diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-01-19 09:55:51 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-01-19 09:57:37 +0300 |
commit | 53e062da941c25050074493651e5a8c48ea13c6b (patch) | |
tree | 8831bbaf8e1110f6dbf1c7001011a21efa3ff91c /source/blender/editors/screen/screen_draw.c | |
parent | ebf01d44ee0e034da169efc0aca81f99966ebde6 (diff) |
Cleanup: sync w/ blender2.8 branch
Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r-- | source/blender/editors/screen/screen_draw.c | 349 |
1 files changed, 349 insertions, 0 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c new file mode 100644 index 00000000000..e41a281693a --- /dev/null +++ b/source/blender/editors/screen/screen_draw.c @@ -0,0 +1,349 @@ +/* + * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/editors/screen/screen_draw.c + * \ingroup edscr + */ + +#include "BIF_gl.h" + +#include "WM_api.h" + +#include "ED_screen.h" + +#include "screen_intern.h" + +/** + * Draw horizontal shape visualizing future joining (left as well right direction of future joining). + */ +static void draw_horizontal_join_shape(ScrArea *sa, char dir) +{ + vec2f points[10]; + short i; + float w, h; + float width = sa->v3->vec.x - sa->v1->vec.x; + float height = sa->v3->vec.y - sa->v1->vec.y; + + if (height < width) { + h = height / 8; + w = height / 4; + } + else { + h = width / 8; + w = width / 4; + } + + points[0].x = sa->v1->vec.x; + points[0].y = sa->v1->vec.y + height / 2; + + points[1].x = sa->v1->vec.x; + points[1].y = sa->v1->vec.y; + + points[2].x = sa->v4->vec.x - w; + points[2].y = sa->v4->vec.y; + + points[3].x = sa->v4->vec.x - w; + points[3].y = sa->v4->vec.y + height / 2 - 2 * h; + + points[4].x = sa->v4->vec.x - 2 * w; + points[4].y = sa->v4->vec.y + height / 2; + + points[5].x = sa->v4->vec.x - w; + points[5].y = sa->v4->vec.y + height / 2 + 2 * h; + + points[6].x = sa->v3->vec.x - w; + points[6].y = sa->v3->vec.y; + + points[7].x = sa->v2->vec.x; + points[7].y = sa->v2->vec.y; + + points[8].x = sa->v4->vec.x; + points[8].y = sa->v4->vec.y + height / 2 - h; + + points[9].x = sa->v4->vec.x; + points[9].y = sa->v4->vec.y + height / 2 + h; + + if (dir == 'l') { + /* when direction is left, then we flip direction of arrow */ + float cx = sa->v1->vec.x + width; + for (i = 0; i < 10; i++) { + points[i].x -= cx; + points[i].x = -points[i].x; + points[i].x += sa->v1->vec.x; + } + } + + glBegin(GL_POLYGON); + for (i = 0; i < 5; i++) + glVertex2f(points[i].x, points[i].y); + glEnd(); + glBegin(GL_POLYGON); + for (i = 4; i < 8; i++) + glVertex2f(points[i].x, points[i].y); + glVertex2f(points[0].x, points[0].y); + glEnd(); + + glRectf(points[2].x, points[2].y, points[8].x, points[8].y); + glRectf(points[6].x, points[6].y, points[9].x, points[9].y); +} + +/** + * Draw vertical shape visualizing future joining (up/down direction). + */ +static void draw_vertical_join_shape(ScrArea *sa, char dir) +{ + vec2f points[10]; + short i; + float w, h; + float width = sa->v3->vec.x - sa->v1->vec.x; + float height = sa->v3->vec.y - sa->v1->vec.y; + + if (height < width) { + h = height / 4; + w = height / 8; + } + else { + h = width / 4; + w = width / 8; + } + + points[0].x = sa->v1->vec.x + width / 2; + points[0].y = sa->v3->vec.y; + + points[1].x = sa->v2->vec.x; + points[1].y = sa->v2->vec.y; + + points[2].x = sa->v1->vec.x; + points[2].y = sa->v1->vec.y + h; + + points[3].x = sa->v1->vec.x + width / 2 - 2 * w; + points[3].y = sa->v1->vec.y + h; + + points[4].x = sa->v1->vec.x + width / 2; + points[4].y = sa->v1->vec.y + 2 * h; + + points[5].x = sa->v1->vec.x + width / 2 + 2 * w; + points[5].y = sa->v1->vec.y + h; + + points[6].x = sa->v4->vec.x; + points[6].y = sa->v4->vec.y + h; + + points[7].x = sa->v3->vec.x; + points[7].y = sa->v3->vec.y; + + points[8].x = sa->v1->vec.x + width / 2 - w; + points[8].y = sa->v1->vec.y; + + points[9].x = sa->v1->vec.x + width / 2 + w; + points[9].y = sa->v1->vec.y; + + if (dir == 'u') { + /* when direction is up, then we flip direction of arrow */ + float cy = sa->v1->vec.y + height; + for (i = 0; i < 10; i++) { + points[i].y -= cy; + points[i].y = -points[i].y; + points[i].y += sa->v1->vec.y; + } + } + + glBegin(GL_POLYGON); + for (i = 0; i < 5; i++) + glVertex2f(points[i].x, points[i].y); + glEnd(); + glBegin(GL_POLYGON); + for (i = 4; i < 8; i++) + glVertex2f(points[i].x, points[i].y); + glVertex2f(points[0].x, points[0].y); + glEnd(); + + glRectf(points[2].x, points[2].y, points[8].x, points[8].y); + glRectf(points[6].x, points[6].y, points[9].x, points[9].y); +} + +/** + * Draw join shape due to direction of joining. + */ +static void draw_join_shape(ScrArea *sa, char dir) +{ + if (dir == 'u' || dir == 'd') { + draw_vertical_join_shape(sa, dir); + } + else { + draw_horizontal_join_shape(sa, dir); + } +} + +/** + * Draw screen area darker with arrow (visualization of future joining). + */ +static void scrarea_draw_shape_dark(ScrArea *sa, char dir) +{ + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4ub(0, 0, 0, 50); + draw_join_shape(sa, dir); +} + +/** + * Draw screen area ligher with arrow shape ("eraser" of previous dark shape). + */ +static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir)) +{ + glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA); + /* value 181 was hardly computed: 181~105 */ + glColor4ub(255, 255, 255, 50); + /* draw_join_shape(sa, dir); */ + glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y); +} + +static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2) +{ + /* right border area */ + if (x2 < sizex - 1) { + glVertex2s(x2, y1); + glVertex2s(x2, y2); + } + + /* left border area */ + if (x1 > 0) { /* otherwise it draws the emboss of window over */ + glVertex2s(x1, y1); + glVertex2s(x1, y2); + } + + /* top border area */ + if (y2 < sizey - 1) { + glVertex2s(x1, y2); + glVertex2s(x2, y2); + } + + /* bottom border area */ + if (y1 > 0) { + glVertex2s(x1, y1); + glVertex2s(x2, y1); + } +} + +/** + * \brief Screen edges drawing. + */ +static void drawscredge_area(ScrArea *sa, int sizex, int sizey) +{ + short x1 = sa->v1->vec.x; + short y1 = sa->v1->vec.y; + short x2 = sa->v3->vec.x; + short y2 = sa->v3->vec.y; + + drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2); +} + +/** + * Only for edge lines between areas, and the blended join arrows. + */ +void ED_screen_draw_edges(wmWindow *win) +{ + const int winsize_x = WM_window_pixels_x(win); + const int winsize_y = WM_window_pixels_y(win); + + ScrArea *sa; + + wmSubWindowSet(win, win->screen->mainwin); + + /* Note: first loop only draws if U.pixelsize > 1, skip otherwise */ + if (U.pixelsize > 1.0f) { + /* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */ + glLineWidth((2.0f * U.pixelsize) - 1); + glColor3ub(0x50, 0x50, 0x50); + glBegin(GL_LINES); + for (sa = win->screen->areabase.first; sa; sa = sa->next) + drawscredge_area(sa, winsize_x, winsize_y); + glEnd(); + } + + glLineWidth(1); + glColor3ub(0, 0, 0); + glBegin(GL_LINES); + for (sa = win->screen->areabase.first; sa; sa = sa->next) { + drawscredge_area(sa, winsize_x, winsize_y); + } + glEnd(); + + win->screen->do_draw = false; +} + +void ED_screen_draw_join_shape(ScrArea *sa1, ScrArea *sa2) +{ + glLineWidth(1); + + /* blended join arrow */ + int dir = area_getorientation(sa1, sa2); + int dira = -1; + if (dir != -1) { + switch (dir) { + case 0: /* W */ + dir = 'r'; + dira = 'l'; + break; + case 1: /* N */ + dir = 'd'; + dira = 'u'; + break; + case 2: /* E */ + dir = 'l'; + dira = 'r'; + break; + case 3: /* S */ + dir = 'u'; + dira = 'd'; + break; + } + glEnable(GL_BLEND); + scrarea_draw_shape_dark(sa2, dir); + scrarea_draw_shape_light(sa1, dira); + glDisable(GL_BLEND); + } +} + +void ED_screen_draw_split_preview(ScrArea *sa, const int dir, const float fac) +{ + /* splitpoint */ + glEnable(GL_BLEND); + glBegin(GL_LINES); + glColor4ub(255, 255, 255, 100); + + if (dir == 'h') { + const float y = (1 - fac) * sa->totrct.ymin + fac * sa->totrct.ymax; + glVertex2s(sa->totrct.xmin, y); + glVertex2s(sa->totrct.xmax, y); + glColor4ub(0, 0, 0, 100); + glVertex2s(sa->totrct.xmin, y + 1); + glVertex2s(sa->totrct.xmax, y + 1); + } + else { + const float x = (1 - fac) * sa->totrct.xmin + fac * sa->totrct.xmax; + glVertex2s(x, sa->totrct.ymin); + glVertex2s(x, sa->totrct.ymax); + glColor4ub(0, 0, 0, 100); + glVertex2s(x + 1, sa->totrct.ymin); + glVertex2s(x + 1, sa->totrct.ymax); + } + glEnd(); + glDisable(GL_BLEND); +} + |