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authorLukas Toenne <lukas.toenne@googlemail.com>2013-03-18 20:34:57 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2013-03-18 20:34:57 +0400
commit4638e5f99a9ba59ad0b8a1fd52b12e876480b9e8 (patch)
tree2444f12b4612440f44cf02835cdf5951b6564e92 /source/blender/editors/interface/view2d.c
parent7bfef29f2f2a1b262d28abdc6e30fcd9c1f1caad (diff)
Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Diffstat (limited to 'source/blender/editors/interface/view2d.c')
-rw-r--r--source/blender/editors/interface/view2d.c31
1 files changed, 28 insertions, 3 deletions
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index 8a6de9a549b..fe7e6d01955 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -1368,7 +1368,7 @@ void UI_view2d_constant_grid_draw(View2D *v2d)
}
/* Draw a multi-level grid in given 2d-region */
-void UI_view2d_multi_grid_draw(View2D *v2d, float step, int level_size, int totlevels)
+void UI_view2d_multi_grid_draw(View2D *v2d, int colorid, float step, int level_size, int totlevels)
{
int offset = -10;
float lstep = step;
@@ -1378,7 +1378,7 @@ void UI_view2d_multi_grid_draw(View2D *v2d, float step, int level_size, int totl
int i;
float start;
- UI_ThemeColorShade(TH_BACK, offset);
+ UI_ThemeColorShade(colorid, offset);
i = (v2d->cur.xmin >= 0.0f ? -(int)(-v2d->cur.xmin / lstep) : (int)(v2d->cur.xmin / lstep));
start = i * lstep;
@@ -1402,7 +1402,7 @@ void UI_view2d_multi_grid_draw(View2D *v2d, float step, int level_size, int totl
}
/* X and Y axis */
- UI_ThemeColorShade(TH_BACK, offset - 8);
+ UI_ThemeColorShade(colorid, offset - 8);
glVertex2f(0.0f, v2d->cur.ymin);
glVertex2f(0.0f, v2d->cur.ymax);
glVertex2f(v2d->cur.xmin, 0.0f);
@@ -2075,6 +2075,31 @@ void UI_view2d_getscale_inverse(View2D *v2d, float *x, float *y)
if (y) *y = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
}
+/* Simple functions for consistent center offset access.
+ * Used by node editor to shift view center for each individual node tree.
+ */
+void UI_view2d_getcenter(struct View2D *v2d, float *x, float *y)
+{
+ /* get center */
+ if (x) *x = 0.5f*(v2d->cur.xmin + v2d->cur.xmax);
+ if (y) *y = 0.5f*(v2d->cur.ymin + v2d->cur.ymax);
+}
+void UI_view2d_setcenter(struct View2D *v2d, float x, float y)
+{
+ /* get delta from current center */
+ float dx = x - 0.5f*(v2d->cur.xmin + v2d->cur.xmax);
+ float dy = y - 0.5f*(v2d->cur.ymin + v2d->cur.ymax);
+
+ /* add to cur */
+ v2d->cur.xmin += dx;
+ v2d->cur.xmax += dx;
+ v2d->cur.ymin += dy;
+ v2d->cur.ymax += dy;
+
+ /* make sure that 'cur' rect is in a valid state as a result of these changes */
+ UI_view2d_curRect_validate(v2d);
+}
+
/* Check if mouse is within scrollers
* - Returns appropriate code for match
* 'h' = in horizontal scroller