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authorTon Roosendaal <ton@blender.org>2009-07-02 22:12:46 +0400
committerTon Roosendaal <ton@blender.org>2009-07-02 22:12:46 +0400
commit5a0896e1a3c7f17abd37e3d818585fde8e80ff6d (patch)
tree6a53f54cceb0909e255f286e95a356653b2afcad /source/blender/editors/interface/view2d.c
parentaefa7b626a5e623b5f98979a5cc849b7c21563cc (diff)
2.5
Cleanup of scroller drawing in 2D windows. Before: http://download.blender.org/institute/rt11.jpg After: http://download.blender.org/institute/rt12.jpg Will add 'zoom' widget circles later, as mockupped here: http://www.reynish.com/files/blender25/fcurve_scrollbar.png Also note the scale values are inside scroller; drawing it on top conflicts with current frame item and markers. Currently scroller disappear entirely when view is total. For Joshua: To make sliders behave nicely, the boundbox (v2d->tot) has to be refreshed on each change. I've added it in graph drawing now, but it could be notifier based I guess... not sure what the correct anim api call would be. Can discuss tomorrow! On todo: Layout config hints so people can make scroller positions swap.
Diffstat (limited to 'source/blender/editors/interface/view2d.c')
-rw-r--r--source/blender/editors/interface/view2d.c307
1 files changed, 115 insertions, 192 deletions
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index aa5aa65d300..38c854f432e 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -34,6 +34,7 @@
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
+#include "DNA_userdef_types.h"
#include "DNA_view2d_types.h"
#include "BLI_blenlib.h"
@@ -901,7 +902,14 @@ void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
/* Restore view matrices after drawing */
void UI_view2d_view_restore(const bContext *C)
{
- ED_region_pixelspace(CTX_wm_region(C));
+ ARegion *ar= CTX_wm_region(C);
+ int width= ar->winrct.xmax-ar->winrct.xmin+1;
+ int height= ar->winrct.ymax-ar->winrct.ymin+1;
+
+ wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
+ wmLoadIdentity();
+
+ // ED_region_pixelspace(CTX_wm_region(C));
}
/* *********************************************************************** */
@@ -1198,7 +1206,10 @@ void UI_view2d_grid_free(View2DGrid *grid)
* 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 {
+struct View2DScrollers {
+ rcti hor, vert; /* exact size of slider backdrop */
+ int horfull, vertfull; /* set if sliders are full, we don't draw them */
+
/* focus bubbles */
int vert_min, vert_max; /* vertical scrollbar */
int hor_min, hor_max; /* horizontal scrollbar */
@@ -1214,14 +1225,33 @@ View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short
{
View2DScrollers *scrollers;
rcti vert, hor;
- float fac, totsize, scrollsize;
+ float fac1, fac2, totsize, scrollsize;
int scroll= view2d_scroll_mapped(v2d->scroll);
+ /* scrollers is allocated here... */
+ scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
+
vert= v2d->vert;
hor= v2d->hor;
- /* scrollers is allocated here... */
- scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
+ /* slider rects smaller than region */
+ hor.xmin+=4;
+ hor.xmax-=4;
+ if (scroll & V2D_SCROLL_BOTTOM)
+ hor.ymin+=4;
+ else
+ hor.ymax-=4;
+
+ if (scroll & V2D_SCROLL_LEFT)
+ vert.xmin+=4;
+ else
+ vert.xmax-=4;
+ vert.ymin+=4;
+ vert.ymax-=4;
+
+ /* store in scrollers, used for drawing */
+ scrollers->vert= vert;
+ scrollers->hor= hor;
/* scroller 'buttons':
* - These should always remain within the visible region of the scrollbar
@@ -1234,14 +1264,23 @@ View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short
totsize= v2d->tot.xmax - v2d->tot.xmin;
scrollsize= (float)(hor.xmax - hor.xmin);
- fac= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
- scrollers->hor_min= (int)(hor.xmin + (fac * scrollsize));
+ fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
+ if(fac1<=0.0f)
+ scrollers->hor_min= hor.xmin;
+ else
+ scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize));
- fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
- scrollers->hor_max= (int)(hor.xmin + (fac * scrollsize));
+ fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
+ if(fac2>=1.0f)
+ scrollers->hor_max= hor.xmax;
+ else
+ scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize));
if (scrollers->hor_min > scrollers->hor_max)
scrollers->hor_min= scrollers->hor_max;
+
+ if(fac1 <= 0.0f && fac2 >= 1.0f)
+ scrollers->horfull= 1;
}
/* vertical scrollers */
@@ -1250,14 +1289,23 @@ View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short
totsize= v2d->tot.ymax - v2d->tot.ymin;
scrollsize= (float)(vert.ymax - vert.ymin);
- fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
- scrollers->vert_min= (int)(vert.ymin + (fac * scrollsize));
+ fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
+ if(fac1<=0.0f)
+ scrollers->vert_min= vert.ymin;
+ else
+ scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize));
- fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
- scrollers->vert_max= (int)(vert.ymin + (fac * scrollsize));
+ fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
+ if(fac2>=1.0f)
+ scrollers->vert_max= vert.ymax;
+ else
+ scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize));
if (scrollers->vert_min > scrollers->vert_max)
scrollers->vert_min= scrollers->vert_max;
+
+ if(fac1 <= 0.0f && fac2 >= 1.0f)
+ scrollers->vertfull= 1;
}
/* grid markings on scrollbars */
@@ -1287,7 +1335,7 @@ static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, f
* 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) {
+ if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
power += 1;
val *= 10;
}
@@ -1393,81 +1441,27 @@ static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, f
void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
{
Scene *scene= CTX_data_scene(C);
- const short darker= -50, dark= -10, light= 20, lighter= 50;
- rcti vert, hor, corner;
+ rcti vert, hor;
int scroll= view2d_scroll_mapped(v2d->scroll);
/* make copies of rects for less typing */
- vert= v2d->vert;
- hor= v2d->hor;
+ vert= vs->vert;
+ hor= vs->hor;
/* horizontal scrollbar */
if (scroll & V2D_SCROLL_HORIZONTAL) {
- /* 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
- * - no slider when view is > total for non-zoomable views
- * (otherwise, zoomable ones tend to flicker)
- */
- if ( (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) ||
- ((v2d->tot.xmax - v2d->tot.xmin) > (v2d->cur.xmax - v2d->cur.xmin)) )
- {
- 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, (float)hor.ymin+2,
- mid+V2D_SCROLLCAP_RAD, (float)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,
- (float)vs->hor_min, (float)hor.ymin+2,
- (float)vs->hor_max, (float)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,
- (float)vs->hor_min, (float)hor.ymin+2,
- (float)vs->hor_max, (float)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,
- (float)vs->hor_min-V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymin+2,
- (float)vs->hor_min+V2D_SCROLLER_HANDLE_SIZE, (float)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,
- (float)vs->hor_max-V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymin+2,
- (float)vs->hor_max+V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymax-2,
- V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
- }
+
+ if(vs->horfull==0) {
+ bTheme *btheme= U.themes.first;
+ uiWidgetColors wcol= btheme->tui.wcol_scroll;
+ rcti slider;
+
+ slider.xmin= vs->hor_min;
+ slider.xmax= vs->hor_max;
+ slider.ymin= hor.ymin;
+ slider.ymax= hor.ymax;
+
+ widget_scroll_draw(&wcol, &hor, &slider, (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SELECT:0);
}
/* scale indicators */
@@ -1502,19 +1496,26 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* draw numbers in the appropriate range */
if (dfac > 0.0f) {
- for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
+ float h= 2.0f+(float)(hor.ymin);
+
+ for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) {
+
+ /* make prints look nicer for scrollers */
+ if(fac < hor.xmin+10)
+ continue;
+
switch (vs->xunits) {
case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/
- scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
+ scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
break;
case V2D_UNIT_FRAMESCALE: /* frames (not always as whole numbers) */
- scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
+ scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
break;
case V2D_UNIT_SECONDS: /* seconds */
fac2= val/(float)FPS;
- scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
+ scroll_printstr(vs, scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
break;
case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */
@@ -1525,96 +1526,37 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
time= (float)floor(fac2);
fac2= fac2-time;
- scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
+ scroll_printstr(vs, scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
}
break;
case V2D_UNIT_DEGREES: /* Graph Editor for rotation Drivers */
/* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
- scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_DEGREES, 'v');
+ scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
break;
}
}
}
}
-
- /* decoration outer bevel line */
- UI_ThemeColorShade(TH_SHADE1, lighter);
- if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O))
- sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
- else if (scroll & V2D_SCROLL_TOP)
- sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
}
/* vertical scrollbar */
if (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
- * - no slider when view is > total for non-zoomable views
- * (otherwise, zoomable ones tend to flicker)
- */
- if ( (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) ||
- ((v2d->tot.ymax - v2d->tot.ymin) > (v2d->cur.ymax - v2d->cur.ymin)) )
- {
- 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,
- (float)vert.xmin+2, mid-V2D_SCROLLCAP_RAD,
- (float)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,
- (float)vert.xmin+2, (float)vs->vert_min,
- (float)vert.xmax-2, (float)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,
- (float)vert.xmin+2, (float)vs->vert_min,
- (float)vert.xmax-2, (float)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,
- (float)vert.xmin+2, (float)vs->vert_min-V2D_SCROLLER_HANDLE_SIZE,
- (float)vert.xmax-2, (float)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,
- (float)vert.xmin+2, (float)vs->vert_max-V2D_SCROLLER_HANDLE_SIZE,
- (float)vert.xmax-2, (float)vs->vert_max+V2D_SCROLLER_HANDLE_SIZE,
- V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
- }
+
+ if(vs->vertfull==0) {
+ bTheme *btheme= U.themes.first;
+ uiWidgetColors wcol= btheme->tui.wcol_scroll;
+ rcti slider;
+
+ slider.xmin= vert.xmin;
+ slider.xmax= vert.xmax;
+ slider.ymin= vs->vert_min;
+ slider.ymax= vs->vert_max;
+
+ widget_scroll_draw(&wcol, &vert, &slider, (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SELECT:0);
}
+
/* scale indiators */
// XXX will need to update the font drawing when the new stuff comes in
if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
@@ -1644,42 +1586,23 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* draw vertical steps */
if (dfac > 0.0f) {
- for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
- scroll_printstr(vs, scene, (float)(vert.xmax)-14.0f, fac, val, grid->powery, vs->yunits, 'v');
+
+ BLF_default_rotation(90.0f);
+
+ for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) {
+
+ /* make prints look nicer for scrollers */
+ if(fac < vert.ymin+10)
+ continue;
+
+ scroll_printstr(vs, scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v');
}
+
+ BLF_default_rotation(0.0f);
}
}
-
- /* decoration outer bevel line */
- UI_ThemeColorShade(TH_SHADE1, lighter);
- if (scroll & V2D_SCROLL_RIGHT)
- sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
- else if (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 ((scroll & V2D_SCROLL_VERTICAL) && (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 */