/* * $Id$ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * Contributor(s): Blender Foundation, Joshua Leung * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/interface/view2d.c * \ingroup edinterface */ #include #include #include #include #include "MEM_guardedalloc.h" #include "DNA_scene_types.h" #include "DNA_userdef_types.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_context.h" #include "BKE_screen.h" #include "BKE_global.h" #include "WM_api.h" #include "BIF_gl.h" #include "BLF_api.h" #include "ED_anim_api.h" #include "ED_screen.h" #include "UI_interface.h" #include "UI_view2d.h" #include "interface_intern.h" /* *********************************************************************** */ /* XXX still unresolved: scrolls hide/unhide vs region mask handling */ /* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */ /* helper to allow scrollbars to dynamically hide * - returns a copy of the scrollbar settings with the flags to display * horizontal/vertical scrollbars removed * - input scroll value is the v2d->scroll var * - hide flags are set per region at drawtime */ 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 // XXX see above 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, init= 0; uiStyle *style= U.uistyles.first; /* 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; init= 1; /* 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_LIMITZOOM); 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_LIMITZOOM|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; /* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead. * zoom, aspect ratio, and alignment restrictions are set here */ case V2D_COMMONVIEW_STACK: { /* zoom + aspect ratio are locked */ v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|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_NEG_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_LIMITZOOM|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; } break; /* panels view, with horizontal/vertical align */ case V2D_COMMONVIEW_PANELS_UI: { float panelzoom= (style) ? style->panelzoom : 1.0f; /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */ v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM|V2D_KEEPZOOM); v2d->minzoom= 0.5f; v2d->maxzoom= 2.0f; //tot_changed= 1; v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y); v2d->keeptot= V2D_KEEPTOT_BOUNDS; v2d->scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM); v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE; v2d->scroll &= ~V2D_SCROLL_VERTICAL_HIDE; v2d->tot.xmin= 0.0f; v2d->tot.xmax= winx; v2d->tot.ymax= 0.0f; v2d->tot.ymin= -winy; v2d->cur.xmin= 0.0f; /* bad workaround for keeping zoom level with scrollers */ v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom; v2d->cur.ymax= 0.0f; v2d->cur.ymin= (-winy)*panelzoom; } 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_resize(v2d, winx, winy, !init); else UI_view2d_curRect_validate_resize(v2d, !init); } /* 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_resize(View2D *v2d, int resize) { 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; /* values used to divide, so make it safe * NOTE: width and height must use FLT_MIN instead of 1, otherwise it is impossible to * get enough resolution in Graph Editor for editing some curves */ if(width < FLT_MIN) width= 1; if(height < FLT_MIN) height= 1; if(winx < 1) winx= 1; if(winy < 1) winy= 1; /* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */ if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) { float zoom, oldzoom; if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) { zoom= winx / width; oldzoom= v2d->oldwinx / curwidth; if(oldzoom != zoom) width *= zoom/oldzoom; } if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) { zoom= winy / height; oldzoom= v2d->oldwiny / curheight; if(oldzoom != zoom) height *= zoom/oldzoom; } } /* keepzoom (V2D_LIMITZOOM 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 */ else if (v2d->keepzoom & V2D_LIMITZOOM) { 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, unless otherwise specified */ if (width != curwidth) { if (v2d->keepofs & V2D_LOCKOFS_X) { cur->xmax += width - (cur->xmax - cur->xmin); } else if (v2d->keepofs & V2D_KEEPOFS_X) { if(v2d->align & V2D_ALIGN_NO_POS_X) cur->xmin -= width - (cur->xmax - cur->xmin); else 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 if (v2d->keepofs & V2D_KEEPOFS_Y) { if(v2d->align & V2D_ALIGN_NO_POS_Y) cur->ymin -= height - (cur->ymax - cur->ymin); else 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|V2D_LIMITZOOM)) ) { /* 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->xmin < tot->xmin) && (cur->xmax > tot->xmax)) { /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */ temp= (tot->xmax + tot->xmin) * 0.5f; diff= curheight * 0.5f; cur->xmin= temp - diff; cur->xmax= 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|V2D_LIMITZOOM)) ) { /* 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); } void UI_view2d_curRect_validate(View2D *v2d) { UI_view2d_curRect_validate_resize(v2d, 0); } /* ------------------ */ /* 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_resize (View2D *v2d, int width, int height, int resize) { int scroll= view2d_scroll_mapped(v2d->scroll); /* don't do anything if either value is 0 */ width= abs(width); height= abs(height); /* hrumf! */ /* XXX: there are work arounds for this in the panel and file browse code. */ if(scroll & V2D_SCROLL_HORIZONTAL) width -= V2D_SCROLL_WIDTH; if(scroll & V2D_SCROLL_VERTICAL) height -= V2D_SCROLL_HEIGHT; if (ELEM3(0, v2d, width, height)) { if (G.f & G_DEBUG) printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", (void *)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_resize(v2d, resize); } void UI_view2d_totRect_set(View2D *v2d, int width, int height) { UI_view2d_totRect_set_resize(v2d, width, height, 0); } int UI_view2d_tab_set(View2D *v2d, int tab) { float default_offset[2]= {0.0f, 0.0f}; float *offset, *new_offset; int changed= 0; /* if tab changed, change offset */ if(tab != v2d->tab_cur && v2d->tab_offset) { if(tab < v2d->tab_num) offset= &v2d->tab_offset[tab*2]; else offset= default_offset; v2d->cur.xmax += offset[0] - v2d->cur.xmin; v2d->cur.xmin= offset[0]; v2d->cur.ymin += offset[1] - v2d->cur.ymax; v2d->cur.ymax= offset[1]; /* validation should happen in subsequent totRect_set */ changed= 1; } /* resize array if needed */ if(tab >= v2d->tab_num) { new_offset= MEM_callocN(sizeof(float)*(tab+1)*2, "view2d tab offset"); if(v2d->tab_offset) { memcpy(new_offset, v2d->tab_offset, sizeof(float)*v2d->tab_num*2); MEM_freeN(v2d->tab_offset); } v2d->tab_offset= new_offset; v2d->tab_num= tab+1; } /* set current tab and offset */ v2d->tab_cur= tab; v2d->tab_offset[2*tab+0]= v2d->cur.xmin; v2d->tab_offset[2*tab+1]= v2d->cur.ymax; return changed; } /* *********************************************************************** */ /* 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(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 brecht: instead of zero at least use a tiny offset, otherwise * pixel rounding is effectively random due to float inaccuracy */ xofs= 0.001f*(v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin); yofs= 0.001f*(v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin); /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */ view2d_map_cur_using_mask(v2d, &curmasked); curmasked.xmin-= xofs; curmasked.xmax-=xofs; curmasked.ymin-= yofs; curmasked.ymax-=yofs; /* XXX ton: this flag set by outliner, for icons */ if(v2d->flag & V2D_PIXELOFS_X) { curmasked.xmin= floorf(curmasked.xmin) - 0.001f; curmasked.xmax= floorf(curmasked.xmax) - 0.001f; } if(v2d->flag & V2D_PIXELOFS_Y) { curmasked.ymin= floorf(curmasked.ymin) - 0.001f; curmasked.ymax= floorf(curmasked.ymax) - 0.001f; } /* set matrix on all appropriate axes */ wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs); /* XXX is this necessary? */ glLoadIdentity(); } /* 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(ARegion *ar, View2D *v2d, short xaxis) { 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? */ glLoadIdentity(); } /* Restore view matrices after drawing */ void UI_view2d_view_restore(const bContext *C) { ARegion *ar= CTX_wm_region(C); int width= ar->winrct.xmax-ar->winrct.xmin+1; int height= ar->winrct.ymax-ar->winrct.ymin+1; wmOrtho2(0.0f, (float)width, 0.0f, (float)height); glLoadIdentity(); // ED_region_pixelspace(CTX_wm_region(C)); } /* *********************************************************************** */ /* Gridlines */ /* 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 = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */ } /* 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, note: not used but keeping for completeness. * - winy = height of region we're drawing into */ View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy) { View2DGrid *grid; float space, pixels, seconddiv; /* 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) { seconddiv= (float)(0.01 * FPS); } else { 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); if(pixels!=0.0f) { grid->dx= (U.v2d_min_gridsize * 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= U.v2d_min_gridsize * 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(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) / U.v2d_min_gridsize; UI_ThemeColor(TH_GRID); for (a=0; adx; } /* 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) / U.v2d_min_gridsize; 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; ady; } } } /* 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(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(; startcur.xmax; start+=step) { glVertex2f(start, v2d->cur.ymin); glVertex2f(start, v2d->cur.ymax); } start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step); for(; startcur.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(); } /* the price we pay for not exposting structs :( */ void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy) { *r_dx= grid->dx; *r_dy= grid->dy; } /* 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 */ rcti hor, vert; /* exact size of slider backdrop */ int horfull, vertfull; /* set if sliders are full, we don't draw them */ /* 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 fac1, fac2, totsize, scrollsize; int scroll= view2d_scroll_mapped(v2d->scroll); /* scrollers is allocated here... */ scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers"); vert= v2d->vert; hor= v2d->hor; /* slider rects need to be smaller than region */ hor.xmin+=4; hor.xmax-=4; if (scroll & V2D_SCROLL_BOTTOM) hor.ymin+=4; else hor.ymax-=4; if (scroll & V2D_SCROLL_LEFT) vert.xmin+=4; else vert.xmax-=4; vert.ymin+=4; vert.ymax-=4; CLAMP(vert.ymin, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE); CLAMP(hor.xmin, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE); /* store in scrollers, used for drawing */ scrollers->vert= vert; scrollers->hor= hor; /* 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); if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */ fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize; if(fac1<=0.0f) scrollers->hor_min= hor.xmin; else scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize)); fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize; if(fac2>=1.0f) scrollers->hor_max= hor.xmax; else scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize)); /* prevent inverted sliders */ if (scrollers->hor_min > scrollers->hor_max) scrollers->hor_min= scrollers->hor_max; /* prevent sliders from being too small, and disappearing */ if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE) { scrollers->hor_max= scrollers->hor_min + V2D_SCROLLER_HANDLE_SIZE; CLAMP(scrollers->hor_max, hor.xmin+V2D_SCROLLER_HANDLE_SIZE, hor.xmax); CLAMP(scrollers->hor_min, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE); } /* check whether sliders can disappear due to the full-range being used */ if(v2d->keeptot) { if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR; scrollers->horfull= 1; } else v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR; } } /* vertical scrollers */ if (scroll & V2D_SCROLL_VERTICAL) { /* scroller 'button' extents */ totsize= v2d->tot.ymax - v2d->tot.ymin; scrollsize= (float)(vert.ymax - vert.ymin); if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */ fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize; if(fac1<=0.0f) scrollers->vert_min= vert.ymin; else scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize)); fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize; if(fac2>=1.0f) scrollers->vert_max= vert.ymax; else scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize)); /* prevent inverted sliders */ if (scrollers->vert_min > scrollers->vert_max) scrollers->vert_min= scrollers->vert_max; /* prevent sliders from being too small, and disappearing */ if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE) { scrollers->vert_max= scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE; CLAMP(scrollers->vert_max, vert.ymin+V2D_SCROLLER_HANDLE_SIZE, vert.ymax); CLAMP(scrollers->vert_min, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE); } /* check whether sliders can disappear due to the full-range being used */ if(v2d->keeptot) { if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR; scrollers->vertfull= 1; } else v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR; } } /* 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(CTX_data_scene(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(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 */ ANIM_timecode_string_from_frame(str, scene, power, (unit == V2D_UNIT_SECONDS), val); /* 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_ascii(x, y, 0.0f, str, sizeof(str)-1); } /* 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); rcti vert, hor; int scroll= view2d_scroll_mapped(v2d->scroll); /* make copies of rects for less typing */ vert= vs->vert; hor= vs->hor; /* horizontal scrollbar */ if (scroll & V2D_SCROLL_HORIZONTAL) { /* only draw scrollbar when it doesn't fill the entire space */ if(vs->horfull==0) { bTheme *btheme= U.themes.first; uiWidgetColors wcol= btheme->tui.wcol_scroll; rcti slider; int state; slider.xmin= vs->hor_min; slider.xmax= vs->hor_max; slider.ymin= hor.ymin; slider.ymax= hor.ymax; state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0; /* show zoom handles if: * - zooming on x-axis is allowed (no scroll otherwise) * - slider bubble is large enough (no overdraw confusion) * - scale is shown on the scroller * (workaround to make sure that button windows don't show these, * and only the time-grids with their zoomability can do so) */ if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0 && (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (slider.xmax - slider.xmin > V2D_SCROLLER_HANDLE_SIZE)) { state |= UI_SCROLL_ARROWS; } UI_ThemeColor(TH_BACK); glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax); uiWidgetScrollDraw(&wcol, &hor, &slider, state); } /* scale indicators */ 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) { float h= 2.0f+(float)(hor.ymin); for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) { /* make prints look nicer for scrollers */ if(fac < hor.xmin+10) continue; switch (vs->xunits) { case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/ scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h'); break; case V2D_UNIT_FRAMESCALE: /* frames (not always as whole numbers) */ scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h'); break; case V2D_UNIT_SECONDS: /* seconds */ fac2= val/(float)FPS; scroll_printstr(scene, fac, h, 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(scene, fac, h, 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(scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v'); break; } } } } } /* vertical scrollbar */ if (scroll & V2D_SCROLL_VERTICAL) { /* only draw scrollbar when it doesn't fill the entire space */ if(vs->vertfull==0) { bTheme *btheme= U.themes.first; uiWidgetColors wcol= btheme->tui.wcol_scroll; rcti slider; int state; slider.xmin= vert.xmin; slider.xmax= vert.xmax; slider.ymin= vs->vert_min; slider.ymax= vs->vert_max; state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0; /* show zoom handles if: * - zooming on y-axis is allowed (no scroll otherwise) * - slider bubble is large enough (no overdraw confusion) * - scale is shown on the scroller * (workaround to make sure that button windows don't show these, * and only the time-grids with their zoomability can do so) */ if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0 && (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) && (slider.ymax - slider.ymin > V2D_SCROLLER_HANDLE_SIZE)) { state |= UI_SCROLL_ARROWS; } UI_ThemeColor(TH_BACK); glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax); uiWidgetScrollDraw(&wcol, &vert, &slider, state); } /* scale indiators */ 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 + fac*(vert.ymax - vert.ymin); dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin); dfac= dfac * (vert.ymax - vert.ymin); /* 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 */ if (vs->yclamp == V2D_GRID_CLAMP) fac += 0.5f * dfac; /* draw vertical steps */ if (dfac > 0.0f) { BLF_rotation_default(90.0f); BLF_enable_default(BLF_ROTATION); for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) { /* make prints look nicer for scrollers */ if(fac < vert.ymin+10) continue; scroll_printstr(scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v'); } BLF_disable_default(BLF_ROTATION); } } } } /* 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)(floorf(fabsf(viewx) + 0.5f) - startx); const int y= (int)(floorf(fabsf(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 *sa= CTX_wm_area(C); ARegion *region= CTX_wm_region(C); if (sa == NULL) return NULL; if (region == NULL) return NULL; if (region->regiontype!=RGN_TYPE_WINDOW) { ARegion *ar= BKE_area_find_region_type(sa, RGN_TYPE_WINDOW); return ar ? &(ar->v2d) : 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; union { unsigned char ub[4]; int pack; } col; int mval[2]; rcti rect; } View2DString; void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4]) { 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) { int len= strlen(str)+1; /* use calloc, rect has to be zeroe'd */ View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString"); char *v2s_str= (char *)(v2s+1); memcpy(v2s_str, str, len); BLI_addtail(&strings, v2s); v2s->col.pack= *((int *)col); v2s->mval[0]= mval[0]; v2s->mval[1]= mval[1]; } } /* no clip (yet) */ void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4]) { int len= strlen(str)+1; View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString"); char *v2s_str= (char *)(v2s+1); memcpy(v2s_str, str, len); 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); v2s->col.pack= *((int *)col); v2s->mval[0]= v2s->rect.xmin; v2s->mval[1]= v2s->rect.ymin; BLI_addtail(&strings, v2s); } void UI_view2d_text_cache_draw(ARegion *ar) { View2DString *v2s; int col_pack_prev= 0; // glMatrixMode(GL_PROJECTION); // glPushMatrix(); // glMatrixMode(GL_MODELVIEW); // glPushMatrix(); ED_region_pixelspace(ar); for(v2s= strings.first; v2s; v2s= v2s->next) { const char *str= (const char *)(v2s+1); int xofs=0, yofs; yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28"))); if(yofs<1) yofs= 1; if(col_pack_prev != v2s->col.pack) { glColor3ubv(v2s->col.ub); col_pack_prev= v2s->col.pack; } if(v2s->rect.xmin >= v2s->rect.xmax) BLF_draw_default((float)v2s->mval[0]+xofs, (float)v2s->mval[1]+yofs, 0.0, str, 65535); else { BLF_clipping_default(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4); BLF_enable_default(BLF_CLIPPING); BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, str, 65535); BLF_disable_default(BLF_CLIPPING); } } // glMatrixMode(GL_PROJECTION); // glPopMatrix(); // glMatrixMode(GL_MODELVIEW); // glPopMatrix(); if(strings.first) BLI_freelistN(&strings); } /* ******************************************************** */