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Diffstat (limited to 'source/blender/editors/interface/view2d.c')
-rw-r--r--source/blender/editors/interface/view2d.c2023
1 files changed, 2023 insertions, 0 deletions
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
new file mode 100644
index 00000000000..b363f1f6272
--- /dev/null
+++ b/source/blender/editors/interface/view2d.c
@@ -0,0 +1,2023 @@
+/**
+ * $Id$
+ *
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Joshua Leung
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <limits.h>
+#include <math.h>
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+#include "DNA_view2d_types.h"
+
+#include "BLI_blenlib.h"
+
+#include "BKE_context.h"
+#include "BKE_global.h"
+#include "BKE_utildefines.h"
+
+#include "WM_api.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "BLF_api.h"
+
+#include "ED_screen.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+#include "UI_view2d.h"
+
+#include "interface_intern.h"
+
+/* *********************************************************************** */
+
+/* helper to allow scrollbars to dynamically hide */
+static int view2d_scroll_mapped(int scroll)
+{
+ if(scroll & V2D_SCROLL_HORIZONTAL_HIDE)
+ scroll &= ~(V2D_SCROLL_HORIZONTAL);
+ if(scroll & V2D_SCROLL_VERTICAL_HIDE)
+ scroll &= ~(V2D_SCROLL_VERTICAL);
+ return scroll;
+}
+
+/* called each time cur changes, to dynamically update masks */
+static void view2d_masks(View2D *v2d)
+{
+ int scroll;
+
+ /* mask - view frame */
+ v2d->mask.xmin= v2d->mask.ymin= 0;
+ v2d->mask.xmax= v2d->winx - 1; /* -1 yes! masks are pixels */
+ v2d->mask.ymax= v2d->winy - 1;
+
+#if 0
+ v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE|V2D_SCROLL_VERTICAL_HIDE);
+ /* check size if: */
+ if (v2d->scroll & V2D_SCROLL_HORIZONTAL)
+ if(!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL))
+ if (v2d->tot.xmax-v2d->tot.xmin <= v2d->cur.xmax-v2d->cur.xmin)
+ v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
+ if (v2d->scroll & V2D_SCROLL_VERTICAL)
+ if(!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL))
+ if (v2d->tot.ymax-v2d->tot.ymin <= v2d->cur.ymax-v2d->cur.ymin)
+ v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE;
+#endif
+ scroll= view2d_scroll_mapped(v2d->scroll);
+
+ /* scrollers shrink mask area, but should be based off regionsize
+ * - they can only be on one to two edges of the region they define
+ * - if they overlap, they must not occupy the corners (which are reserved for other widgets)
+ */
+ if (scroll) {
+ /* vertical scroller */
+ if (scroll & V2D_SCROLL_LEFT) {
+ /* on left-hand edge of region */
+ v2d->vert= v2d->mask;
+ v2d->vert.xmax= V2D_SCROLL_WIDTH;
+ v2d->mask.xmin= v2d->vert.xmax + 1;
+ }
+ else if (scroll & V2D_SCROLL_RIGHT) {
+ /* on right-hand edge of region */
+ v2d->vert= v2d->mask;
+ v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
+ v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
+ v2d->mask.xmax= v2d->vert.xmin - 1;
+ }
+
+ /* horizontal scroller */
+ if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
+ /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
+ v2d->hor= v2d->mask;
+ v2d->hor.ymax= V2D_SCROLL_HEIGHT;
+ v2d->mask.ymin= v2d->hor.ymax + 1;
+ }
+ else if (scroll & V2D_SCROLL_TOP) {
+ /* on upper edge of region */
+ v2d->hor= v2d->mask;
+ v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
+ v2d->mask.ymax= v2d->hor.ymin - 1;
+ }
+
+ /* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
+ if (scroll & V2D_SCROLL_VERTICAL) {
+ /* just set y min/max for vertical scroller to y min/max of mask as appropriate */
+ if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
+ /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
+ v2d->vert.ymin= v2d->mask.ymin;
+ }
+ else if (scroll & V2D_SCROLL_TOP) {
+ /* on upper edge of region */
+ v2d->vert.ymax= v2d->mask.ymax;
+ }
+ }
+ }
+
+}
+
+/* Refresh and Validation */
+
+/* Initialise all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize
+ * - for some of these presets, it is expected that the region will have defined some
+ * additional settings necessary for the customisation of the 2D viewport to its requirements
+ * - this function should only be called from region init() callbacks, where it is expected that
+ * this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialised.
+ */
+void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
+{
+ short tot_changed= 0;
+
+ /* initialise data if there is a need for such */
+ if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
+ /* set initialised flag so that View2D doesn't get reinitialised next time again */
+ v2d->flag |= V2D_IS_INITIALISED;
+
+ /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
+ switch (type) {
+ /* 'standard view' - optimum setup for 'standard' view behaviour, that should be used new views as basis for their
+ * own unique View2D settings, which should be used instead of this in most cases...
+ */
+ case V2D_COMMONVIEW_STANDARD:
+ {
+ /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
+ v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
+ v2d->minzoom= 0.01f;
+ v2d->maxzoom= 1000.0f;
+
+ /* tot rect and cur should be same size, and aligned using 'standard' OpenGL coordinates for now
+ * - region can resize 'tot' later to fit other data
+ * - keeptot is only within bounds, as strict locking is not that critical
+ * - view is aligned for (0,0) -> (winx-1, winy-1) setup
+ */
+ v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
+ v2d->keeptot= V2D_KEEPTOT_BOUNDS;
+
+ v2d->tot.xmin= v2d->tot.ymin= 0.0f;
+ v2d->tot.xmax= (float)(winx - 1);
+ v2d->tot.ymax= (float)(winy - 1);
+
+ v2d->cur= v2d->tot;
+
+ /* scrollers - should we have these by default? */
+ // XXX for now, we don't override this, or set it either!
+ }
+ break;
+
+ /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
+ case V2D_COMMONVIEW_LIST:
+ {
+ /* zoom + aspect ratio are locked */
+ v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
+ v2d->minzoom= v2d->maxzoom= 1.0f;
+
+ /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
+ v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
+ v2d->keeptot = V2D_KEEPTOT_STRICT;
+ tot_changed= 1;
+
+ /* scroller settings are currently not set here... that is left for regions... */
+ }
+ break;
+
+ /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
+ case V2D_COMMONVIEW_HEADER:
+ {
+ /* zoom + aspect ratio are locked */
+ v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
+ v2d->minzoom= v2d->maxzoom= 1.0f;
+ v2d->min[0]= v2d->max[0]= (float)(winx-1);
+ v2d->min[1]= v2d->max[1]= (float)(winy-1);
+
+ /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
+ v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
+ v2d->keeptot = V2D_KEEPTOT_STRICT;
+ tot_changed= 1;
+
+ /* panning in y-axis is prohibited */
+ v2d->keepofs= V2D_LOCKOFS_Y;
+
+ /* absolutely no scrollers allowed */
+ v2d->scroll= 0;
+
+ /* pixel offsets need to be applied for smooth UI controls */
+ v2d->flag |= (V2D_PIXELOFS_X|V2D_PIXELOFS_Y);
+ }
+ break;
+
+ /* panels view, with horizontal/vertical align */
+ case V2D_COMMONVIEW_PANELS_UI:
+ {
+ /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
+ v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
+ v2d->minzoom= 0.5f;
+ v2d->maxzoom= 2.0f;
+
+ v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
+ v2d->keeptot= V2D_KEEPTOT_BOUNDS;
+
+ v2d->tot.xmin= 0.0f;
+ v2d->tot.xmax= winx;
+
+ v2d->tot.ymax= 0.0f;
+ v2d->tot.ymin= -winy;
+
+ v2d->cur= v2d->tot;
+ }
+ break;
+
+ /* other view types are completely defined using their own settings already */
+ default:
+ /* we don't do anything here, as settings should be fine, but just make sure that rect */
+ break;
+ }
+ }
+
+ /* store view size */
+ v2d->winx= winx;
+ v2d->winy= winy;
+
+ /* set masks */
+ view2d_masks(v2d);
+
+ /* set 'tot' rect before setting cur? */
+ if (tot_changed)
+ UI_view2d_totRect_set(v2d, winx, winy);
+ else
+ UI_view2d_curRect_validate(v2d);
+
+}
+
+/* Ensure View2D rects remain in a viable configuration
+ * - cur is not allowed to be: larger than max, smaller than min, or outside of tot
+ */
+// XXX pre2.5 -> this used to be called test_view2d()
+void UI_view2d_curRect_validate(View2D *v2d)
+{
+ float totwidth, totheight, curwidth, curheight, width, height;
+ float winx, winy;
+ rctf *cur, *tot;
+
+ /* use mask as size of region that View2D resides in, as it takes into account scrollbars already */
+ winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
+ winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
+
+ /* get pointers to rcts for less typing */
+ cur= &v2d->cur;
+ tot= &v2d->tot;
+
+ /* we must satisfy the following constraints (in decreasing order of importance):
+ * - alignment restrictions are respected
+ * - cur must not fall outside of tot
+ * - axis locks (zoom and offset) must be maintained
+ * - zoom must not be excessive (check either sizes or zoom values)
+ * - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
+ */
+
+ /* Step 1: if keepzoom, adjust the sizes of the rects only
+ * - firstly, we calculate the sizes of the rects
+ * - curwidth and curheight are saved as reference... modify width and height values here
+ */
+ totwidth= tot->xmax - tot->xmin;
+ totheight= tot->ymax - tot->ymin;
+ curwidth= width= cur->xmax - cur->xmin;
+ curheight= height= cur->ymax - cur->ymin;
+
+ /* if zoom is locked, size on the appropriate axis is reset to mask size */
+ if (v2d->keepzoom & V2D_LOCKZOOM_X)
+ width= winx;
+ if (v2d->keepzoom & V2D_LOCKZOOM_Y)
+ height= winy;
+
+ /* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits
+ * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
+ */
+ if (v2d->keepzoom & V2D_KEEPZOOM) {
+ float zoom, fac;
+
+ /* check if excessive zoom on x-axis */
+ if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
+ zoom= winx / width;
+ if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
+ fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
+ width *= fac;
+ }
+ }
+
+ /* check if excessive zoom on y-axis */
+ if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
+ zoom= winy / height;
+ if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
+ fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
+ height *= fac;
+ }
+ }
+ }
+ else {
+ /* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
+ CLAMP(width, v2d->min[0], v2d->max[0]);
+ CLAMP(height, v2d->min[1], v2d->max[1]);
+ }
+
+ /* check if we should restore aspect ratio (if view size changed) */
+ if (v2d->keepzoom & V2D_KEEPASPECT) {
+ short do_x=0, do_y=0, do_cur, do_win;
+ float curRatio, winRatio;
+
+ /* when a window edge changes, the aspect ratio can't be used to
+ * find which is the best new 'cur' rect. thats why it stores 'old'
+ */
+ if (winx != v2d->oldwinx) do_x= 1;
+ if (winy != v2d->oldwiny) do_y= 1;
+
+ curRatio= height / width;
+ winRatio= winy / winx;
+
+ /* both sizes change (area/region maximised) */
+ if (do_x == do_y) {
+ if (do_x && do_y) {
+ /* here is 1,1 case, so all others must be 0,0 */
+ if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
+ else do_x= 0;
+ }
+ else if (winRatio > 1.0f) do_x= 0;
+ else do_x= 1;
+ }
+ do_cur= do_x;
+ do_win= do_y;
+
+ if (do_cur) {
+ if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) {
+ /* special exception for Outliner (and later channel-lists):
+ * - The view may be moved left to avoid contents being pushed out of view when view shrinks.
+ * - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
+ * - width is not adjusted for changed ratios here...
+ */
+ if (winx < v2d->oldwinx) {
+ float temp = v2d->oldwinx - winx;
+
+ cur->xmin -= temp;
+ cur->xmax -= temp;
+
+ /* width does not get modified, as keepaspect here is just set to make
+ * sure visible area adjusts to changing view shape!
+ */
+ }
+ }
+ else {
+ /* portrait window: correct for x */
+ width= height / winRatio;
+ }
+ }
+ else {
+ if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) {
+ /* special exception for Outliner (and later channel-lists):
+ * - Currently, no actions need to be taken here...
+ */
+
+ if (winy < v2d->oldwiny) {
+ float temp = v2d->oldwiny - winy;
+
+ cur->ymin += temp;
+ cur->ymax += temp;
+ }
+
+ }
+ else {
+ /* landscape window: correct for y */
+ height = width * winRatio;
+ }
+ }
+
+ /* store region size for next time */
+ v2d->oldwinx= (short)winx;
+ v2d->oldwiny= (short)winy;
+ }
+
+ /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
+ if ((width != curwidth) || (height != curheight)) {
+ float temp, dh;
+
+ /* resize from centerpoint */
+ if (width != curwidth) {
+ if (v2d->keepofs & V2D_LOCKOFS_X) {
+ cur->xmax += width - (cur->xmax - cur->xmin);
+ }
+ else {
+ temp= (cur->xmax + cur->xmin) * 0.5f;
+ dh= width * 0.5f;
+
+ cur->xmin = temp - dh;
+ cur->xmax = temp + dh;
+ }
+ }
+ if (height != curheight) {
+ if (v2d->keepofs & V2D_LOCKOFS_Y) {
+ cur->ymax += height - (cur->ymax - cur->ymin);
+ }
+ else {
+ temp= (cur->ymax + cur->ymin) * 0.5f;
+ dh= height * 0.5f;
+
+ cur->ymin = temp - dh;
+ cur->ymax = temp + dh;
+ }
+ }
+ }
+
+ /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
+ if (v2d->keeptot) {
+ float temp, diff;
+
+ /* recalculate extents of cur */
+ curwidth= cur->xmax - cur->xmin;
+ curheight= cur->ymax - cur->ymin;
+
+ /* width */
+ if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
+ /* if zoom doesn't have to be maintained, just clamp edges */
+ if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
+ if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
+ }
+ else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
+ /* This is an exception for the outliner (and later channel-lists, headers)
+ * - must clamp within tot rect (absolutely no excuses)
+ * --> therefore, cur->xmin must not be less than tot->xmin
+ */
+ if (cur->xmin < tot->xmin) {
+ /* move cur across so that it sits at minimum of tot */
+ temp= tot->xmin - cur->xmin;
+
+ cur->xmin += temp;
+ cur->xmax += temp;
+ }
+ else if (cur->xmax > tot->xmax) {
+ /* - only offset by difference of cur-xmax and tot-xmax if that would not move
+ * cur-xmin to lie past tot-xmin
+ * - otherwise, simply shift to tot-xmin???
+ */
+ temp= cur->xmax - tot->xmax;
+
+ if ((cur->xmin - temp) < tot->xmin) {
+ /* only offset by difference from cur-min and tot-min */
+ temp= cur->xmin - tot->xmin;
+
+ cur->xmin -= temp;
+ cur->xmax -= temp;
+ }
+ else {
+ cur->xmin -= temp;
+ cur->xmax -= temp;
+ }
+ }
+ }
+ else {
+ /* This here occurs when:
+ * - width too big, but maintaining zoom (i.e. widths cannot be changed)
+ * - width is OK, but need to check if outside of boundaries
+ *
+ * So, resolution is to just shift view by the gap between the extremities.
+ * We favour moving the 'minimum' across, as that's origin for most things
+ * (XXX - in the past, max was favoured... if there are bugs, swap!)
+ */
+ if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
+ /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
+ temp= (tot->ymax + tot->ymin) * 0.5f;
+ diff= curheight * 0.5f;
+
+ cur->ymin= temp - diff;
+ cur->ymax= temp + diff;
+ }
+ else if (cur->xmin < tot->xmin) {
+ /* move cur across so that it sits at minimum of tot */
+ temp= tot->xmin - cur->xmin;
+
+ cur->xmin += temp;
+ cur->xmax += temp;
+ }
+ else if (cur->xmax > tot->xmax) {
+ /* - only offset by difference of cur-xmax and tot-xmax if that would not move
+ * cur-xmin to lie past tot-xmin
+ * - otherwise, simply shift to tot-xmin???
+ */
+ temp= cur->xmax - tot->xmax;
+
+ if ((cur->xmin - temp) < tot->xmin) {
+ /* only offset by difference from cur-min and tot-min */
+ temp= cur->xmin - tot->xmin;
+
+ cur->xmin -= temp;
+ cur->xmax -= temp;
+ }
+ else {
+ cur->xmin -= temp;
+ cur->xmax -= temp;
+ }
+ }
+ }
+
+ /* height */
+ if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
+ /* if zoom doesn't have to be maintained, just clamp edges */
+ if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
+ if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
+ }
+ else {
+ /* This here occurs when:
+ * - height too big, but maintaining zoom (i.e. heights cannot be changed)
+ * - height is OK, but need to check if outside of boundaries
+ *
+ * So, resolution is to just shift view by the gap between the extremities.
+ * We favour moving the 'minimum' across, as that's origin for most things
+ */
+ if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
+ /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
+ temp= (tot->ymax + tot->ymin) * 0.5f;
+ diff= curheight * 0.5f;
+
+ cur->ymin= temp - diff;
+ cur->ymax= temp + diff;
+ }
+ else if (cur->ymin < tot->ymin) {
+ /* there's still space remaining, so shift up */
+ temp= tot->ymin - cur->ymin;
+
+ cur->ymin += temp;
+ cur->ymax += temp;
+ }
+ else if (cur->ymax > tot->ymax) {
+ /* there's still space remaining, so shift down */
+ temp= cur->ymax - tot->ymax;
+
+ cur->ymin -= temp;
+ cur->ymax -= temp;
+ }
+ }
+ }
+
+ /* Step 4: Make sure alignment restrictions are respected */
+ if (v2d->align) {
+ /* If alignment flags are set (but keeptot is not), they must still be respected, as although
+ * they don't specify any particular bounds to stay within, they do define ranges which are
+ * invalid.
+ *
+ * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these
+ * invalid zones, otherwise we offset.
+ */
+
+ /* handle width - posx and negx flags are mutually exclusive, so watch out */
+ if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
+ /* width is in negative-x half */
+ if (v2d->cur.xmax > 0) {
+ v2d->cur.xmin -= v2d->cur.xmax;
+ v2d->cur.xmax= 0.0f;
+ }
+ }
+ else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
+ /* width is in positive-x half */
+ if (v2d->cur.xmin < 0) {
+ v2d->cur.xmax -= v2d->cur.xmin;
+ v2d->cur.xmin = 0.0f;
+ }
+ }
+
+ /* handle height - posx and negx flags are mutually exclusive, so watch out */
+ if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
+ /* height is in negative-y half */
+ if (v2d->cur.ymax > 0) {
+ v2d->cur.ymin -= v2d->cur.ymax;
+ v2d->cur.ymax = 0.0f;
+ }
+ }
+ else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
+ /* height is in positive-y half */
+ if (v2d->cur.ymin < 0) {
+ v2d->cur.ymax -= v2d->cur.ymin;
+ v2d->cur.ymin = 0.0f;
+ }
+ }
+ }
+
+ /* set masks */
+ view2d_masks(v2d);
+}
+
+/* ------------------ */
+
+/* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
+void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
+{
+ ScrArea *sa;
+ ARegion *ar;
+
+ /* don't continue if no view syncing to be done */
+ if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME|V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
+ return;
+
+ /* check if doing within area syncing (i.e. channels/vertical) */
+ if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
+ for (ar= area->regionbase.first; ar; ar= ar->next) {
+ /* don't operate on self */
+ if (v2dcur != &ar->v2d) {
+ /* only if view has vertical locks enabled */
+ if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
+ if (flag == V2D_LOCK_COPY) {
+ /* other views with locks on must copy active */
+ ar->v2d.cur.ymin= v2dcur->cur.ymin;
+ ar->v2d.cur.ymax= v2dcur->cur.ymax;
+ }
+ else { /* V2D_LOCK_SET */
+ /* active must copy others */
+ v2dcur->cur.ymin= ar->v2d.cur.ymin;
+ v2dcur->cur.ymax= ar->v2d.cur.ymax;
+ }
+
+ /* region possibly changed, so refresh */
+ ED_region_tag_redraw(ar);
+ }
+ }
+ }
+ }
+
+ /* check if doing whole screen syncing (i.e. time/horizontal) */
+ if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
+ for (sa= screen->areabase.first; sa; sa= sa->next) {
+ for (ar= sa->regionbase.first; ar; ar= ar->next) {
+ /* don't operate on self */
+ if (v2dcur != &ar->v2d) {
+ /* only if view has horizontal locks enabled */
+ if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
+ if (flag == V2D_LOCK_COPY) {
+ /* other views with locks on must copy active */
+ ar->v2d.cur.xmin= v2dcur->cur.xmin;
+ ar->v2d.cur.xmax= v2dcur->cur.xmax;
+ }
+ else { /* V2D_LOCK_SET */
+ /* active must copy others */
+ v2dcur->cur.xmin= ar->v2d.cur.xmin;
+ v2dcur->cur.xmax= ar->v2d.cur.xmax;
+ }
+
+ /* region possibly changed, so refresh */
+ ED_region_tag_redraw(ar);
+ }
+ }
+ }
+ }
+ }
+}
+
+
+/* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot)
+ * This does not take into account if zooming the view on an axis will improve the view (if allowed)
+ */
+void UI_view2d_curRect_reset (View2D *v2d)
+{
+ float width, height;
+
+ /* assume width and height of 'cur' rect by default, should be same size as mask */
+ width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
+ height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
+
+ /* handle width - posx and negx flags are mutually exclusive, so watch out */
+ if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
+ /* width is in negative-x half */
+ v2d->cur.xmin= (float)-width;
+ v2d->cur.xmax= 0.0f;
+ }
+ else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
+ /* width is in positive-x half */
+ v2d->cur.xmin= 0.0f;
+ v2d->cur.xmax= (float)width;
+ }
+ else {
+ /* width is centered around x==0 */
+ const float dx= (float)width / 2.0f;
+
+ v2d->cur.xmin= -dx;
+ v2d->cur.xmax= dx;
+ }
+
+ /* handle height - posx and negx flags are mutually exclusive, so watch out */
+ if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
+ /* height is in negative-y half */
+ v2d->cur.ymin= (float)-height;
+ v2d->cur.ymax= 0.0f;
+ }
+ else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
+ /* height is in positive-y half */
+ v2d->cur.ymin= 0.0f;
+ v2d->cur.ymax= (float)height;
+ }
+ else {
+ /* height is centered around y==0 */
+ const float dy= (float)height / 2.0f;
+
+ v2d->cur.ymin= -dy;
+ v2d->cur.ymax= dy;
+ }
+}
+
+/* ------------------ */
+
+/* Change the size of the maximum viewable area (i.e. 'tot' rect) */
+void UI_view2d_totRect_set (View2D *v2d, int width, int height)
+{
+ int scroll= view2d_scroll_mapped(v2d->scroll);
+
+ /* don't do anything if either value is 0 */
+ width= abs(width);
+ height= abs(height);
+
+ /* hrumf! */
+ if(scroll & V2D_SCROLL_HORIZONTAL)
+ width -= V2D_SCROLL_WIDTH;
+ if(scroll & V2D_SCROLL_VERTICAL)
+ height -= V2D_SCROLL_HEIGHT;
+
+ if (ELEM3(0, v2d, width, height)) {
+ printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", v2d, width, height); // XXX temp debug info
+ return;
+ }
+
+ /* handle width - posx and negx flags are mutually exclusive, so watch out */
+ if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
+ /* width is in negative-x half */
+ v2d->tot.xmin= (float)-width;
+ v2d->tot.xmax= 0.0f;
+ }
+ else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
+ /* width is in positive-x half */
+ v2d->tot.xmin= 0.0f;
+ v2d->tot.xmax= (float)width;
+ }
+ else {
+ /* width is centered around x==0 */
+ const float dx= (float)width / 2.0f;
+
+ v2d->tot.xmin= -dx;
+ v2d->tot.xmax= dx;
+ }
+
+ /* handle height - posx and negx flags are mutually exclusive, so watch out */
+ if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
+ /* height is in negative-y half */
+ v2d->tot.ymin= (float)-height;
+ v2d->tot.ymax= 0.0f;
+ }
+ else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
+ /* height is in positive-y half */
+ v2d->tot.ymin= 0.0f;
+ v2d->tot.ymax= (float)height;
+ }
+ else {
+ /* height is centered around y==0 */
+ const float dy= (float)height / 2.0f;
+
+ v2d->tot.ymin= -dy;
+ v2d->tot.ymax= dy;
+ }
+
+ /* make sure that 'cur' rect is in a valid state as a result of these changes */
+ UI_view2d_curRect_validate(v2d);
+}
+
+/* *********************************************************************** */
+/* View Matrix Setup */
+
+/* mapping function to ensure 'cur' draws extended over the area where sliders are */
+static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
+{
+ *curmasked= v2d->cur;
+
+ if (view2d_scroll_mapped(v2d->scroll)) {
+ float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
+ float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
+
+ if (v2d->mask.xmin != 0)
+ curmasked->xmin -= dx*(float)v2d->mask.xmin;
+ if (v2d->mask.xmax+1 != v2d->winx)
+ curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
+
+ if (v2d->mask.ymin != 0)
+ curmasked->ymin -= dy*(float)v2d->mask.ymin;
+ if (v2d->mask.ymax+1 != v2d->winy)
+ curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
+
+ }
+}
+
+/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
+void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
+{
+ rctf curmasked;
+ float xofs, yofs;
+
+ /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing,
+ * but only applied where requsted
+ */
+ /* XXX ton: fix this! */
+ xofs= 0.0; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
+ yofs= 0.0; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
+
+ /* XXX brecht: instead of zero at least use a tiny offset, otherwise
+ * pixel rounding is effectively random due to float inaccuracy */
+ xofs= 0.001f;
+ yofs= 0.001f;
+
+ /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
+ view2d_map_cur_using_mask(v2d, &curmasked);
+
+ /* set matrix on all appropriate axes */
+ wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
+
+ /* XXX is this necessary? */
+ wmLoadIdentity();
+}
+
+/* Set view matrices to only use one axis of 'cur' only
+ * - xaxis = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
+ */
+void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
+{
+ ARegion *ar= CTX_wm_region(C);
+ rctf curmasked;
+ float xofs, yofs;
+
+ /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing,
+ * but only applied where requsted
+ */
+ /* XXX temp (ton) */
+ xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
+ yofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
+
+ /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
+ view2d_map_cur_using_mask(v2d, &curmasked);
+
+ /* only set matrix with 'cur' coordinates on relevant axes */
+ if (xaxis)
+ wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, -yofs, ar->winy-yofs);
+ else
+ wmOrtho2(-xofs, ar->winx-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
+
+ /* XXX is this necessary? */
+ wmLoadIdentity();
+}
+
+
+/* Restore view matrices after drawing */
+void UI_view2d_view_restore(const bContext *C)
+{
+ ED_region_pixelspace(CTX_wm_region(C));
+}
+
+/* *********************************************************************** */
+/* Gridlines */
+
+/* minimum pixels per gridstep */
+#define MINGRIDSTEP 35
+
+/* View2DGrid is typedef'd in UI_view2d.h */
+struct View2DGrid {
+ float dx, dy; /* stepsize (in pixels) between gridlines */
+ float startx, starty; /* initial coordinates to start drawing grid from */
+ int powerx, powery; /* step as power of 10 */
+};
+
+/* --------------- */
+
+/* try to write step as a power of 10 */
+static void step_to_grid(float *step, int *power, int unit)
+{
+ const float loga= (float)log10(*step);
+ float rem;
+
+ *power= (int)(loga);
+
+ rem= loga - (*power);
+ rem= (float)pow(10.0, rem);
+
+ if (loga < 0.0f) {
+ if (rem < 0.2f) rem= 0.2f;
+ else if(rem < 0.5f) rem= 0.5f;
+ else rem= 1.0f;
+
+ *step= rem * (float)pow(10.0, (*power));
+
+ /* for frames, we want 1.0 frame intervals only */
+ if (unit == V2D_UNIT_FRAMES) {
+ rem = 1.0f;
+ *step = 1.0f;
+ }
+
+ /* prevents printing 1.0 2.0 3.0 etc */
+ if (rem == 1.0f) (*power)++;
+ }
+ else {
+ if (rem < 2.0f) rem= 2.0f;
+ else if(rem < 5.0f) rem= 5.0f;
+ else rem= 10.0f;
+
+ *step= rem * (float)pow(10.0, (*power));
+
+ (*power)++;
+ /* prevents printing 1.0, 2.0, 3.0, etc. */
+ if (rem == 10.0f) (*power)++;
+ }
+}
+
+/* Intialise settings necessary for drawing gridlines in a 2d-view
+ * - Currently, will return pointer to View2DGrid struct that needs to
+ * be freed with UI_view2d_grid_free()
+ * - Is used for scrollbar drawing too (for units drawing)
+ * - Units + clamping args will be checked, to make sure they are valid values that can be used
+ * so it is very possible that we won't return grid at all!
+ *
+ * - xunits,yunits = V2D_UNIT_* grid steps in seconds or frames
+ * - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
+ * - winx = width of region we're drawing to
+ * - winy = height of region we're drawing into
+ */
+View2DGrid *UI_view2d_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
+{
+ Scene *scene= CTX_data_scene(C);
+ View2DGrid *grid;
+ float space, pixels, seconddiv;
+ int secondgrid;
+
+ /* check that there are at least some workable args */
+ if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
+ return NULL;
+
+ /* grid here is allocated... */
+ grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
+
+ /* rule: gridstep is minimal GRIDSTEP pixels */
+ if (xunits == V2D_UNIT_SECONDS) {
+ secondgrid= 1;
+ seconddiv= (float)(0.01 * FPS);
+ }
+ else {
+ secondgrid= 0;
+ seconddiv= 1.0f;
+ }
+
+ /* calculate x-axis grid scale (only if both args are valid) */
+ if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
+ space= v2d->cur.xmax - v2d->cur.xmin;
+ pixels= (float)(v2d->mask.xmax - v2d->mask.xmin);
+
+ grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
+ step_to_grid(&grid->dx, &grid->powerx, xunits);
+ grid->dx *= seconddiv;
+
+ if (xclamp == V2D_GRID_CLAMP) {
+ if (grid->dx < 0.1f) grid->dx= 0.1f;
+ grid->powerx-= 2;
+ if (grid->powerx < -2) grid->powerx= -2;
+ }
+ }
+
+ /* calculate y-axis grid scale (only if both args are valid) */
+ if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
+ space= v2d->cur.ymax - v2d->cur.ymin;
+ pixels= (float)winy;
+
+ grid->dy= MINGRIDSTEP * space / pixels;
+ step_to_grid(&grid->dy, &grid->powery, yunits);
+
+ if (yclamp == V2D_GRID_CLAMP) {
+ if (grid->dy < 1.0f) grid->dy= 1.0f;
+ if (grid->powery < 1) grid->powery= 1;
+ }
+ }
+
+ /* calculate start position */
+ if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
+ grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - (float)fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
+ if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
+ }
+ else
+ grid->startx= v2d->cur.xmin;
+
+ if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
+ grid->starty= (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy));
+ if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
+ }
+ else
+ grid->starty= v2d->cur.ymin;
+
+ return grid;
+}
+
+/* Draw gridlines in the given 2d-region */
+void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
+{
+ float vec1[2], vec2[2];
+ int a, step;
+
+ /* check for grid first, as it may not exist */
+ if (grid == NULL)
+ return;
+
+ /* vertical lines */
+ if (flag & V2D_VERTICAL_LINES) {
+ /* initialise initial settings */
+ vec1[0]= vec2[0]= grid->startx;
+ vec1[1]= grid->starty;
+ vec2[1]= v2d->cur.ymax;
+
+ /* minor gridlines */
+ step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
+ UI_ThemeColor(TH_GRID);
+
+ for (a=0; a<step; a++) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(vec1);
+ glVertex2fv(vec2);
+ glEnd();
+
+ vec2[0]= vec1[0]+= grid->dx;
+ }
+
+ /* major gridlines */
+ vec2[0]= vec1[0]-= 0.5f*grid->dx;
+ UI_ThemeColorShade(TH_GRID, 16);
+
+ step++;
+ for (a=0; a<=step; a++) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(vec1);
+ glVertex2fv(vec2);
+ glEnd();
+
+ vec2[0]= vec1[0]-= grid->dx;
+ }
+ }
+
+ /* horizontal lines */
+ if (flag & V2D_HORIZONTAL_LINES) {
+ /* only major gridlines */
+ vec1[1]= vec2[1]= grid->starty;
+ vec1[0]= grid->startx;
+ vec2[0]= v2d->cur.xmax;
+
+ step= (v2d->mask.ymax - v2d->mask.ymin + 1) / MINGRIDSTEP;
+
+ UI_ThemeColor(TH_GRID);
+ for (a=0; a<=step; a++) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(vec1);
+ glVertex2fv(vec2);
+ glEnd();
+
+ vec2[1]= vec1[1]+= grid->dy;
+ }
+
+ /* fine grid lines */
+ vec2[1]= vec1[1]-= 0.5f*grid->dy;
+ step++;
+
+ if (flag & V2D_HORIZONTAL_FINELINES) {
+ UI_ThemeColorShade(TH_GRID, 16);
+ for (a=0; a<step; a++) {
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(vec1);
+ glVertex2fv(vec2);
+ glEnd();
+
+ vec2[1]= vec1[1]-= grid->dy;
+ }
+ }
+ }
+
+ /* Axes are drawn as darker lines */
+ UI_ThemeColorShade(TH_GRID, -50);
+
+ /* horizontal axis */
+ if (flag & V2D_HORIZONTAL_AXIS) {
+ vec1[0]= v2d->cur.xmin;
+ vec2[0]= v2d->cur.xmax;
+ vec1[1]= vec2[1]= 0.0f;
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(vec1);
+ glVertex2fv(vec2);
+ glEnd();
+ }
+
+ /* vertical axis */
+ if (flag & V2D_VERTICAL_AXIS) {
+ vec1[1]= v2d->cur.ymin;
+ vec2[1]= v2d->cur.ymax;
+ vec1[0]= vec2[0]= 0.0f;
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2fv(vec1);
+ glVertex2fv(vec2);
+ glEnd();
+ }
+}
+
+/* Draw a constant grid in given 2d-region */
+void UI_view2d_constant_grid_draw(const bContext *C, View2D *v2d)
+{
+ float start, step= 25.0f;
+
+ UI_ThemeColorShade(TH_BACK, -10);
+
+ start= v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
+
+ glBegin(GL_LINES);
+ for(; start<v2d->cur.xmax; start+=step) {
+ glVertex2f(start, v2d->cur.ymin);
+ glVertex2f(start, v2d->cur.ymax);
+ }
+
+ start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
+ for(; start<v2d->cur.ymax; start+=step) {
+ glVertex2f(v2d->cur.xmin, start);
+ glVertex2f(v2d->cur.xmax, start);
+ }
+
+ /* X and Y axis */
+ UI_ThemeColorShade(TH_BACK, -18);
+ glVertex2f(0.0f, v2d->cur.ymin);
+ glVertex2f(0.0f, v2d->cur.ymax);
+ glVertex2f(v2d->cur.xmin, 0.0f);
+ glVertex2f(v2d->cur.xmax, 0.0f);
+
+ glEnd();
+}
+
+/* free temporary memory used for drawing grid */
+void UI_view2d_grid_free(View2DGrid *grid)
+{
+ /* only free if there's a grid */
+ if (grid)
+ MEM_freeN(grid);
+}
+
+/* *********************************************************************** */
+/* Scrollers */
+
+/* View2DScrollers is typedef'd in UI_view2d.h
+ * 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 {
+ /* focus bubbles */
+ int vert_min, vert_max; /* vertical scrollbar */
+ int hor_min, hor_max; /* horizontal scrollbar */
+
+ /* scales */
+ View2DGrid *grid; /* grid for coordinate drawing */
+ short xunits, xclamp; /* units and clamping options for x-axis */
+ short yunits, yclamp; /* units and clamping options for y-axis */
+};
+
+/* Calculate relevant scroller properties */
+View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
+{
+ View2DScrollers *scrollers;
+ rcti vert, hor;
+ float fac, totsize, scrollsize;
+ int scroll= view2d_scroll_mapped(v2d->scroll);
+
+ vert= v2d->vert;
+ hor= v2d->hor;
+
+ /* scrollers is allocated here... */
+ scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
+
+ /* scroller 'buttons':
+ * - These should always remain within the visible region of the scrollbar
+ * - They represent the region of 'tot' that is visible in 'cur'
+ */
+
+ /* horizontal scrollers */
+ if (scroll & V2D_SCROLL_HORIZONTAL) {
+ /* scroller 'button' extents */
+ 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));
+
+ fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
+ scrollers->hor_max= (int)(hor.xmin + (fac * scrollsize));
+
+ if (scrollers->hor_min > scrollers->hor_max)
+ scrollers->hor_min= scrollers->hor_max;
+ }
+
+ /* vertical scrollers */
+ if (scroll & V2D_SCROLL_VERTICAL) {
+ /* scroller 'button' extents */
+ 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));
+
+ fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
+ scrollers->vert_max= (int)(vert.ymin + (fac * scrollsize));
+
+ if (scrollers->vert_min > scrollers->vert_max)
+ scrollers->vert_min= scrollers->vert_max;
+ }
+
+ /* grid markings on scrollbars */
+ if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
+ /* store clamping */
+ scrollers->xclamp= xclamp;
+ scrollers->xunits= xunits;
+ scrollers->yclamp= yclamp;
+ scrollers->yunits= yunits;
+
+ scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
+ }
+
+ /* return scrollers */
+ return scrollers;
+}
+
+/* Print scale marking along a time scrollbar */
+static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, float y, float val, int power, short unit, char dir)
+{
+ int len;
+ char str[32];
+
+ /* adjust the scale unit to work ok */
+ if (dir == 'v') {
+ /* here we bump up the power by factor of 10, as
+ * 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) {
+ power += 1;
+ val *= 10;
+ }
+ }
+
+ /* get string to print */
+ if (unit == V2D_UNIT_SECONDS) {
+ /* SMPTE timecode style:
+ * - In general, minutes and seconds should be shown, as most clips will be
+ * within this length. Hours will only be included if relevant.
+ * - Only show frames when zoomed in enough for them to be relevant
+ * (using separator convention of ';' for frames, ala QuickTime).
+ * When showing frames, use slightly different display to avoid confusion with mm:ss format
+ */
+ int hours=0, minutes=0, seconds=0, frames=0;
+ char neg[2]= "";
+
+ /* get values */
+ if (val < 0) {
+ /* correction for negative values */
+ sprintf(neg, "-");
+ val = -val;
+ }
+ if (val >= 3600) {
+ /* hours */
+ /* XXX should we only display a single digit for hours since clips are
+ * VERY UNLIKELY to be more than 1-2 hours max? However, that would
+ * go against conventions...
+ */
+ hours= (int)val / 3600;
+ val= (float)fmod(val, 3600);
+ }
+ if (val >= 60) {
+ /* minutes */
+ minutes= (int)val / 60;
+ val= (float)fmod(val, 60);
+ }
+ if (power <= 0) {
+ /* seconds + frames
+ * Frames are derived from 'fraction' of second. We need to perform some additional rounding
+ * to cope with 'half' frames, etc., which should be fine in most cases
+ */
+ seconds= (int)val;
+ frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
+ }
+ else {
+ /* seconds (with pixel offset) */
+ seconds= (int)floor(val + 0.375f);
+ }
+
+ /* print timecode to temp string buffer */
+ if (power <= 0) {
+ /* include "frames" in display */
+ if (hours) sprintf(str, "%s%02d:%02d:%02d;%02d", neg, hours, minutes, seconds, frames);
+ else if (minutes) sprintf(str, "%s%02d:%02d;%02d", neg, minutes, seconds, frames);
+ else sprintf(str, "%s%d;%02d", neg, seconds, frames);
+ }
+ else {
+ /* don't include 'frames' in display */
+ if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
+ else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
+ }
+ }
+ else {
+ /* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
+ if (power <= 0) sprintf(str, "%.*f", 1-power, val);
+ else sprintf(str, "%d", (int)floor(val + 0.375f));
+ }
+
+ /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
+ len= strlen(str);
+ if (dir == 'h') {
+ /* seconds/timecode display has slightly longer strings... */
+ if (unit == V2D_UNIT_SECONDS)
+ x-= 3*len;
+ else
+ x-= 4*len;
+ }
+
+ /* Add degree sympbol to end of string for vertical scrollbar? */
+ if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
+ str[len]= 186;
+ str[len+1]= 0;
+ }
+
+ /* draw it */
+ BLF_draw_default(x, y, 0.0f, str);
+}
+
+/* local defines for scrollers drawing */
+ /* radius of scroller 'button' caps */
+#define V2D_SCROLLCAP_RAD 5
+ /* shading factor for scroller 'bar' */
+#define V2D_SCROLLBAR_SHADE 0.1f
+ /* shading factor for scroller 'button' caps */
+#define V2D_SCROLLCAP_SHADE 0.2f
+
+/* Draw scrollbars in the given 2d-region */
+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;
+ int scroll= view2d_scroll_mapped(v2d->scroll);
+
+ /* make copies of rects for less typing */
+ vert= v2d->vert;
+ hor= v2d->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);
+ }
+ }
+
+ /* scale indicators */
+ // XXX will need to update the font drawing when the new stuff comes in
+ if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
+ View2DGrid *grid= vs->grid;
+ float fac, dfac, fac2, val;
+
+ /* the numbers: convert grid->startx and -dx to scroll coordinates
+ * - fac is x-coordinate to draw to
+ * - dfac is gap between scale markings
+ */
+ fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
+ fac= (float)hor.xmin + fac*(hor.xmax - hor.xmin);
+
+ dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
+ dfac= dfac * (hor.xmax - hor.xmin);
+
+ /* set starting value, and text color */
+ UI_ThemeColor(TH_TEXT);
+ val= grid->startx;
+
+ /* if we're clamping to whole numbers only, make sure entries won't be repeated */
+ if (vs->xclamp == V2D_GRID_CLAMP) {
+ while (grid->dx < 0.9999f) {
+ grid->dx *= 2.0f;
+ dfac *= 2.0f;
+ }
+ }
+ if (vs->xunits == V2D_UNIT_FRAMES)
+ grid->powerx= 1;
+
+ /* draw numbers in the appropriate range */
+ if (dfac > 0.0f) {
+ for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
+ 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');
+ 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');
+ 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');
+ break;
+
+ case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */
+ {
+ float time;
+
+ fac2= val/(float)FPS;
+ 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');
+ }
+ 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');
+ 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);
+ }
+ }
+
+ /* scale indiators */
+ // XXX will need to update the font drawing when the new stuff comes in
+ if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
+ View2DGrid *grid= vs->grid;
+ float fac, dfac, val;
+
+ /* the numbers: convert grid->starty and dy to scroll coordinates
+ * - fac is y-coordinate to draw to
+ * - dfac is gap between scale markings
+ * - these involve a correction for horizontal scrollbar
+ * NOTE: it's assumed that that scrollbar is there if this is involved!
+ */
+ fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
+ fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
+
+ dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
+ dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
+
+ /* set starting value, and text color */
+ UI_ThemeColor(TH_TEXT);
+ val= grid->starty;
+
+ /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
+ // XXX only relevant to Sequencer, so need to review this when we port that code
+ if (vs->yclamp == V2D_GRID_CLAMP)
+ fac += 0.5f * dfac;
+
+ /* 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');
+ }
+ }
+ }
+
+ /* 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 */
+void UI_view2d_scrollers_free(View2DScrollers *scrollers)
+{
+ /* need to free grid as well... */
+ if (scrollers->grid) MEM_freeN(scrollers->grid);
+ MEM_freeN(scrollers);
+}
+
+/* *********************************************************************** */
+/* List View Utilities */
+
+/* Get the view-coordinates of the nominated cell
+ * - columnwidth, rowheight = size of each 'cell'
+ * - startx, starty = coordinates (in 'tot' rect space) that the list starts from
+ * This should be (0,0) for most views. However, for those where the starting row was offsetted
+ * (like for Animation Editor channel lists, to make the first entry more visible), these will be
+ * the min-coordinates of the first item.
+ * - column, row = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at
+ * - rect = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
+ */
+void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)
+{
+ /* sanity checks */
+ if ELEM(NULL, v2d, rect)
+ return;
+ if ((columnwidth <= 0) && (rowheight <= 0)) {
+ rect->xmin= rect->xmax= 0.0f;
+ rect->ymin= rect->ymax= 0.0f;
+ return;
+ }
+
+ /* x-coordinates */
+ rect->xmin= startx + (float)(columnwidth * column);
+ rect->xmax= startx + (float)(columnwidth * (column + 1));
+
+ if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
+ /* simply negate the values for the coordinates if in negative half */
+ rect->xmin = -rect->xmin;
+ rect->xmax = -rect->xmax;
+ }
+
+ /* y-coordinates */
+ rect->ymin= starty + (float)(rowheight * row);
+ rect->ymax= starty + (float)(rowheight * (row + 1));
+
+ if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
+ /* simply negate the values for the coordinates if in negative half */
+ rect->ymin = -rect->ymin;
+ rect->ymax = -rect->ymax;
+ }
+}
+
+/* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
+ * - columnwidth, rowheight = size of each 'cell'
+ * - startx, starty = coordinates (in 'tot' rect space) that the list starts from
+ * This should be (0,0) for most views. However, for those where the starting row was offsetted
+ * (like for Animation Editor channel lists, to make the first entry more visible), these will be
+ * the min-coordinates of the first item.
+ * - viewx, viewy = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
+ * - column, row = the 'coordinates' of the relevant 'cell'
+ */
+void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
+ float viewx, float viewy, int *column, int *row)
+{
+ /* adjust view coordinates to be all positive ints, corrected for the start offset */
+ const int x= (int)(floor(fabs(viewx) + 0.5f) - startx);
+ const int y= (int)(floor(fabs(viewy) + 0.5f) - starty);
+
+ /* sizes must not be negative */
+ if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) {
+ if (column) *column= 0;
+ if (row) *row= 0;
+
+ return;
+ }
+
+ /* get column */
+ if ((column) && (columnwidth > 0))
+ *column= x / columnwidth;
+ else if (column)
+ *column= 0;
+
+ /* get row */
+ if ((row) && (rowheight > 0))
+ *row= y / rowheight;
+ else if (row)
+ *row= 0;
+}
+
+/* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect
+ * - columnwidth, rowheight = size of each 'cell'
+ * - startx, starty = coordinates that the list starts from, which should be (0,0) for most views
+ * - column/row_min/max = the starting and ending column/row indices
+ */
+void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
+ int *column_min, int *column_max, int *row_min, int *row_max)
+{
+ /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
+ if (v2d) {
+ /* min */
+ UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
+ v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
+
+ /* max*/
+ UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
+ v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
+ }
+}
+
+/* *********************************************************************** */
+/* Coordinate Conversions */
+
+/* Convert from screen/region space to 2d-View space
+ *
+ * - x,y = coordinates to convert
+ * - viewx,viewy = resultant coordinates
+ */
+void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
+{
+ float div, ofs;
+
+ if (viewx) {
+ div= (float)(v2d->mask.xmax - v2d->mask.xmin);
+ ofs= (float)v2d->mask.xmin;
+
+ *viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
+ }
+
+ if (viewy) {
+ div= (float)(v2d->mask.ymax - v2d->mask.ymin);
+ ofs= (float)v2d->mask.ymin;
+
+ *viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
+ }
+}
+
+/* Convert from 2d-View space to screen/region space
+ * - Coordinates are clamped to lie within bounds of region
+ *
+ * - x,y = coordinates to convert
+ * - regionx,regiony = resultant coordinates
+ */
+void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
+{
+ /* set initial value in case coordinate lies outside of bounds */
+ if (regionx)
+ *regionx= V2D_IS_CLIPPED;
+ if (regiony)
+ *regiony= V2D_IS_CLIPPED;
+
+ /* express given coordinates as proportional values */
+ x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
+ y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
+
+ /* check if values are within bounds */
+ if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
+ if (regionx)
+ *regionx= (int)(v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin));
+ if (regiony)
+ *regiony= (int)(v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin));
+ }
+}
+
+/* Convert from 2d-view space to screen/region space
+ * - Coordinates are NOT clamped to lie within bounds of region
+ *
+ * - x,y = coordinates to convert
+ * - regionx,regiony = resultant coordinates
+ */
+void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
+{
+ /* step 1: express given coordinates as proportional values */
+ x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
+ y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
+
+ /* step 2: convert proportional distances to screen coordinates */
+ x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
+ y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
+
+ /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
+ if (regionx) {
+ if (x < INT_MIN) *regionx= INT_MIN;
+ else if(x > INT_MAX) *regionx= INT_MAX;
+ else *regionx= (int)x;
+ }
+ if (regiony) {
+ if (y < INT_MIN) *regiony= INT_MIN;
+ else if(y > INT_MAX) *regiony= INT_MAX;
+ else *regiony= (int)y;
+ }
+}
+
+/* *********************************************************************** */
+/* Utilities */
+
+/* View2D data by default resides in region, so get from region stored in context */
+View2D *UI_view2d_fromcontext(const bContext *C)
+{
+ ScrArea *area= CTX_wm_area(C);
+ ARegion *region= CTX_wm_region(C);
+
+ if (area == NULL) return NULL;
+ if (region == NULL) return NULL;
+ return &(region->v2d);
+}
+
+/* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
+View2D *UI_view2d_fromcontext_rwin(const bContext *C)
+{
+ ScrArea *area= CTX_wm_area(C);
+ ARegion *region= CTX_wm_region(C);
+
+ if (area == NULL) return NULL;
+ if (region == NULL) return NULL;
+ if (region->regiontype!=RGN_TYPE_WINDOW) {
+ ARegion *ar= area->regionbase.first;
+ for(; ar; ar= ar->next)
+ if(ar->regiontype==RGN_TYPE_WINDOW)
+ return &(ar->v2d);
+ return NULL;
+ }
+ return &(region->v2d);
+}
+
+
+/* Calculate the scale per-axis of the drawing-area
+ * - Is used to inverse correct drawing of icons, etc. that need to follow view
+ * but not be affected by scale
+ *
+ * - x,y = scale on each axis
+ */
+void UI_view2d_getscale(View2D *v2d, float *x, float *y)
+{
+ if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
+ if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
+}
+
+/* Check if mouse is within scrollers
+ * - Returns appropriate code for match
+ * 'h' = in horizontal scroller
+ * 'v' = in vertical scroller
+ * 0 = not in scroller
+ *
+ * - x,y = mouse coordinates in screen (not region) space
+ */
+short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y)
+{
+ ARegion *ar= CTX_wm_region(C);
+ int co[2];
+ int scroll= view2d_scroll_mapped(v2d->scroll);
+
+ /* clamp x,y to region-coordinates first */
+ co[0]= x - ar->winrct.xmin;
+ co[1]= y - ar->winrct.ymin;
+
+ /* check if within scrollbars */
+ if (scroll & V2D_SCROLL_HORIZONTAL) {
+ if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
+ }
+ if (scroll & V2D_SCROLL_VERTICAL) {
+ if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
+ }
+
+ /* not found */
+ return 0;
+}
+
+/* ******************* view2d text drawing cache ******************** */
+
+/* assumes caches are used correctly, so for time being no local storage in v2d */
+static ListBase strings= {NULL, NULL};
+
+typedef struct View2DString {
+ struct View2DString *next, *prev;
+ float col[4];
+ char str[128];
+ short mval[2];
+ rcti rect;
+} View2DString;
+
+
+void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)
+{
+ int mval[2];
+
+ UI_view2d_view_to_region(v2d, x, y, mval, mval+1);
+
+ if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) {
+ /* use calloc, rect has to be zeroe'd */
+ View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
+
+ BLI_addtail(&strings, v2s);
+ BLI_strncpy(v2s->str, str, 128);
+ v2s->mval[0]= mval[0];
+ v2s->mval[1]= mval[1];
+ glGetFloatv(GL_CURRENT_COLOR, v2s->col);
+ }
+}
+
+/* no clip (yet) */
+void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)
+{
+ View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
+
+ UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
+ UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
+
+ BLI_addtail(&strings, v2s);
+ BLI_strncpy(v2s->str, str, 128);
+ glGetFloatv(GL_CURRENT_COLOR, v2s->col);
+}
+
+
+void UI_view2d_text_cache_draw(ARegion *ar)
+{
+ View2DString *v2s;
+
+ // wmPushMatrix();
+ ED_region_pixelspace(ar);
+
+ for(v2s= strings.first; v2s; v2s= v2s->next) {
+ glColor3fv(v2s->col);
+ if(v2s->rect.xmin==v2s->rect.xmax)
+ BLF_draw_default((float)v2s->mval[0], (float)v2s->mval[1], 0.0, v2s->str);
+ else {
+ int xofs=0, yofs;
+
+ yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28")));
+ if(yofs<1) yofs= 1;
+
+ BLF_clipping(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4);
+ BLF_enable(BLF_CLIPPING);
+
+ BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, v2s->str);
+
+ BLF_disable(BLF_CLIPPING);
+ }
+ }
+
+ // wmPopMatrix();
+
+ if(strings.first)
+ BLI_freelistN(&strings);
+}
+
+
+/* ******************************************************** */
+
+