From 35c18e487172165c52f93494ffecbaf484c785e0 Mon Sep 17 00:00:00 2001 From: Julian Eisel Date: Thu, 8 Dec 2016 23:02:29 +0100 Subject: Move screen drawing functions into new screen_draw.c --- source/blender/editors/screen/screen_draw.c | 324 ++++++++++++++++++++++++++ source/blender/editors/screen/screen_edit.c | 308 ------------------------ source/blender/editors/screen/screen_intern.h | 15 +- 3 files changed, 336 insertions(+), 311 deletions(-) (limited to 'source/blender/editors') 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. diff --git a/source/blender/editors/screen/screen_edit.c b/source/blender/editors/screen/screen_edit.c index 1f3092359e0..239577a9fc4 100644 --- a/source/blender/editors/screen/screen_edit.c +++ b/source/blender/editors/screen/screen_edit.c @@ -52,9 +52,6 @@ #include "BKE_screen.h" #include "BKE_scene.h" -#include "BIF_gl.h" -#include "BIF_glutil.h" - #include "WM_api.h" #include "WM_types.h" @@ -837,217 +834,6 @@ static void screen_test_scale(bScreen *sc, int winsize_x, int winsize_y) } -/* *********************** DRAWING **************************************** */ - -/* 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); - } -} - -/** 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); -} /* ****************** EXPORTED API TO OTHER MODULES *************************** */ @@ -1107,100 +893,6 @@ void ED_screen_do_listen(bContext *C, wmNotifier *note) } } -/* 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; -} - /* helper call for below, dpi changes headers */ static void screen_refresh_headersizes(void) { diff --git a/source/blender/editors/screen/screen_intern.h b/source/blender/editors/screen/screen_intern.h index ccb6d5a6dca..855b838c2dd 100644 --- a/source/blender/editors/screen/screen_intern.h +++ b/source/blender/editors/screen/screen_intern.h @@ -31,6 +31,8 @@ #ifndef __SCREEN_INTERN_H__ #define __SCREEN_INTERN_H__ +struct bContextDataResult; + /* internal exports only */ #define AZONESPOT (0.6f * U.widget_unit) @@ -40,12 +42,19 @@ /* area.c */ void ED_area_data_copy(ScrArea *sa_dst, ScrArea *sa_src, const bool do_free); void ED_area_data_swap(ScrArea *sa1, ScrArea *sa2); -void region_toggle_hidden(bContext *C, ARegion *ar, const bool do_fade); +void region_toggle_hidden(struct bContext *C, ARegion *ar, const bool do_fade); /* screen_edit.c */ +bScreen *screen_add(wmWindow *win, const char *name, const int winsize_x, const int winsize_y); +void screen_data_copy(bScreen *to, bScreen *from); +void screen_new_activate_refresh(const wmWindow *win, bScreen *screen_new); +bScreen *screen_set_find_associated_fullscreen(const struct Main *bmain, bScreen *screen); +void screen_set_refresh(struct Main *bmain, struct bContext *C, wmWindow *win); +bScreen *screen_set_ensure_valid(const struct Main *bmain, const wmWindow *win, bScreen *screen_new); +void screen_set_prepare(struct bContext *C, wmWindow *win, bScreen *screen_new, bScreen *screen_old); ScrEdge *screen_findedge(bScreen *sc, ScrVert *v1, ScrVert *v2); ScrArea *area_split(bScreen *sc, ScrArea *sa, char dir, float fac, int merge); -int screen_area_join(bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2); +int screen_area_join(struct bContext *C, bScreen *scr, ScrArea *sa1, ScrArea *sa2); int area_getorientation(ScrArea *sa, ScrArea *sb); void select_connected_scredge(bScreen *sc, ScrEdge *edge); @@ -61,7 +70,7 @@ ScrEdge *screen_find_active_scredge(bScreen *sc, struct AZone *is_in_area_actionzone(ScrArea *sa, const int xy[2]); /* screen_context.c */ -int ed_screen_context(const bContext *C, const char *member, bContextDataResult *result); +int ed_screen_context(const struct bContext *C, const char *member, struct bContextDataResult *result); extern const char *screen_context_dir[]; /* doc access */ -- cgit v1.2.3