diff options
author | Julian Eisel <eiseljulian@gmail.com> | 2016-12-09 01:02:29 +0300 |
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committer | Julian Eisel <eiseljulian@gmail.com> | 2016-12-09 01:17:45 +0300 |
commit | 35c18e487172165c52f93494ffecbaf484c785e0 (patch) | |
tree | 2a584f2f6c4af6f86efe6801457a36e2ff29d096 /source/blender/editors/screen/screen_draw.c | |
parent | 47c6047873c11645c214b6c6840d4ae463114459 (diff) |
Move screen drawing functions into new screen_draw.c
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r-- | source/blender/editors/screen/screen_draw.c | 324 |
1 files changed, 324 insertions, 0 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c index 4332112abe6..f73bed16330 100644 --- a/source/blender/editors/screen/screen_draw.c +++ b/source/blender/editors/screen/screen_draw.c @@ -28,7 +28,331 @@ #include "GPU_immediate.h" #include "WM_api.h" +#include "WM_types.h" +#include "screen_intern.h" + + +/** + * Draw vertical 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(wmWindow *win) +{ + const int winsize_x = WM_window_pixels_x(win); + const int winsize_y = WM_window_pixels_y(win); + + ScrArea *sa; + ScrArea *sa1 = NULL; + ScrArea *sa2 = NULL; + ScrArea *sa3 = NULL; + + 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); + + /* gather area split/join info */ + if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa; + if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa; + if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa; + } + glEnd(); + + /* blended join arrow */ + if (sa1 && sa2) { + 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); + } + + /* splitpoint */ + if (sa3) { + glEnable(GL_BLEND); + glBegin(GL_LINES); + glColor4ub(255, 255, 255, 100); + + if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) { + glVertex2s(sa3->totrct.xmin, win->eventstate->y); + glVertex2s(sa3->totrct.xmax, win->eventstate->y); + glColor4ub(0, 0, 0, 100); + glVertex2s(sa3->totrct.xmin, win->eventstate->y + 1); + glVertex2s(sa3->totrct.xmax, win->eventstate->y + 1); + } + else { + glVertex2s(win->eventstate->x, sa3->totrct.ymin); + glVertex2s(win->eventstate->x, sa3->totrct.ymax); + glColor4ub(0, 0, 0, 100); + glVertex2s(win->eventstate->x + 1, sa3->totrct.ymin); + glVertex2s(win->eventstate->x + 1, sa3->totrct.ymax); + } + glEnd(); + glDisable(GL_BLEND); + } + + win->screen->do_draw = false; +} + + +/* -------------------------------------------------------------------- */ +/* Screen Thumbnail Preview */ /** * Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect. |