x = -block->rect.xmin + 5;
- }
+ }
+ else if (dir1 == UI_DIR_DOWN) {
+ offset_y = butrct.ymin - block->rect.ymax;
+ if (dir2 == UI_DIR_RIGHT) offset_x = butrct.xmax - block->rect.xmax + center_x;
+ else offset_x = butrct.xmin - block->rect.xmin - center_x;
+ /* changed direction? */
+ if ((dir1 & block->direction) == 0) {
+ /* TODO: still do */
+ UI_block_order_flip(block);
}
-#endif
-
-#if 0
- /* clamp to window bounds, could be made into an option if its ever annoying */
- if ( (offscreen = (block->rect.ymin + offset_y)) < 0) offset_y -= offscreen; /* bottom */
- else if ((offscreen = (block->rect.ymax + offset_y) - winy) > 0) offset_y -= offscreen; /* top */
- if ( (offscreen = (block->rect.xmin + offset_x)) < 0) offset_x -= offscreen; /* left */
- else if ((offscreen = (block->rect.xmax + offset_x) - winx) > 0) offset_x -= offscreen; /* right */
-#endif
}
- /* apply offset, buttons in window coords */
+ /* Center over popovers for eg. */
+ if (block->direction & UI_DIR_CENTER_X) {
+ offset_x += BLI_rctf_size_x(&butrct) / ((dir2 == UI_DIR_LEFT) ? 2 : - 2);
+ }
- for (bt = block->buttons.first; bt; bt = bt->next) {
+ /* Apply offset, buttons in window coords. */
+ for (uiBut *bt = block->buttons.first; bt; bt = bt->next) {
ui_block_to_window_rctf(butregion, but->block, &bt->rect, &bt->rect);
BLI_rctf_translate(&bt->rect, offset_x, offset_y);
@@ -256,7 +248,7 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
BLI_rctf_translate(&block->rect, offset_x, offset_y);
- /* safety calculus */
+ /* Safety calculus. */
{
const float midx = BLI_rctf_cent_x(&butrct);
const float midy = BLI_rctf_cent_y(&butrct);
@@ -286,7 +278,7 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
}
/* keep a list of these, needed for pulldown menus */
- saferct = MEM_callocN(sizeof(uiSafetyRct), "uiSafetyRct");
+ uiSafetyRct *saferct = MEM_callocN(sizeof(uiSafetyRct), "uiSafetyRct");
saferct->parent = butrct;
saferct->safety = block->safety;
BLI_freelistN(&block->saferct);
@@ -481,7 +473,9 @@ uiBlock *ui_popup_block_refresh(
uiBlock *block_old = ar->uiblocks.first;
uiBlock *block;
- BLI_assert(!block_old || handle->can_refresh == true);
+ handle->refresh = (block_old != NULL);
+
+ BLI_assert(!handle->refresh || handle->can_refresh);
#ifdef DEBUG
wmEvent *event_back = window->eventstate;
@@ -528,7 +522,7 @@ uiBlock *ui_popup_block_refresh(
/* if this is being created from a button */
if (but) {
block->aspect = but->block->aspect;
- ui_block_position(window, butregion, but, block);
+ ui_popup_block_position(window, butregion, but, block);
handle->direction = block->direction;
}
else {
@@ -594,7 +588,7 @@ uiBlock *ui_popup_block_refresh(
/* Avoid menu moving down and losing cursor focus by keeping it at
* the same height. */
- if (block_old && handle->prev_block_rect.ymax > block->rect.ymax) {
+ if (handle->refresh && handle->prev_block_rect.ymax > block->rect.ymax) {
float offset = handle->prev_block_rect.ymax - block->rect.ymax;
ui_block_translate(block, 0, offset);
block->rect.ymin = handle->prev_block_rect.ymin;