/* * ***** 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_utildefines.h" #include "BLI_link_utils.h" #include "BLI_rect.h" #include "BLI_math.h" #include "BLI_memarena.h" #include "BLI_timecode.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_screen.h" #include "UI_interface.h" #include "UI_view2d.h" #include "interface_intern.h" static void ui_view2d_curRect_validate_resize(View2D *v2d, bool resize, bool mask_scrollers); /* *********************************************************************** */ BLI_INLINE int clamp_float_to_int(const float f) { const float min = INT_MIN; const float max = INT_MAX; if (UNLIKELY(f < min)) { return min; } else if (UNLIKELY(f > max)) { return max; } else { return (int)f; } } /** * use instead of #BLI_rcti_rctf_copy so we have consistent behavior * with users of #clamp_float_to_int. */ BLI_INLINE void clamp_rctf_to_rcti(rcti *dst, const rctf *src) { dst->xmin = clamp_float_to_int(src->xmin); dst->xmax = clamp_float_to_int(src->xmax); dst->ymin = clamp_float_to_int(src->ymin); dst->ymax = clamp_float_to_int(src->ymax); } /* 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_FULLR) scroll &= ~(V2D_SCROLL_HORIZONTAL); if (scroll & V2D_SCROLL_VERTICAL_FULLR) scroll &= ~(V2D_SCROLL_VERTICAL); return scroll; } /* called each time cur changes, to dynamically update masks */ static void view2d_masks(View2D *v2d, bool check_scrollers) { 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 (check_scrollers) { /* check size if hiding flag is set: */ if (v2d->scroll & V2D_SCROLL_HORIZONTAL_HIDE) { if (!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL)) { if (BLI_rctf_size_x(&v2d->tot) > BLI_rctf_size_x(&v2d->cur)) v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR; else v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR; } } if (v2d->scroll & V2D_SCROLL_VERTICAL_HIDE) { if (!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL)) { if (BLI_rctf_size_y(&v2d->tot) + 0.01f > BLI_rctf_size_y(&v2d->cur)) v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR; else v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR; } } } 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)) { /* on bottom edge of region */ 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)) { /* on bottom edge of region */ 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 */ /** * Initialize 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 customization 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 initialized. */ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy) { bool tot_changed = false, do_init; uiStyle *style = UI_style_get(); do_init = (v2d->flag & V2D_IS_INITIALISED) == 0; /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */ switch (type) { /* 'standard view' - optimum setup for 'standard' view behavior, * 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; if (do_init) { 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 = do_init; /* 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 = do_init; /* 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; if (do_init) { v2d->tot.xmin = 0.0f; v2d->tot.xmax = winx; v2d->tot.ymin = 0.0f; v2d->tot.ymax = winy; v2d->cur = v2d->tot; 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 = do_init; /* 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: { /* 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; v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y); v2d->keeptot = V2D_KEEPTOT_BOUNDS; /* note, scroll is being flipped in ED_region_panels() drawing */ v2d->scroll |= (V2D_SCROLL_HORIZONTAL_HIDE | V2D_SCROLL_VERTICAL_HIDE); /* initialize without scroll bars (interferes with zoom level see: T47047) */ if (do_init) { v2d->scroll |= (V2D_SCROLL_VERTICAL_FULLR | V2D_SCROLL_HORIZONTAL_FULLR); } if (do_init) { float panelzoom = (style) ? style->panelzoom : 1.0f; v2d->tot.xmin = 0.0f; v2d->tot.xmax = winx; v2d->tot.ymax = 0.0f; v2d->tot.ymin = -winy; v2d->cur.xmin = 0.0f; v2d->cur.xmax = (winx) * 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; } /* set initialized flag so that View2D doesn't get reinitialised next time again */ v2d->flag |= V2D_IS_INITIALISED; /* store view size */ v2d->winx = winx; v2d->winy = winy; /* set masks (always do), but leave scroller scheck to totrect_set */ view2d_masks(v2d, 0); /* set 'tot' rect before setting cur? */ /* XXX confusing stuff here still - I made this function not check scroller hide - that happens in totrect_set */ if (tot_changed) UI_view2d_totRect_set_resize(v2d, winx, winy, !do_init); else ui_view2d_curRect_validate_resize(v2d, !do_init, 0); } /** * 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() static void ui_view2d_curRect_validate_resize(View2D *v2d, bool resize, bool mask_scrollers) { 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 - keep in sync with zoomx/zoomy in view_zoomstep_apply_ex! */ winx = (float)(BLI_rcti_size_x(&v2d->mask) + 1); winy = (float)(BLI_rcti_size_y(&v2d->mask) + 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 related 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 = BLI_rctf_size_x(tot); totheight = BLI_rctf_size_y(tot); /* keep in sync with zoomx/zoomy in view_zoomstep_apply_ex! */ curwidth = width = BLI_rctf_size_x(cur); curheight = height = BLI_rctf_size_y(cur); /* 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) { /* check if excessive zoom on x-axis */ if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) { const float zoom = winx / width; if (zoom < v2d->minzoom) { width = winx / v2d->minzoom; } else if (zoom > v2d->maxzoom) { width = winx / v2d->maxzoom; } } /* check if excessive zoom on y-axis */ if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0) { const float zoom = winy / height; if (zoom < v2d->minzoom) { height = winy / v2d->minzoom; } else if (zoom > v2d->maxzoom) { height = winy / v2d->maxzoom; } } } 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) { bool do_x = false, do_y = false, do_cur /* , do_win */ /* UNUSED */; 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 = true; if (winy != v2d->oldwiny) do_y = true; curRatio = height / width; winRatio = winy / winx; /* both sizes change (area/region maximized) */ if (do_x == do_y) { if (do_x && do_y) { /* here is 1,1 case, so all others must be 0,0 */ if (fabsf(winx - v2d->oldwinx) > fabsf(winy - v2d->oldwiny)) do_y = false; else do_x = false; } else if (winRatio > curRatio) { do_x = false; } else { do_x = true; } } do_cur = do_x; /* do_win = do_y; */ /* UNUSED */ 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; if (v2d->align & V2D_ALIGN_NO_NEG_Y) { cur->ymin -= temp; cur->ymax -= temp; } else { /* Assume V2D_ALIGN_NO_POS_Y or combination */ 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 - BLI_rctf_size_x(cur); } else if (v2d->keepofs & V2D_KEEPOFS_X) { if (v2d->align & V2D_ALIGN_NO_POS_X) cur->xmin -= width - BLI_rctf_size_x(cur); else cur->xmax += width - BLI_rctf_size_x(cur); } else { temp = BLI_rctf_cent_x(cur); dh = width * 0.5f; cur->xmin = temp - dh; cur->xmax = temp + dh; } } if (height != curheight) { if (v2d->keepofs & V2D_LOCKOFS_Y) { cur->ymax += height - BLI_rctf_size_y(cur); } else if (v2d->keepofs & V2D_KEEPOFS_Y) { if (v2d->align & V2D_ALIGN_NO_POS_Y) cur->ymin -= height - BLI_rctf_size_y(cur); else cur->ymax += height - BLI_rctf_size_y(cur); } else { temp = BLI_rctf_cent_y(cur); 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 = BLI_rctf_size_x(cur); curheight = BLI_rctf_size_y(cur); /* 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 favored... 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 = BLI_rctf_cent_x(tot); diff = curwidth * 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 = BLI_rctf_cent_y(tot); 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, mask_scrollers); } void UI_view2d_curRect_validate(View2D *v2d) { ui_view2d_curRect_validate_resize(v2d, 0, 1); } /* ------------------ */ /* 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)(BLI_rcti_size_x(&v2d->mask) + 1); height = (float)(BLI_rcti_size_y(&v2d->mask) + 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 = -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 = width; } else { /* width is centered around (x == 0) */ const float dx = 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 = -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 = height; } else { /* height is centered around (y == 0) */ const float dy = 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, bool 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. */ /* round to int, because this is called with width + V2D_SCROLL_WIDTH */ // if (scroll & V2D_SCROLL_HORIZONTAL) // width -= (int)V2D_SCROLL_WIDTH; // if (scroll & V2D_SCROLL_VERTICAL) // height -= (int)V2D_SCROLL_HEIGHT; if (ELEM(0, width, height)) { if (G.debug & 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, 1); } void UI_view2d_totRect_set(View2D *v2d, int width, int height) { int scroll = view2d_scroll_mapped(v2d->scroll); UI_view2d_totRect_set_resize(v2d, width, height, 0); /* solve bad recursion... if scroller state changed, mask is different, so you get different rects */ if (scroll != view2d_scroll_mapped(v2d->scroll)) { UI_view2d_totRect_set_resize(v2d, width, height, 0); } } bool UI_view2d_tab_set(View2D *v2d, int tab) { float default_offset[2] = {0.0f, 0.0f}; float *offset, *new_offset; bool changed = false; /* 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 = true; } /* 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; } void UI_view2d_zoom_cache_reset(void) { /* While scaling we can accumulate fonts at many sizes (~20 or so). * Not an issue with embedded font, but can use over 500Mb with i18n ones! See [#38244]. */ /* note: only some views draw text, we could check for this case to avoid clearning cache */ BLF_cache_clear(); } /* *********************************************************************** */ /* 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 sizex = BLI_rcti_size_x(&v2d->mask); float sizey = BLI_rcti_size_y(&v2d->mask); /* prevent tiny or narrow regions to get invalid coordinates - mask can get negative even... */ if (sizex > 0.0f && sizey > 0.0f) { float dx = BLI_rctf_size_x(&v2d->cur) / (sizex + 1); float dy = BLI_rctf_size_y(&v2d->cur) / (sizey + 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; const int sizex = BLI_rcti_size_x(&v2d->mask); const int sizey = BLI_rcti_size_y(&v2d->mask); const float eps = 0.001f; float xofs = 0.0f, yofs = 0.0f; /* pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1 correspondence with pixels for smooth UI drawing, * but only applied where requested */ /* XXX brecht: instead of zero at least use a tiny offset, otherwise * pixel rounding is effectively random due to float inaccuracy */ if (sizex > 0) xofs = eps * BLI_rctf_size_x(&v2d->cur) / sizex; if (sizey > 0) yofs = eps * BLI_rctf_size_y(&v2d->cur) / sizey; /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */ view2d_map_cur_using_mask(v2d, &curmasked); BLI_rctf_translate(&curmasked, -xofs, -yofs); /* XXX ton: this flag set by outliner, for icons */ if (v2d->flag & V2D_PIXELOFS_X) { curmasked.xmin = floorf(curmasked.xmin) - (eps + xofs); curmasked.xmax = floorf(curmasked.xmax) - (eps + xofs); } if (v2d->flag & V2D_PIXELOFS_Y) { curmasked.ymin = floorf(curmasked.ymin) - (eps + yofs); curmasked.ymax = floorf(curmasked.ymax) - (eps + yofs); } /* set matrix on all appropriate axes */ wmOrtho2(curmasked.xmin, curmasked.xmax, curmasked.ymin, curmasked.ymax); /* XXX is this necessary? */ glLoadIdentity(); } /** * Set view matrices to only use one axis of 'cur' only * * \param 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, const bool xaxis) { rctf curmasked; float xofs, yofs; /* pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1 correspondence with pixels for smooth UI drawing, * but only applied where requested */ /* XXX temp (ton) */ xofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? GLA_PIXEL_OFS : 0.0f; yofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? GLA_PIXEL_OFS : 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 = BLI_rcti_size_x(&ar->winrct) + 1; int height = BLI_rcti_size_y(&ar->winrct) + 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)++; } } /** * Initialize 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, 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 = BLI_rctf_size_x(&v2d->cur); if (space != 0.0f) { const float pixels = (float)BLI_rcti_size_x(&v2d->mask); if (pixels != 0.0f) { grid->dx = (U.v2d_min_gridsize * UI_DPI_FAC * space) / (seconddiv * pixels); step_to_grid(&grid->dx, &grid->powerx, xunits); grid->dx *= seconddiv; } } if (xclamp == V2D_GRID_CLAMP) { CLAMP_MIN(grid->dx, 0.1f); CLAMP_MIN(grid->powerx, 0); grid->powerx -= 2; } } /* calculate y-axis grid scale (only if both args are valid) */ if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) { space = BLI_rctf_size_y(&v2d->cur); if (space != 0.0f) { const float pixels = (float)winy; if (pixels != 0.0f) { grid->dy = U.v2d_min_gridsize * UI_DPI_FAC * space / pixels; step_to_grid(&grid->dy, &grid->powery, yunits); } } if (yclamp == V2D_GRID_CLAMP) { CLAMP_MIN(grid->dy, 1.0f); CLAMP_MIN(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; glBegin(GL_LINES); /* vertical lines */ if (flag & V2D_VERTICAL_LINES) { /* initialize initial settings */ vec1[0] = vec2[0] = grid->startx; vec1[1] = grid->starty; vec2[1] = v2d->cur.ymax; /* minor gridlines */ step = (BLI_rcti_size_x(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC); UI_ThemeColor(TH_GRID); for (a = 0; a < step; a++) { glVertex2fv(vec1); glVertex2fv(vec2); vec2[0] = vec1[0] += grid->dx; } /* major gridlines */ vec2[0] = vec1[0] -= 0.5f * grid->dx; UI_ThemeColorShade(TH_GRID, 16); step++; for (a = 0; a <= step; a++) { glVertex2fv(vec1); glVertex2fv(vec2); 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 = (BLI_rcti_size_y(&v2d->mask) + 1) / (U.v2d_min_gridsize * UI_DPI_FAC); UI_ThemeColor(TH_GRID); for (a = 0; a <= step; a++) { glVertex2fv(vec1); glVertex2fv(vec2); vec2[1] = vec1[1] += grid->dy; } /* fine grid lines */ vec2[1] = vec1[1] -= 0.5f * grid->dy; step++; if (flag & V2D_HORIZONTAL_FINELINES) { UI_ThemeColorShade(TH_GRID, 16); for (a = 0; a < step; a++) { glVertex2fv(vec1); glVertex2fv(vec2); vec2[1] = vec1[1] -= grid->dy; } } } /* Axes are drawn as darker lines */ UI_ThemeColorShade(TH_GRID, -50); /* horizontal axis */ if (flag & V2D_HORIZONTAL_AXIS) { vec1[0] = v2d->cur.xmin; vec2[0] = v2d->cur.xmax; vec1[1] = vec2[1] = 0.0f; glVertex2fv(vec1); glVertex2fv(vec2); } /* vertical axis */ if (flag & V2D_VERTICAL_AXIS) { vec1[1] = v2d->cur.ymin; vec2[1] = v2d->cur.ymax; vec1[0] = vec2[0] = 0.0f; 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 (; start < v2d->cur.xmax; start += step) { glVertex2f(start, v2d->cur.ymin); glVertex2f(start, v2d->cur.ymax); } start = v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step); for (; start < v2d->cur.ymax; start += step) { glVertex2f(v2d->cur.xmin, start); glVertex2f(v2d->cur.xmax, start); } /* X and Y axis */ UI_ThemeColorShade(TH_BACK, -18); glVertex2f(0.0f, v2d->cur.ymin); glVertex2f(0.0f, v2d->cur.ymax); glVertex2f(v2d->cur.xmin, 0.0f); glVertex2f(v2d->cur.xmax, 0.0f); glEnd(); } /* Draw a multi-level grid in given 2d-region */ void UI_view2d_multi_grid_draw(View2D *v2d, int colorid, float step, int level_size, int totlevels) { int offset = -10; float lstep = step; int level; glLineWidth(1.0f); for (level = 0; level < totlevels; ++level) { int i; float start; UI_ThemeColorShade(colorid, offset); i = (v2d->cur.xmin >= 0.0f ? -(int)(-v2d->cur.xmin / lstep) : (int)(v2d->cur.xmin / lstep)); start = i * lstep; glBegin(GL_LINES); for (; start < v2d->cur.xmax; start += lstep, ++i) { if (i == 0 || (level < totlevels - 1 && i % level_size == 0)) continue; glVertex2f(start, v2d->cur.ymin); glVertex2f(start, v2d->cur.ymax); } i = (v2d->cur.ymin >= 0.0f ? -(int)(-v2d->cur.ymin / lstep) : (int)(v2d->cur.ymin / lstep)); start = i * lstep; for (; start < v2d->cur.ymax; start += lstep, ++i) { if (i == 0 || (level < totlevels - 1 && i % level_size == 0)) continue; glVertex2f(v2d->cur.xmin, start); glVertex2f(v2d->cur.xmax, start); } /* X and Y axis */ UI_ThemeColorShade(colorid, offset - 8); 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(); lstep *= level_size; offset -= 6; } } /* 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); int smaller; /* scrollers is allocated here... */ scrollers = MEM_callocN(sizeof(View2DScrollers), "View2DScrollers"); vert = v2d->vert; hor = v2d->hor; /* slider rects need to be smaller than region */ smaller = (int)(0.2f * U.widget_unit); hor.xmin += smaller; hor.xmax -= smaller; if (scroll & V2D_SCROLL_BOTTOM) hor.ymin += smaller; else hor.ymax -= smaller; if (scroll & V2D_SCROLL_LEFT) vert.xmin += smaller; else vert.xmax -= smaller; vert.ymin += smaller; vert.ymax -= smaller; 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 = BLI_rctf_size_x(&v2d->tot); scrollsize = (float)BLI_rcti_size_x(&hor); 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); } } /* vertical scrollers */ if (scroll & V2D_SCROLL_VERTICAL) { /* scroller 'button' extents */ totsize = BLI_rctf_size_y(&v2d->tot); scrollsize = (float)BLI_rcti_size_y(&vert); 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); } } /* 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, BLI_rcti_size_x(&hor), BLI_rcti_size_y(&vert)); } /* 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 timecode_str[32]; /* adjust the scale unit to work ok */ if (dir == 'v') { /* here we bump up the power by factor of 10, as * rotation values (hence 'degrees') are divided by 10 to * be able to show the curves at the same time */ if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) { power += 1; val *= 10; } } /* get string to print */ if (unit == V2D_UNIT_SECONDS) { /* not neces*/ BLI_timecode_string_from_time(timecode_str, sizeof(timecode_str), power, val, FPS, U.timecode_style); } else { BLI_timecode_string_from_time_seconds(timecode_str, sizeof(timecode_str), power, val); } /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */ len = strlen(timecode_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)) { timecode_str[len] = 186; timecode_str[len + 1] = 0; } /* draw it */ BLF_draw_default_ascii(x, y, 0.0f, timecode_str, sizeof(timecode_str)); } /* 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) { bTheme *btheme = UI_GetTheme(); uiWidgetColors wcol = btheme->tui.wcol_scroll; rcti slider; int state; unsigned char col[4]; 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) && (BLI_rcti_size_x(&slider) > V2D_SCROLLER_HANDLE_SIZE)) { state |= UI_SCROLL_ARROWS; } /* clean rect behind slider, but not with transparent background */ UI_GetThemeColor4ubv(TH_BACK, col); if (col[3] == 255) { glColor3ub(col[0], col[1], col[2]); glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax); } UI_draw_widget_scroll(&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) / BLI_rctf_size_x(&v2d->cur); fac = (float)hor.xmin + fac * BLI_rcti_size_x(&hor); dfac = grid->dx / BLI_rctf_size_x(&v2d->cur); dfac = dfac * BLI_rcti_size_x(&hor); /* 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 = 0.1f * UI_UNIT_Y + (float)(hor.ymin); for (; fac < hor.xmax - 0.5f * U.widget_unit; fac += dfac, val += grid->dx) { /* make prints look nicer for scrollers */ if (fac < hor.xmin + 0.5f * U.widget_unit) 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_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) { bTheme *btheme = UI_GetTheme(); uiWidgetColors wcol = btheme->tui.wcol_scroll; rcti slider; int state; unsigned char col[4]; 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) && (BLI_rcti_size_y(&slider) > V2D_SCROLLER_HANDLE_SIZE)) { state |= UI_SCROLL_ARROWS; } /* clean rect behind slider, but not with transparent background */ UI_GetThemeColor4ubv(TH_BACK, col); if (col[3] == 255) { glColor3ub(col[0], col[1], col[2]); glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax); } UI_draw_widget_scroll(&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) / BLI_rctf_size_y(&v2d->cur); fac = vert.ymin + fac * BLI_rcti_size_y(&vert); dfac = grid->dy / BLI_rctf_size_y(&v2d->cur); dfac = dfac * BLI_rcti_size_y(&vert); /* 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(M_PI_2); 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 * * \param columnwidth, rowheight: size of each 'cell' * \param 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. * \param column, row: The 2d-coordinates * (in 2D-view / 'tot' rect space) the cell exists at * \param 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, float columnwidth, float 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. * * \param columnwidth, rowheight: size of each 'cell' * \param 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. * \param viewx, viewy: 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for * \param column, row: the 'coordinates' of the relevant 'cell' */ void UI_view2d_listview_view_to_cell( View2D *v2d, float columnwidth, float 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 * * \param columnwidth, rowheight: Size of each 'cell' * \param startx, starty: Coordinates that the list starts from, which should be (0,0) for most views * \param column_min, column_max, row_min, row_max: The starting and ending column/row indices */ void UI_view2d_listview_visible_cells( View2D *v2d, float columnwidth, float 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 */ float UI_view2d_region_to_view_x(struct View2D *v2d, float x) { return (v2d->cur.xmin + (BLI_rctf_size_x(&v2d->cur) * (x - v2d->mask.xmin) / BLI_rcti_size_x(&v2d->mask))); } float UI_view2d_region_to_view_y(struct View2D *v2d, float y) { return (v2d->cur.ymin + (BLI_rctf_size_y(&v2d->cur) * (y - v2d->mask.ymin) / BLI_rcti_size_y(&v2d->mask))); } /** * Convert from screen/region space to 2d-View space * * \param x, y: coordinates to convert * \param r_view_x, r_view_y: resultant coordinates */ void UI_view2d_region_to_view(View2D *v2d, float x, float y, float *r_view_x, float *r_view_y) { *r_view_x = UI_view2d_region_to_view_x(v2d, x); *r_view_y = UI_view2d_region_to_view_y(v2d, y); } void UI_view2d_region_to_view_rctf(View2D *v2d, const rctf *rect_src, rctf *rect_dst) { const float cur_size[2] = {BLI_rctf_size_x(&v2d->cur), BLI_rctf_size_y(&v2d->cur)}; const float mask_size[2] = {BLI_rcti_size_x(&v2d->mask), BLI_rcti_size_y(&v2d->mask)}; rect_dst->xmin = (v2d->cur.xmin + (cur_size[0] * (rect_src->xmin - v2d->mask.xmin) / mask_size[0])); rect_dst->xmax = (v2d->cur.xmin + (cur_size[0] * (rect_src->xmax - v2d->mask.xmin) / mask_size[0])); rect_dst->ymin = (v2d->cur.ymin + (cur_size[1] * (rect_src->ymin - v2d->mask.ymin) / mask_size[1])); rect_dst->ymax = (v2d->cur.ymin + (cur_size[1] * (rect_src->ymax - v2d->mask.ymin) / mask_size[1])); } float UI_view2d_view_to_region_x(View2D *v2d, float x) { return (v2d->mask.xmin + (((x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur)) * BLI_rcti_size_x(&v2d->mask))); } float UI_view2d_view_to_region_y(View2D *v2d, float y) { return (v2d->mask.ymin + (((y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur)) * BLI_rcti_size_y(&v2d->mask))); } /** * Convert from 2d-View space to screen/region space * \note Coordinates are clamped to lie within bounds of region * * \param x, y: Coordinates to convert. * \param r_region_x, r_region_y: Resultant coordinates. */ bool UI_view2d_view_to_region_clip(View2D *v2d, float x, float y, int *r_region_x, int *r_region_y) { /* express given coordinates as proportional values */ x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur); y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur); /* check if values are within bounds */ if ((x >= 0.0f) && (x <= 1.0f) && (y >= 0.0f) && (y <= 1.0f)) { *r_region_x = (int)(v2d->mask.xmin + (x * BLI_rcti_size_x(&v2d->mask))); *r_region_y = (int)(v2d->mask.ymin + (y * BLI_rcti_size_y(&v2d->mask))); return true; } else { /* set initial value in case coordinate lies outside of bounds */ *r_region_x = *r_region_y = V2D_IS_CLIPPED; return false; } } /** * Convert from 2d-view space to screen/region space * * \note Coordinates are NOT clamped to lie within bounds of region. * * \param x, y: Coordinates to convert. * \param r_region_x, r_region_y: Resultant coordinates. */ void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *r_region_x, int *r_region_y) { /* step 1: express given coordinates as proportional values */ x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur); y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur); /* step 2: convert proportional distances to screen coordinates */ x = v2d->mask.xmin + (x * BLI_rcti_size_x(&v2d->mask)); y = v2d->mask.ymin + (y * BLI_rcti_size_y(&v2d->mask)); /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */ *r_region_x = clamp_float_to_int(x); *r_region_y = clamp_float_to_int(y); } void UI_view2d_view_to_region_fl(View2D *v2d, float x, float y, float *r_region_x, float *r_region_y) { /* express given coordinates as proportional values */ x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur); y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur); /* convert proportional distances to screen coordinates */ *r_region_x = v2d->mask.xmin + (x * BLI_rcti_size_x(&v2d->mask)); *r_region_y = v2d->mask.ymin + (y * BLI_rcti_size_y(&v2d->mask)); } void UI_view2d_view_to_region_rcti(View2D *v2d, const rctf *rect_src, rcti *rect_dst) { const float cur_size[2] = {BLI_rctf_size_x(&v2d->cur), BLI_rctf_size_y(&v2d->cur)}; const float mask_size[2] = {BLI_rcti_size_x(&v2d->mask), BLI_rcti_size_y(&v2d->mask)}; rctf rect_tmp; /* step 1: express given coordinates as proportional values */ rect_tmp.xmin = (rect_src->xmin - v2d->cur.xmin) / cur_size[0]; rect_tmp.xmax = (rect_src->xmax - v2d->cur.xmin) / cur_size[0]; rect_tmp.ymin = (rect_src->ymin - v2d->cur.ymin) / cur_size[1]; rect_tmp.ymax = (rect_src->ymax - v2d->cur.ymin) / cur_size[1]; /* step 2: convert proportional distances to screen coordinates */ rect_tmp.xmin = v2d->mask.xmin + (rect_tmp.xmin * mask_size[0]); rect_tmp.xmax = v2d->mask.xmin + (rect_tmp.xmax * mask_size[0]); rect_tmp.ymin = v2d->mask.ymin + (rect_tmp.ymin * mask_size[1]); rect_tmp.ymax = v2d->mask.ymin + (rect_tmp.ymax * mask_size[1]); clamp_rctf_to_rcti(rect_dst, &rect_tmp); } void UI_view2d_view_to_region_m4(View2D *v2d, float matrix[4][4]) { rctf mask; unit_m4(matrix); BLI_rctf_rcti_copy(&mask, &v2d->mask); BLI_rctf_transform_calc_m4_pivot_min(&v2d->cur, &mask, matrix); } bool UI_view2d_view_to_region_rcti_clip(View2D *v2d, const rctf *rect_src, rcti *rect_dst) { const float cur_size[2] = {BLI_rctf_size_x(&v2d->cur), BLI_rctf_size_y(&v2d->cur)}; const float mask_size[2] = {BLI_rcti_size_x(&v2d->mask), BLI_rcti_size_y(&v2d->mask)}; rctf rect_tmp; BLI_assert(rect_src->xmin <= rect_src->xmax && rect_src->ymin <= rect_src->ymax); /* step 1: express given coordinates as proportional values */ rect_tmp.xmin = (rect_src->xmin - v2d->cur.xmin) / cur_size[0]; rect_tmp.xmax = (rect_src->xmax - v2d->cur.xmin) / cur_size[0]; rect_tmp.ymin = (rect_src->ymin - v2d->cur.ymin) / cur_size[1]; rect_tmp.ymax = (rect_src->ymax - v2d->cur.ymin) / cur_size[1]; if (((rect_tmp.xmax < 0.0f) || (rect_tmp.xmin > 1.0f) || (rect_tmp.ymax < 0.0f) || (rect_tmp.ymin > 1.0f)) == 0) { /* step 2: convert proportional distances to screen coordinates */ rect_tmp.xmin = v2d->mask.xmin + (rect_tmp.xmin * mask_size[0]); rect_tmp.xmax = v2d->mask.ymin + (rect_tmp.xmax * mask_size[0]); rect_tmp.ymin = v2d->mask.ymin + (rect_tmp.ymin * mask_size[1]); rect_tmp.ymax = v2d->mask.ymin + (rect_tmp.ymax * mask_size[1]); clamp_rctf_to_rcti(rect_dst, &rect_tmp); return true; } else { rect_dst->xmin = rect_dst->xmax = rect_dst->ymin = rect_dst->ymax = V2D_IS_CLIPPED; return false; } } /* *********************************************************************** */ /* 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 * * \param x, y: scale on each axis */ void UI_view2d_scale_get(View2D *v2d, float *x, float *y) { if (x) *x = BLI_rcti_size_x(&v2d->mask) / BLI_rctf_size_x(&v2d->cur); if (y) *y = BLI_rcti_size_y(&v2d->mask) / BLI_rctf_size_y(&v2d->cur); } /** * Same as ``UI_view2d_scale_get() - 1.0f / x, y`` */ void UI_view2d_scale_get_inverse(View2D *v2d, float *x, float *y) { if (x) *x = BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask); if (y) *y = BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask); } /** * Simple functions for consistent center offset access. * Used by node editor to shift view center for each individual node tree. */ void UI_view2d_center_get(struct View2D *v2d, float *x, float *y) { /* get center */ if (x) *x = BLI_rctf_cent_x(&v2d->cur); if (y) *y = BLI_rctf_cent_y(&v2d->cur); } void UI_view2d_center_set(struct View2D *v2d, float x, float y) { BLI_rctf_recenter(&v2d->cur, x, y); /* make sure that 'cur' rect is in a valid state as a result of these changes */ UI_view2d_curRect_validate(v2d); } /** * Simple pan function * (0.0, 0.0) bottom left * (0.5, 0.5) center * (1.0, 1.0) top right. */ void UI_view2d_offset(struct View2D *v2d, float xfac, float yfac) { if (xfac != -1.0f) { const float xsize = BLI_rctf_size_x(&v2d->cur); const float xmin = v2d->tot.xmin; const float xmax = v2d->tot.xmax - xsize; v2d->cur.xmin = (xmin * (1.0f - xfac)) + (xmax * xfac); v2d->cur.xmax = v2d->cur.xmin + xsize; } if (yfac != -1.0f) { const float ysize = BLI_rctf_size_y(&v2d->cur); const float ymin = v2d->tot.ymin; const float ymax = v2d->tot.ymax - ysize; v2d->cur.ymin = (ymin * (1.0f - yfac)) + (ymax * yfac); v2d->cur.ymax = v2d->cur.ymin + ysize; } UI_view2d_curRect_validate(v2d); } /** * Check if mouse is within scrollers * * \param x, y: Mouse coordinates in screen (not region) space. * * \return appropriate code for match. * - 'h' = in horizontal scroller. * - 'v' = in vertical scroller. * - 0 = not in scroller. */ 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 ******************** */ typedef struct View2DString { struct View2DString *next; union { unsigned char ub[4]; int pack; } col; rcti rect; int mval[2]; /* str is allocated past the end */ char str[0]; } View2DString; /* assumes caches are used correctly, so for time being no local storage in v2d */ static MemArena *g_v2d_strings_arena = NULL; static View2DString *g_v2d_strings = NULL; void UI_view2d_text_cache_add( View2D *v2d, float x, float y, const char *str, size_t str_len, const char col[4]) { int mval[2]; BLI_assert(str_len == strlen(str)); if (UI_view2d_view_to_region_clip(v2d, x, y, &mval[0], &mval[1])) { int alloc_len = str_len + 1; View2DString *v2s; if (g_v2d_strings_arena == NULL) { g_v2d_strings_arena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 14), __func__); } v2s = BLI_memarena_alloc(g_v2d_strings_arena, sizeof(View2DString) + alloc_len); BLI_LINKS_PREPEND(g_v2d_strings, v2s); v2s->col.pack = *((const int *)col); memset(&v2s->rect, 0, sizeof(v2s->rect)); v2s->mval[0] = mval[0]; v2s->mval[1] = mval[1]; memcpy(v2s->str, str, alloc_len); } } /* no clip (yet) */ void UI_view2d_text_cache_add_rectf( View2D *v2d, const rctf *rect_view, const char *str, size_t str_len, const char col[4]) { rcti rect; BLI_assert(str_len == strlen(str)); if (UI_view2d_view_to_region_rcti_clip(v2d, rect_view, &rect)) { int alloc_len = str_len + 1; View2DString *v2s; if (g_v2d_strings_arena == NULL) { g_v2d_strings_arena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 14), __func__); } v2s = BLI_memarena_alloc(g_v2d_strings_arena, sizeof(View2DString) + alloc_len); BLI_LINKS_PREPEND(g_v2d_strings, v2s); v2s->col.pack = *((const int *)col); v2s->rect = rect; v2s->mval[0] = v2s->rect.xmin; v2s->mval[1] = v2s->rect.ymin; memcpy(v2s->str, str, alloc_len); } } void UI_view2d_text_cache_draw(ARegion *ar) { View2DString *v2s; int col_pack_prev = 0; /* investigate using BLF_ascender() */ const float default_height = g_v2d_strings ? BLF_height_default("28", 3) : 0.0f; wmOrtho2_region_pixelspace(ar); for (v2s = g_v2d_strings; v2s; v2s = v2s->next) { int xofs = 0, yofs; yofs = ceil(0.5f * (BLI_rcti_size_y(&v2s->rect) - default_height)); 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, v2s->str, BLF_DRAW_STR_DUMMY_MAX); 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, v2s->str, BLF_DRAW_STR_DUMMY_MAX); BLF_disable_default(BLF_CLIPPING); } } g_v2d_strings = NULL; if (g_v2d_strings_arena) { BLI_memarena_free(g_v2d_strings_arena); g_v2d_strings_arena = NULL; } // glMatrixMode(GL_PROJECTION); // glPopMatrix(); // glMatrixMode(GL_MODELVIEW); // glPopMatrix(); } /* ******************************************************** */