/* * 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. */ /** \file * \ingroup edinterface */ #include "DNA_screen_types.h" #include "DNA_userdef_types.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BLI_rect.h" #include "UI_interface.h" #include "interface_intern.h" #include "MEM_guardedalloc.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! * *
 *       +--------+-------+
 *       | 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.
 *       +----------------+
 *       
* * 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) { const bool btype_can_align = !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N, UI_BTYPE_TAB, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_SEPR_SPACER); return (btype_can_align && (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 spherical UI. */ return; } } } } /** * This function takes care of case described in this schema: * *
 * +-----------+-----------+
 * |   BUT 1   |   BUT 2   |
 * |-----------------------+
 * |   BUT 3   |
 * +-----------+
 * 
* * 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 * #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; } static void ui_block_align_but_to_region(uiBut *but, const ARegion *region) { rctf *rect = &but->rect; const float but_width = BLI_rctf_size_x(rect); const float but_height = BLI_rctf_size_y(rect); const float outline_px = U.pixelsize; /* This may have to be made more variable. */ switch (but->drawflag & UI_BUT_ALIGN) { case UI_BUT_ALIGN_TOP: rect->ymax = region->winy + outline_px; rect->ymin = but->rect.ymax - but_height; break; case UI_BUT_ALIGN_DOWN: rect->ymin = -outline_px; rect->ymax = rect->ymin + but_height; break; case UI_BUT_ALIGN_LEFT: rect->xmin = -outline_px; rect->xmax = rect->xmin + but_width; break; case UI_BUT_ALIGN_RIGHT: rect->xmax = region->winx + outline_px; rect->xmin = rect->xmax - but_width; break; default: /* Tabs may be shown in unaligned regions too, they just appear as regular buttons then. */ break; } } void ui_block_align_calc(uiBlock *block, const ARegion *region) { 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; /* First loop: we count number of buttons belonging to an align group, * and clear their align flag. * Tabs get some special treatment here, they get aligned to region border. */ LISTBASE_FOREACH (uiBut *, but, &block->buttons) { /* special case: tabs need to be aligned to a region border, drawflag tells which one */ if (but->type == UI_BTYPE_TAB) { ui_block_align_but_to_region(but, region); } else { /* 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; } /* Note that this is typically less than ~20, and almost always under ~100. * Even so, we can't ensure this value won't exceed available stack memory. * Fallback to allocation instead of using #alloca, see: T78636. */ ButAlign butal_array_buf[256]; if (num_buttons <= ARRAY_SIZE(butal_array_buf)) { butal_array = butal_array_buf; } else { butal_array = MEM_mallocN(sizeof(*butal_array) * num_buttons, __func__); } memset(butal_array, 0, sizeof(*butal_array) * (size_t)num_buttons); /* Second loop: we initialize our ButAlign data for each button. */ butal = butal_array; LISTBASE_FOREACH (uiBut *, but, &block->buttons) { 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. */ int i; for (i = 0, butal = butal_array; i < num_buttons; i++, butal++) { const short alignnr = butal->but->alignnr; int j; 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 (!IS_EQF(butal->dists[side], 0.0f)) { 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 (!IS_EQF(butal_other->dists[side_opp], 0.0f)) { 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); } } } if (butal_array_buf != butal_array) { MEM_freeN(butal_array); } } # undef SIDE_TO_UI_BUT_ALIGN # undef SIDE1 # undef OPPOSITE # undef SIDE2 # undef IS_COLUMN # undef STITCH # undef MAX_DELTA #else /* !USE_UIBUT_SPATIAL_ALIGN */ 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, UI_BTYPE_SEPR_SPACER); } 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: T38602. */ 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: manipulation of 'flag' in the loop below is confusing. * In some cases it's assigned, other times OR is used. */ 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, const struct ARegion *UNUSED(region)) { short nr; /* align buttons with same align nr */ LISTBASE_FOREACH (uiBut *, but, &block->buttons) { 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 /* !USE_UIBUT_SPATIAL_ALIGN */ int ui_but_align_opposite_to_area_align_get(const ARegion *region) { const ARegion *align_region = (region->alignment & RGN_SPLIT_PREV && region->prev) ? region->prev : region; switch (RGN_ALIGN_ENUM_FROM_MASK(align_region->alignment)) { case RGN_ALIGN_TOP: return UI_BUT_ALIGN_DOWN; case RGN_ALIGN_BOTTOM: return UI_BUT_ALIGN_TOP; case RGN_ALIGN_LEFT: return UI_BUT_ALIGN_RIGHT; case RGN_ALIGN_RIGHT: return UI_BUT_ALIGN_LEFT; } return 0; }