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Diffstat (limited to 'source/blender/editors/interface/interface_align.c')
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diff --git a/source/blender/editors/interface/interface_align.c b/source/blender/editors/interface/interface_align.c
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+/*
+ * ***** 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.
+ *
+ * The Original Code is Copyright (C) 2015 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation 2002-2008, full recode.
+ * Bastien Montagne 2015, full recode.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/interface/interface_align.c
+ * \ingroup edinterface
+ */
+
+#include "DNA_screen_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BLI_alloca.h"
+#include "BLI_math.h"
+#include "BLI_rect.h"
+
+#include "UI_interface.h"
+
+#include "interface_intern.h"
+
+#ifdef USE_UIBUT_SPATIAL_ALIGN
+
+/**
+ * This struct stores a (simplified) 2D representation of all buttons of a same align group, with their
+ * immediate neighbors (if found), and needed value to compute 'stitching' of aligned buttons.
+ *
+ * \note This simplistic struct cannot fully represent complex layouts where buttons share some 'align space' with
+ * several others (see schema below), we'd need linked list and more complex code to handle that.
+ * However, looks like we can do without that for now, which is rather lucky!
+ *
+ * <pre>
+ * +-----------+-----------+
+ * | BUT 1 | BUT 2 | BUT 3 has two 'top' neighbors...
+ * |-----------------------| => In practice, we only store one of BUT 1 or 2 (which ones is not
+ * | BUT 3 | really deterministic), and assume the other stores a ref to BUT 3.
+ * +-----------------------+
+ * </pre>
+ *
+ * This will probably not work in all possible cases, but not sure we want to support such exotic cases anyway.
+ */
+typedef struct ButAlign {
+ uiBut *but;
+
+ /* Neighbor buttons */
+ struct ButAlign *neighbors[4];
+
+ /* Pointers to coordinates (rctf values) of the button. */
+ float *borders[4];
+
+ /* Distances to the neighbors. */
+ float dists[4];
+
+ /* Flags, used to mark whether we should 'stitch' the corners of this button with its neighbors' ones. */
+ char flags[4];
+} ButAlign;
+
+/* Side-related enums and flags. */
+enum {
+ /* Sides (used as indices, order is **crucial**, this allows us to factorize code in a loop over the four sides). */
+ LEFT = 0,
+ TOP = 1,
+ RIGHT = 2,
+ DOWN = 3,
+ TOTSIDES = 4,
+
+ /* Stitch flags, built from sides values. */
+ STITCH_LEFT = 1 << LEFT,
+ STITCH_TOP = 1 << TOP,
+ STITCH_RIGHT = 1 << RIGHT,
+ STITCH_DOWN = 1 << DOWN,
+};
+
+/* Mapping between 'our' sides and 'public' UI_BUT_ALIGN flags, order must match enum above. */
+#define SIDE_TO_UI_BUT_ALIGN {UI_BUT_ALIGN_LEFT, UI_BUT_ALIGN_TOP, UI_BUT_ALIGN_RIGHT, UI_BUT_ALIGN_DOWN}
+
+/* Given one side, compute the three other ones */
+#define SIDE1(_s) (((_s) + 1) % TOTSIDES)
+#define OPPOSITE(_s) (((_s) + 2) % TOTSIDES)
+#define SIDE2(_s) (((_s) + 3) % TOTSIDES)
+
+/* 0: LEFT/RIGHT sides; 1 = TOP/DOWN sides. */
+#define IS_COLUMN(_s) ((_s) % 2)
+
+/* Stitch flag from side value. */
+#define STITCH(_s) (1 << (_s))
+
+/* Max distance between to buttons for them to be 'mergeable'. */
+#define MAX_DELTA 0.45f * max_ii(UI_UNIT_Y, UI_UNIT_X)
+
+bool ui_but_can_align(const uiBut *but)
+{
+ return (
+ !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE) &&
+ (BLI_rctf_size_x(&but->rect) > 0.0f) && (BLI_rctf_size_y(&but->rect) > 0.0f));
+}
+
+/**
+ * This function checks a pair of buttons (assumed in a same align group), and if they are neighbors,
+ * set needed data accordingly.
+ *
+ * \note It is designed to be called in total random order of buttons. Order-based optimizations are done by caller.
+ */
+static void block_align_proximity_compute(ButAlign *butal, ButAlign *butal_other)
+{
+ /* That's the biggest gap between two borders to consider them 'alignable'. */
+ const float max_delta = MAX_DELTA;
+ float delta, delta_side_opp;
+ int side, side_opp;
+
+ const bool butal_can_align = ui_but_can_align(butal->but);
+ const bool butal_other_can_align = ui_but_can_align(butal_other->but);
+
+ const bool buts_share[2] = {
+ /* Sharing same line? */
+ !((*butal->borders[DOWN] >= *butal_other->borders[TOP]) ||
+ (*butal->borders[TOP] <= *butal_other->borders[DOWN])),
+ /* Sharing same column? */
+ !((*butal->borders[LEFT] >= *butal_other->borders[RIGHT]) ||
+ (*butal->borders[RIGHT] <= *butal_other->borders[LEFT])),
+ };
+
+ /* Early out in case buttons share no column or line, or if none can align... */
+ if (!(buts_share[0] || buts_share[1]) || !(butal_can_align || butal_other_can_align)) {
+ return;
+ }
+
+ for (side = 0; side < RIGHT; side++) {
+ /* We are only interested in buttons which share a same line (LEFT/RIGHT sides) or column (TOP/DOWN sides). */
+ if (buts_share[IS_COLUMN(side)]) {
+ side_opp = OPPOSITE(side);
+
+ /* We check both opposite sides at once, because with very small buttons, delta could be below max_delta for
+ * the wrong side (that is, in horizontal case, the total width of two buttons can be below max_delta).
+ * We rely on exact zero value here as an 'already processed' flag, so ensure we never actually
+ * set a zero value at this stage. FLT_MIN is zero-enough for UI position computing. ;) */
+ delta = max_ff(fabsf(*butal->borders[side] - *butal_other->borders[side_opp]), FLT_MIN);
+ delta_side_opp = max_ff(fabsf(*butal->borders[side_opp] - *butal_other->borders[side]), FLT_MIN);
+ if (delta_side_opp < delta) {
+ SWAP(int, side, side_opp);
+ delta = delta_side_opp;
+ }
+
+ if (delta < max_delta) {
+ /* We are only interested in neighbors that are at least as close as already found ones. */
+ if (delta <= butal->dists[side]) {
+ {
+ /* We found an as close or closer neighbor.
+ * If both buttons are alignable, we set them as each other neighbors.
+ * Else, we have an unalignable one, we need to reset the others matching neighbor to NULL
+ * if its 'proximity distance' is really lower with current one.
+ *
+ * NOTE: We cannot only execute that piece of code in case we found a **closer** neighbor,
+ * due to the limited way we represent neighbors (buttons only know **one** neighbor
+ * on each side, when they can actually have several ones), it would prevent
+ * some buttons to be properly 'neighborly-initialized'. */
+ if (butal_can_align && butal_other_can_align) {
+ butal->neighbors[side] = butal_other;
+ butal_other->neighbors[side_opp] = butal;
+ }
+ else if (butal_can_align && (delta < butal->dists[side])) {
+ butal->neighbors[side] = NULL;
+ }
+ else if (butal_other_can_align && (delta < butal_other->dists[side_opp])) {
+ butal_other->neighbors[side_opp] = NULL;
+ }
+ butal->dists[side] = butal_other->dists[side_opp] = delta;
+ }
+
+ if (butal_can_align && butal_other_can_align) {
+ const int side_s1 = SIDE1(side);
+ const int side_s2 = SIDE2(side);
+
+ const int stitch = STITCH(side);
+ const int stitch_opp = STITCH(side_opp);
+
+ if (butal->neighbors[side] == NULL) {
+ butal->neighbors[side] = butal_other;
+ }
+ if (butal_other->neighbors[side_opp] == NULL) {
+ butal_other->neighbors[side_opp] = butal;
+ }
+
+ /* We have a pair of neighbors, we have to check whether we can stitch their matching corners.
+ * E.g. if butal_other is on the left of butal (that is, side == LEFT),
+ * if both TOP (side_s1) coordinates of buttons are close enough, we can stitch
+ * their upper matching corners, and same for DOWN (side_s2) side. */
+ delta = fabsf(*butal->borders[side_s1] - *butal_other->borders[side_s1]);
+ if (delta < max_delta) {
+ butal->flags[side_s1] |= stitch;
+ butal_other->flags[side_s1] |= stitch_opp;
+ }
+ delta = fabsf(*butal->borders[side_s2] - *butal_other->borders[side_s2]);
+ if (delta < max_delta) {
+ butal->flags[side_s2] |= stitch;
+ butal_other->flags[side_s2] |= stitch_opp;
+ }
+ }
+ }
+ /* We assume two buttons can only share one side at most - for until we have sperical UI... */
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * This function takes care of case described in this schema:
+ *
+ * <pre>
+ * +-----------+-----------+
+ * | BUT 1 | BUT 2 |
+ * |-----------------------+
+ * | BUT 3 |
+ * +-----------+
+ * </pre>
+ *
+ * Here, BUT 3 RIGHT side would not get 'dragged' to align with BUT 1 RIGHT side, since BUT 3 has not RIGHT neighbor.
+ * So, this function, when called with BUT 1, will 'walk' the whole column in \a side_s1 direction (TOP or DOWN when
+ * called for RIGHT side), and force buttons like BUT 3 to align as needed, if BUT 1 and BUT 3 were detected as needing
+ * top-right corner stitching in \a block_align_proximity_compute() step.
+ *
+ * \note To avoid doing this twice, some stitching flags are cleared to break the 'stitching connection'
+ * between neighbors.
+ */
+static void block_align_stitch_neighbors(
+ ButAlign *butal,
+ const int side, const int side_opp, const int side_s1, const int side_s2,
+ const int align, const int align_opp, const float co)
+{
+ ButAlign *butal_neighbor;
+
+ const int stitch_s1 = STITCH(side_s1);
+ const int stitch_s2 = STITCH(side_s2);
+
+ /* We have to check stitching flags on both sides of the stitching, since we only clear one of them flags to break
+ * any future loop on same 'columns/side' case.
+ * Also, if butal is spanning over several rows or columns of neighbors, it may have both of its stitching flags
+ * set, but would not be the case of its immediate neighbor! */
+ while ((butal->flags[side] & stitch_s1) &&
+ (butal = butal->neighbors[side_s1]) &&
+ (butal->flags[side] & stitch_s2))
+ {
+ butal_neighbor = butal->neighbors[side];
+
+ /* If we actually do have a neighbor, we directly set its values accordingly, and clear its matching 'dist'
+ * to prevent it being set again later... */
+ if (butal_neighbor) {
+ butal->but->drawflag |= align;
+ butal_neighbor->but->drawflag |= align_opp;
+ *butal_neighbor->borders[side_opp] = co;
+ butal_neighbor->dists[side_opp] = 0.0f;
+ }
+ /* See definition of UI_BUT_ALIGN_STITCH_LEFT/TOP for reason of this... */
+ else if (side == LEFT) {
+ butal->but->drawflag |= UI_BUT_ALIGN_STITCH_LEFT;
+ }
+ else if (side == TOP) {
+ butal->but->drawflag |= UI_BUT_ALIGN_STITCH_TOP;
+ }
+ *butal->borders[side] = co;
+ butal->dists[side] = 0.0f;
+ /* Clearing one of the 'flags pair' here is enough to prevent this loop running on
+ * the same column, side and direction again. */
+ butal->flags[side] &= ~stitch_s2;
+ }
+}
+
+/**
+ * Helper to sort ButAlign items by:
+ * - Their align group.
+ * - Their vertical position.
+ * - Their horizontal position.
+ */
+static int ui_block_align_butal_cmp(const void *a, const void *b)
+{
+ const ButAlign *butal = a;
+ const ButAlign *butal_other = b;
+
+ /* Sort by align group. */
+ if (butal->but->alignnr != butal_other->but->alignnr) {
+ return butal->but->alignnr - butal_other->but->alignnr;
+ }
+
+ /* Sort vertically.
+ * Note that Y of buttons is decreasing (first buttons have higher Y value than later ones). */
+ if (*butal->borders[TOP] != *butal_other->borders[TOP]) {
+ return (*butal_other->borders[TOP] > *butal->borders[TOP]) ? 1 : -1;
+ }
+
+ /* Sort horizontally. */
+ if (*butal->borders[LEFT] != *butal_other->borders[LEFT]) {
+ return (*butal->borders[LEFT] > *butal_other->borders[LEFT]) ? 1 : -1;
+ }
+
+ /* XXX We cannot actually assert here, since in some very compressed space cases, stupid UI code produces
+ * widgets which have the same TOP and LEFT positions...
+ * We do not care really, because this happens when UI is way too small to be usable anyway. */
+ /* BLI_assert(0); */
+ return 0;
+}
+
+/**
+ * Compute the alignment of all 'align groups' of buttons in given block.
+ *
+ * This is using an order-independent algorithm, i.e. alignment of buttons should be OK regardless of order in which
+ * they are added to the block.
+ */
+void ui_block_align_calc(uiBlock *block)
+{
+ uiBut *but;
+ int num_buttons = 0;
+
+ const int sides_to_ui_but_align_flags[4] = SIDE_TO_UI_BUT_ALIGN;
+
+ ButAlign *butal_array;
+ ButAlign *butal, *butal_other;
+ int side;
+ int i, j;
+
+ /* First loop: we count number of buttons belonging to an align group, and clear their align flag. */
+ for (but = block->buttons.first; but; but = but->next) {
+ /* Clear old align flags. */
+ but->drawflag &= ~UI_BUT_ALIGN_ALL;
+
+ if (but->alignnr != 0) {
+ num_buttons++;
+ }
+ }
+
+ if (num_buttons < 2) {
+ /* No need to go further if we have nothing to align... */
+ return;
+ }
+
+ butal_array = alloca(sizeof(*butal_array) * (size_t)num_buttons);
+ memset(butal_array, 0, sizeof(*butal_array) * (size_t)num_buttons);
+
+ /* Second loop: we initialize our ButAlign data for each button. */
+ for (but = block->buttons.first, butal = butal_array; but; but = but->next) {
+ if (but->alignnr != 0) {
+ butal->but = but;
+ butal->borders[LEFT] = &but->rect.xmin;
+ butal->borders[RIGHT] = &but->rect.xmax;
+ butal->borders[DOWN] = &but->rect.ymin;
+ butal->borders[TOP] = &but->rect.ymax;
+ copy_v4_fl(butal->dists, FLT_MAX);
+ butal++;
+ }
+ }
+
+ /* This will give us ButAlign items regrouped by align group, vertical and horizontal location.
+ * Note that, given how buttons are defined in UI code, butal_array shall already be "nearly sorted"... */
+ qsort(butal_array, (size_t)num_buttons, sizeof(*butal_array), ui_block_align_butal_cmp);
+
+ /* Third loop: for each pair of buttons in the same align group, we compute their potential proximity.
+ * Note that each pair is checked only once, and that we break early in case we know all remaining pairs will
+ * always be too far away. */
+ for (i = 0, butal = butal_array; i < num_buttons; i++, butal++) {
+ const short alignnr = butal->but->alignnr;
+
+ for (j = i + 1, butal_other = &butal_array[i + 1]; j < num_buttons; j++, butal_other++) {
+ const float max_delta = MAX_DELTA;
+
+ /* Since they are sorted, buttons after current butal can only be of same or higher group, and once
+ * they are not of same group, we know we can break this sub-loop and start checking with next butal. */
+ if (butal_other->but->alignnr != alignnr) {
+ break;
+ }
+
+ /* Since they are sorted vertically first, buttons after current butal can only be at same or lower height,
+ * and once they are lower than a given threshold, we know we can break this sub-loop and
+ * start checking with next butal. */
+ if ((*butal->borders[DOWN] - *butal_other->borders[TOP]) > max_delta) {
+ break;
+ }
+
+ block_align_proximity_compute(butal, butal_other);
+ }
+ }
+
+ /* Fourth loop: we have all our 'aligned' buttons as a 'map' in butal_array. We need to:
+ * - update their relevant coordinates to stitch them.
+ * - assign them valid flags.
+ */
+ for (i = 0; i < num_buttons; i++) {
+ butal = &butal_array[i];
+
+ for (side = 0; side < TOTSIDES; side++) {
+ butal_other = butal->neighbors[side];
+
+ if (butal_other) {
+ const int side_opp = OPPOSITE(side);
+ const int side_s1 = SIDE1(side);
+ const int side_s2 = SIDE2(side);
+
+ const int align = sides_to_ui_but_align_flags[side];
+ const int align_opp = sides_to_ui_but_align_flags[side_opp];
+
+ float co;
+
+ butal->but->drawflag |= align;
+ butal_other->but->drawflag |= align_opp;
+ if (butal->dists[side]) {
+ float *delta = &butal->dists[side];
+
+ if (*butal->borders[side] < *butal_other->borders[side_opp]) {
+ *delta *= 0.5f;
+ }
+ else {
+ *delta *= -0.5f;
+ }
+ co = (*butal->borders[side] += *delta);
+
+ if (butal_other->dists[side_opp]) {
+ BLI_assert(butal_other->dists[side_opp] * 0.5f == fabsf(*delta));
+ *butal_other->borders[side_opp] = co;
+ butal_other->dists[side_opp] = 0.0f;
+ }
+ *delta = 0.0f;
+ }
+ else {
+ co = *butal->borders[side];
+ }
+
+ block_align_stitch_neighbors(butal, side, side_opp, side_s1, side_s2, align, align_opp, co);
+ block_align_stitch_neighbors(butal, side, side_opp, side_s2, side_s1, align, align_opp, co);
+ }
+ }
+ }
+}
+
+#undef SIDE_TO_UI_BUT_ALIGN
+#undef SIDE1
+#undef OPPOSITE
+#undef SIDE2
+#undef IS_COLUMN
+#undef STITCH
+#undef MAX_DELTA
+
+#else
+
+bool ui_but_can_align(uiBut *but)
+{
+ return !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE);
+}
+
+static bool buts_are_horiz(uiBut *but1, uiBut *but2)
+{
+ float dx, dy;
+
+ /* simple case which can fail if buttons shift apart
+ * with proportional layouts, see: [#38602] */
+ if ((but1->rect.ymin == but2->rect.ymin) &&
+ (but1->rect.xmin != but2->rect.xmin))
+ {
+ return true;
+ }
+
+ dx = fabsf(but1->rect.xmax - but2->rect.xmin);
+ dy = fabsf(but1->rect.ymin - but2->rect.ymax);
+
+ return (dx <= dy);
+}
+
+static void ui_block_align_calc_but(uiBut *first, short nr)
+{
+ uiBut *prev, *but = NULL, *next;
+ int flag = 0, cols = 0, rows = 0;
+
+ /* auto align */
+
+ for (but = first; but && but->alignnr == nr; but = but->next) {
+ if (but->next && but->next->alignnr == nr) {
+ if (buts_are_horiz(but, but->next)) cols++;
+ else rows++;
+ }
+ }
+
+ /* rows == 0: 1 row, cols == 0: 1 column */
+
+ /* note; how it uses 'flag' in loop below (either set it, or OR it) is confusing */
+ for (but = first, prev = NULL; but && but->alignnr == nr; prev = but, but = but->next) {
+ next = but->next;
+ if (next && next->alignnr != nr)
+ next = NULL;
+
+ /* clear old flag */
+ but->drawflag &= ~UI_BUT_ALIGN;
+
+ if (flag == 0) { /* first case */
+ if (next) {
+ if (buts_are_horiz(but, next)) {
+ if (rows == 0)
+ flag = UI_BUT_ALIGN_RIGHT;
+ else
+ flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_RIGHT;
+ }
+ else {
+ flag = UI_BUT_ALIGN_DOWN;
+ }
+ }
+ }
+ else if (next == NULL) { /* last case */
+ if (prev) {
+ if (buts_are_horiz(prev, but)) {
+ if (rows == 0)
+ flag = UI_BUT_ALIGN_LEFT;
+ else
+ flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_LEFT;
+ }
+ else {
+ flag = UI_BUT_ALIGN_TOP;
+ }
+ }
+ }
+ else if (buts_are_horiz(but, next)) {
+ /* check if this is already second row */
+ if (prev && buts_are_horiz(prev, but) == 0) {
+ flag &= ~UI_BUT_ALIGN_LEFT;
+ flag |= UI_BUT_ALIGN_TOP;
+ /* exception case: bottom row */
+ if (rows > 0) {
+ uiBut *bt = but;
+ while (bt && bt->alignnr == nr) {
+ if (bt->next && bt->next->alignnr == nr && buts_are_horiz(bt, bt->next) == 0) {
+ break;
+ }
+ bt = bt->next;
+ }
+ if (bt == NULL || bt->alignnr != nr) flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_RIGHT;
+ }
+ }
+ else {
+ flag |= UI_BUT_ALIGN_LEFT;
+ }
+ }
+ else {
+ if (cols == 0) {
+ flag |= UI_BUT_ALIGN_TOP;
+ }
+ else { /* next button switches to new row */
+
+ if (prev && buts_are_horiz(prev, but))
+ flag |= UI_BUT_ALIGN_LEFT;
+ else {
+ flag &= ~UI_BUT_ALIGN_LEFT;
+ flag |= UI_BUT_ALIGN_TOP;
+ }
+
+ if ((flag & UI_BUT_ALIGN_TOP) == 0) { /* still top row */
+ if (prev) {
+ if (next && buts_are_horiz(but, next))
+ flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT | UI_BUT_ALIGN_RIGHT;
+ else {
+ /* last button in top row */
+ flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT;
+ }
+ }
+ else
+ flag |= UI_BUT_ALIGN_DOWN;
+ }
+ else
+ flag |= UI_BUT_ALIGN_TOP;
+ }
+ }
+
+ but->drawflag |= flag;
+
+ /* merge coordinates */
+ if (prev) {
+ /* simple cases */
+ if (rows == 0) {
+ but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
+ prev->rect.xmax = but->rect.xmin;
+ }
+ else if (cols == 0) {
+ but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
+ prev->rect.ymin = but->rect.ymax;
+ }
+ else {
+ if (buts_are_horiz(prev, but)) {
+ but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
+ prev->rect.xmax = but->rect.xmin;
+ /* copy height too */
+ but->rect.ymax = prev->rect.ymax;
+ }
+ else if (prev->prev && buts_are_horiz(prev->prev, prev) == 0) {
+ /* the previous button is a single one in its row */
+ but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
+ prev->rect.ymin = but->rect.ymax;
+
+ but->rect.xmin = prev->rect.xmin;
+ if (next && buts_are_horiz(but, next) == 0)
+ but->rect.xmax = prev->rect.xmax;
+ }
+ else {
+ /* the previous button is not a single one in its row */
+ but->rect.ymax = prev->rect.ymin;
+ }
+ }
+ }
+ }
+}
+
+void ui_block_align_calc(uiBlock *block)
+{
+ uiBut *but;
+ short nr;
+
+ /* align buttons with same align nr */
+ for (but = block->buttons.first; but; ) {
+ if (but->alignnr) {
+ nr = but->alignnr;
+ ui_block_align_calc_but(but, nr);
+
+ /* skip with same number */
+ for (; but && but->alignnr == nr; but = but->next) {
+ /* pass */
+ }
+
+ if (!but) {
+ break;
+ }
+ }
+ else {
+ but = but->next;
+ }
+ }
+}
+#endif