/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ /* a full doc with API notes can be found in bf-blender/blender/doc/interface_API.txt */ #include #include #include #include #ifdef HAVE_CONFIG_H #include #endif #ifndef WIN32 #include #else #include #include "BLI_winstuff.h" #endif #include "MEM_guardedalloc.h" #include "PIL_time.h" #include "BMF_Api.h" #include "BIF_language.h" #ifdef INTERNATIONAL #include "FTF_Api.h" #endif // INTERNATIONAL #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "DNA_screen_types.h" #include "DNA_space_types.h" #include "DNA_userdef_types.h" #include "DNA_vec_types.h" #include "BKE_blender.h" #include "BKE_utildefines.h" #include "BKE_global.h" #include "BIF_gl.h" #include "BIF_graphics.h" #include "BIF_keyval.h" #include "BIF_mainqueue.h" #include "BIF_resources.h" #include "BIF_screen.h" #include "BIF_toolbox.h" #include "BIF_mywindow.h" #include "BIF_space.h" #include "BIF_glutil.h" #include "BIF_interface.h" #include "BIF_butspace.h" #include "BSE_view.h" #include "mydevice.h" #include "interface.h" #include "blendef.h" /* naming conventions: * * uiBlahBlah() external function * ui_blah_blah() internal function */ /***/ typedef struct { short xim, yim; unsigned int *rect; short xofs, yofs; } uiIconImage; typedef struct { short mval[2]; short qual, val; int event; } uiEvent; typedef struct { void *xl, *large, *medium, *small; } uiFont; typedef struct uiLinkLine uiLinkLine; struct uiLinkLine { /* only for draw/edit */ uiLinkLine *next, *prev; short flag, pad; uiBut *from, *to; }; typedef struct { void **poin; /* pointer to original pointer */ void ***ppoin; /* pointer to original pointer-array */ short *totlink; /* if pointer-array, here is the total */ short maxlink, pad; short fromcode, tocode; ListBase lines; } uiLink; struct uiBut { uiBut *next, *prev; short type, pointype, bit, bitnr, retval, flag, strwidth, ofs, pos; char *str; char strdata[UI_MAX_NAME_STR]; char drawstr[UI_MAX_DRAW_STR]; float x1, y1, x2, y2; char *poin; float min, max; float a1, a2, rt[4]; float aspect; void (*func)(void *, void *); void *func_arg1; void *func_arg2; void (*embossfunc)(BIFColorID, float, float, float, float, float, int); uiLink *link; char *tip, *lockstr; BIFColorID col; void *font; BIFIconID icon; short lock, win; short iconadd; /* IDPOIN data */ uiIDPoinFuncFP idpoin_func; ID **idpoin_idpp; /* BLOCK data */ uiBlockFuncFP block_func; /* BUTM data */ void (*butm_func)(void *arg, int event); void *butm_func_arg; /* pointer back */ uiBlock *block; }; struct uiBlock { uiBlock *next, *prev; ListBase buttons; Panel *panel; char name[UI_MAX_NAME_STR]; float winmat[4][4]; float minx, miny, maxx, maxy; float aspect; void (*butm_func)(void *arg, int event); void *butm_func_arg; void (*func)(void *arg1, void *arg2); void *func_arg1; void *func_arg2; /* extra draw function for custom blocks */ void (*drawextra)(); BIFColorID col; short font; /* indices */ int afterval; void *curfont; short autofill, flag, win, winq, direction, dt, frontbuf, auto_open; //frontbuf see below void *saveunder; float xofs, yofs; // offset to parent button rctf parentrct; // for pulldowns, rect the mouse is allowed outside of menu (parent button) }; /* block->frontbuf: (only internal here), to nice localize the old global var uiFrontBuf */ #define UI_NEED_DRAW_FRONT 1 #define UI_HAS_DRAW_FRONT 2 /* panel drawing defines */ #define PNL_GRID 4 #define PNL_DIST 8 #define PNL_SAFETY 8 #define PNL_HEADER 20 /* panel->flag */ #define PNL_SELECT 1 #define PNL_CLOSEDX 2 #define PNL_CLOSEDY 4 #define PNL_CLOSED 6 #define PNL_TABBED 8 #define PNL_OVERLAP 16 /* ************ GLOBALS ************* */ static float UIwinmat[4][4]; static int UIlock= 0, UIafterval; static char *UIlockstr=NULL; static void (*UIafterfunc)(void *arg, int event); static void *UIafterfunc_arg; static uiFont UIfont[UI_ARRAY]; // no init needed static uiBut *UIbuttip; /* ************* PROTOTYPES ***************** */ static void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3); static void ui_check_but(uiBut *but); static void ui_set_but_val(uiBut *but, double value); static double ui_get_but_val(uiBut *but); static void ui_draw_panel(uiBlock *block); static void ui_drag_panel(uiBlock *block); static void ui_do_panel(uiBlock *block, uiEvent *uevent); static int panel_has_tabs(Panel *panel); /* ****************************** */ static int uibut_contains_pt(uiBut *but, short *pt) { return ((but->x1x2>=pt[0]) && (but->y1y2>=pt[1])); } static void uibut_do_func(uiBut *but) { if (but->func) { but->func(but->func_arg1, but->func_arg2); } } /* ************* SAVE UNDER ************ */ typedef struct { short x, y, sx, sy, oldwin; int oldcursor; unsigned int *rect; } uiSaveUnder; static void ui_paste_under(uiSaveUnder *su) { if(su) { glDisable(GL_DITHER); glRasterPos2f( su->x-0.5, su->y-0.5 ); glDrawPixels(su->sx, su->sy, GL_RGBA, GL_UNSIGNED_BYTE, su->rect); glEnable(GL_DITHER); if(su->oldwin) { mywinset(su->oldwin); if (su->oldcursor) { set_cursor(su->oldcursor); } } MEM_freeN(su->rect); MEM_freeN(su); } } static uiSaveUnder *ui_save_under(int x, int y, int sx, int sy) { uiSaveUnder *su=NULL; if(sx>1 && sy>1) { su= MEM_callocN(sizeof(uiSaveUnder), "save under"); su->rect= MEM_mallocN(sx*sy*4, "temp_frontbuffer_image"); su->x= x; su->y= y; su->sx= sx; su->sy= sy; glReadPixels(x, y, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, su->rect); } return su; } /* ************* DRAW ************** */ static void ui_graphics_to_window(int win, float *x, float *y) /* for rectwrite */ { float gx, gy; int sx, sy; int getsizex, getsizey; bwin_getsize(win, &getsizex, &getsizey); bwin_getsuborigin(win, &sx, &sy); gx= *x; gy= *y; *x= sx + getsizex*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0])); *y= sy + getsizey*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1])); } static void ui_window_to_graphics(int win, float *x, float *y) /* for mouse cursor */ { float a, b, c, d, e, f, px, py; int getsizex, getsizey; bwin_getsize(win, &getsizex, &getsizey); a= .5*getsizex*UIwinmat[0][0]; b= .5*getsizex*UIwinmat[1][0]; c= .5*getsizex*(1.0+UIwinmat[3][0]); d= .5*getsizey*UIwinmat[0][1]; e= .5*getsizey*UIwinmat[1][1]; f= .5*getsizey*(1.0+UIwinmat[3][1]); px= *x; py= *y; *y= (a*(py-f) + d*(c-px))/(a*e-d*b); *x= (px- b*(*y)- c)/a; } static uiSaveUnder *ui_bgnpupdraw(int startx, int starty, int endx, int endy, int cursor) { uiSaveUnder *su; short oldwin; #if defined(__sgi) || defined(__sun) /* this is a dirty patch: gets sometimes the backbuffer */ my_get_frontbuffer_image(0, 0, 1, 1); my_put_frontbuffer_image(); #endif oldwin= mywinget(); mywinset(G.curscreen->mainwin); /* tinsy bit larger, 1 pixel on the edge */ glReadBuffer(GL_FRONT); glDrawBuffer(GL_FRONT); /* for geforce and other cards */ glFinish(); su= ui_save_under(startx-1, starty-1, endx-startx+2, endy-starty+6); if(su) su->oldwin= oldwin; if(su && cursor) { su->oldcursor= get_cursor(); set_cursor(CURSOR_STD); } return su; } static void ui_endpupdraw(uiSaveUnder *su) { /* for geforce and other cards */ glReadBuffer(GL_FRONT); glDrawBuffer(GL_FRONT); glFinish(); if(su) { ui_paste_under(su); } glReadBuffer(GL_BACK); glDrawBuffer(GL_BACK); } static void ui_draw_icon(uiBut *but, BIFIconID icon) { float xs=0, ys=0; if(but->flag & UI_ICON_LEFT) { if (but->type==BUTM) { xs= but->x1+1.0; } else if ((but->type==ICONROW) || (but->type==ICONTEXTROW)) { xs= but->x1+4.0; } else { xs= but->x1+6.0; } ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; } if(but->flag & UI_ICON_RIGHT) { xs= but->x2-17.0; ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; } if (!((but->flag & UI_ICON_RIGHT) || (but->flag & UI_ICON_LEFT))) { xs= (but->x1+but->x2- BIF_get_icon_width(icon))/2.0; ys= (but->y1+but->y2- BIF_get_icon_height(icon))/2.0; } glRasterPos2f(xs, ys); if(but->aspect>1.1) glPixelZoom(1.0/but->aspect, 1.0/but->aspect); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if(but->flag & UI_SELECT) { if(but->flag & UI_ACTIVE) { BIF_draw_icon_blended(icon, but->col, COLORSHADE_DARK); } else { BIF_draw_icon_blended(icon, but->col, COLORSHADE_GREY); } } else { if ((but->flag & UI_ACTIVE) && but->type==BUTM) { BIF_draw_icon_blended(icon, BUTMACTIVE, COLORSHADE_MEDIUM); } else if (but->flag & UI_ACTIVE) { BIF_draw_icon_blended(icon, but->col, COLORSHADE_HILITE); } else { BIF_draw_icon_blended(icon, but->col, COLORSHADE_MEDIUM); } } glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); glPixelZoom(1.0, 1.0); } /* not used static void ui_draw_outlineX(float x1, float y1, float x2, float y2, float asp1) { float vec[2]; glBegin(GL_LINE_LOOP); vec[0]= x1+asp1; vec[1]= y1-asp1; glVertex2fv(vec); vec[0]= x2-asp1; glVertex2fv(vec); vec[0]= x2+asp1; vec[1]= y1+asp1; glVertex2fv(vec); vec[1]= y2-asp1; glVertex2fv(vec); vec[0]= x2-asp1; vec[1]= y2+asp1; glVertex2fv(vec); vec[0]= x1+asp1; glVertex2fv(vec); vec[0]= x1-asp1; vec[1]= y2-asp1; glVertex2fv(vec); vec[1]= y1+asp1; glVertex2fv(vec); glEnd(); } static void ui_emboss_R(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE); else BIF_set_color(bc, COLORSHADE_MEDIUM); } uiSetRoundBox(15); uiRoundBox(x1, y1, x2, y2, 6); cpack(0x0); uiSetRoundBox(16+15); uiRoundRect(x1, y1, x2, y2, 6); uiSetRoundBox(15); } */ static void ui_emboss_X(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* SHADED BUTTON */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_MEDIUM); else BIF_set_color(bc, COLORSHADE_LGREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT); else BIF_set_color(bc, COLORSHADE_HILITE); } glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x1,(y2-(y2-y1)/3)); glEnd(); glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } glVertex2f(x1,(y2-(y2-y1)/3)); glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END SHADED BUTTON */ /* OUTER SUNKEN EFFECT */ /* left */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x1-1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x1-1,y2); glEnd(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x2+1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x2+1,y2); glEnd(); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_WHITE); fdrawline(x1, y1-1, x2, y1-1); /* END OUTER SUNKEN EFFECT */ /* INNER OUTLINE */ glShadeModel(GL_FLAT); /* top */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_WHITE); } fdrawline(x1, (y2-1), x2, y2-1); /* bottom */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_LGREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM); BIF_set_color(bc, COLORSHADE_LMEDIUM); } fdrawline(x1, (y1+1), x2, y1+1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x1+1,y1+2); BIF_set_color(bc, COLORSHADE_LGREY); glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_LGREY); glVertex2f(x2-1,y1+2); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x2-1,y2); glEnd(); } /* END INNER OUTLINE */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1, y2, x2, y2); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); fdrawline(x1, y1, x2, y1); /* top */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ } static void ui_emboss_TEX(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* FLAT TEXT/NUM FIELD */ glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE); else BIF_set_color(bc, COLORSHADE_LMEDIUM); } glVertex2f(x1,y1); glVertex2f(x2,y1); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END FLAT TEXT/NUM FIELD */ /* OUTER SUNKEN EFFECT */ /* left */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x1-1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x1-1,y2); glEnd(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x2+1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x2+1,y2); glEnd(); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_WHITE); fdrawline(x1, y1-1, x2, y1-1); /* END OUTER SUNKEN EFFECT */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1, y2, x2, y2); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); fdrawline(x1, y1, x2, y1); /* top */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ } static void ui_emboss_NUM(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* FLAT TEXT/NUM FIELD */ glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE); else BIF_set_color(bc, COLORSHADE_LMEDIUM); } glVertex2f(x1,y1); glVertex2f(x2,y1); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END FLAT TEXT/NUM FIELD */ /* OUTER SUNKEN EFFECT */ /* left */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x1-1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x1-1,y2); glEnd(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x2+1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x2+1,y2); glEnd(); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_WHITE); fdrawline(x1, y1-1, x2, y1-1); /* END OUTER SUNKEN EFFECT */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1, y2, x2, y2); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); fdrawline(x1, y1, x2, y1); /* top */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ /* SIDE ARROWS */ /* left */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK); else BIF_set_color(bc, COLORSHADE_DARK); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_LGREY); } glEnable( GL_POLYGON_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x1+5,(short)(y2-(y2-y1)/2)); glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)+4); glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)-4); glEnd(); /* right */ glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x2-5,(short)(y2-(y2-y1)/2)); glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)-4); glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)+4); glEnd(); glDisable( GL_BLEND ); glDisable( GL_POLYGON_SMOOTH ); /* END SIDE ARROWS */ } static void ui_emboss_MENU(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* SHADED BUTTON */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT); else BIF_set_color(bc, COLORSHADE_HILITE); } glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_DARK); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x1,(y2-(y2-y1)/3)); glEnd(); glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_DARK); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } glVertex2f(x1,(y2-(y2-y1)/3)); glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END SHADED BUTTON */ /* OUTER SUNKEN EFFECT */ /* left */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x1-1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x1-1,y2); glEnd(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x2+1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x2+1,y2); glEnd(); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_WHITE); fdrawline(x1, y1-1, x2, y1-1); /* END OUTER SUNKEN EFFECT */ /* INNER OUTLINE */ glShadeModel(GL_FLAT); /* top */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_WHITE); } fdrawline(x1, (y2-1), x2, y2-1); /* bottom */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_LGREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM); BIF_set_color(bc, COLORSHADE_LMEDIUM); } fdrawline(x1, (y1+1), x2, y1+1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x1+1,y1+2); BIF_set_color(bc, COLORSHADE_LGREY); glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_LGREY); glVertex2f(x2-1,y1+2); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x2-1,y2); glEnd(); } /* END INNER OUTLINE */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1, y2, x2, y2); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); fdrawline(x1, y1, x2, y1); /* top */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ /* DARKENED AREA */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, 30); glRectf(x2-18, y1, x2, y2); glDisable(GL_BLEND); /* END DARKENED AREA */ /* MENU DOUBLE-ARROW */ /* set antialias line */ BIF_set_color(bc, COLORSHADE_DARK); glEnable( GL_POLYGON_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2)+4); glEnd(); glBegin(GL_TRIANGLES); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-12,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-8,(short)(y2-(y2-y1)/2) -4); glEnd(); glDisable( GL_BLEND ); glDisable( GL_POLYGON_SMOOTH ); /* MENU DOUBLE-ARROW */ } static void ui_emboss_ICONROW(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; /* SHADED BUTTON */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_MEDIUM); else BIF_set_color(bc, COLORSHADE_LGREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT); else BIF_set_color(bc, COLORSHADE_HILITE); } glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x1,(y2-(y2-y1)/3)); glEnd(); glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } glVertex2f(x1,(y2-(y2-y1)/3)); glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* END SHADED BUTTON */ /* OUTER SUNKEN EFFECT */ /* left */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x1-1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x1-1,y2); glEnd(); /* right */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x2+1,y1); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x2+1,y2); glEnd(); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_WHITE); fdrawline(x1, y1-1, x2, y1-1); /* END OUTER SUNKEN EFFECT */ /* INNER OUTLINE */ glShadeModel(GL_FLAT); /* top */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_WHITE); } fdrawline(x1, (y2-1), x2, y2-1); /* bottom */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_LGREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM); BIF_set_color(bc, COLORSHADE_LMEDIUM); } fdrawline(x1, (y1+1), x2, y1+1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x1+1,y1+2); BIF_set_color(bc, COLORSHADE_LGREY); glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_LGREY); glVertex2f(x2-1,y1+2); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x2-1,y2); glEnd(); } /* END INNER OUTLINE */ /* OUTER OUTLINE */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1, y2, x2, y2); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); fdrawline(x1, y1, x2, y1); /* top */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1+1, x1, y2); /* right */ fdrawline(x2, y1+1, x2, y2); /* bottom */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y1, x2, y1); /* END OUTER OUTLINE */ /* DARKENED AREA */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, 30); glRectf(x2-9, y1, x2, y2); glDisable(GL_BLEND); /* END DARKENED AREA */ /* MENU DOUBLE-ARROW */ /* set antialias line */ BIF_set_color(bc, COLORSHADE_DARK); glEnable( GL_POLYGON_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glShadeModel(GL_FLAT); glBegin(GL_TRIANGLES); glVertex2f((short)x2-2,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-6,(short)(y2-(y2-y1)/2)+1); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2)+4); glEnd(); glBegin(GL_TRIANGLES); glVertex2f((short)x2-2,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-6,(short)(y2-(y2-y1)/2) -1); glVertex2f((short)x2-4,(short)(y2-(y2-y1)/2) -4); glEnd(); glDisable( GL_BLEND ); glDisable( GL_POLYGON_SMOOTH ); /* MENU DOUBLE-ARROW */ } static void ui_emboss_TABL(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; asp1= asp; /*x1+= asp1;*/ x2-= asp1; /*y1+= asp1;*/ y2-= asp1; glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM); else BIF_set_color(bc, COLORSHADE_MEDIUM); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LMEDIUM); else BIF_set_color(bc, COLORSHADE_MEDIUM); } //BIF_set_color(bc, COLORSHADE_MEDIUM); glVertex2f(x1,y1); glVertex2f(x2,y1); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LGREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_LIGHT); } //BIF_set_color(bc, COLORSHADE_LIGHT); //glVertex2f(x2,(y1+(y2-y1)/2)); glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x1,(y2-(y2-y1)/3)); glEnd(); glShadeModel(GL_FLAT); glBegin(GL_QUADS); if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_LIGHT); BIF_set_color(bc, COLORSHADE_LIGHT); } //BIF_set_color(bc, COLORSHADE_LIGHT); glVertex2f(x1,(y2-(y2-y1)/3)); glVertex2f(x2,(y2-(y2-y1)/3)); glVertex2f(x2,y2); glVertex2f(x1,y2); glEnd(); /* inner outline */ glShadeModel(GL_FLAT); /* top */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_GREY); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_WHITE); BIF_set_color(bc, COLORSHADE_WHITE); } fdrawline(x1, (y2-1), x2, y2-1); /* left */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x1+1,y1-1); BIF_set_color(bc, COLORSHADE_MEDIUM); glVertex2f(x1+1,y2); glEnd(); } /* right */ if(!(flag & UI_SELECT)) { glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(bc, COLORSHADE_MEDIUM); glVertex2f(x2-1,y1+2); BIF_set_color(bc, COLORSHADE_WHITE); glVertex2f(x2-1,y2); glEnd(); } /* outer outline */ glShadeModel(GL_FLAT); /* underneath semi-fake-AA */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1, y2, x2, y2); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); fdrawline(x1, y1, x2, y1); /* top */ BIF_set_color(BUTGREY, COLORSHADE_DARK); fdrawline(x1+1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); /* right */ fdrawline(x2, y1, x2, y2); /* outer sunken effect */ /* left */ glShadeModel(GL_SMOOTH); glBegin(GL_LINES); BIF_set_color(BUTGREY, COLORSHADE_LIGHT); glVertex2f(x1-1,y1); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); glVertex2f(x1-1,y2); glEnd(); glShadeModel(GL_FLAT); } static void ui_emboss_TABM(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { } static void ui_emboss_TABR(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { } void uiEmboss(float x1, float y1, float x2, float y2, int sel) { /* below */ if(sel) glColor3ub(200,200,200); else glColor3ub(50,50,50); fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); /* top */ if(sel) glColor3ub(50,50,50); else glColor3ub(200,200,200); fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); } /* super minimal button as used in logic menu */ static void ui_emboss_W(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { x1+= asp; x2-= asp; y1+= asp; y2-= asp; /* paper */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE); else BIF_set_color(bc, COLORSHADE_MEDIUM); } glRectf(x1, y1, x2, y2); if(flag & UI_SELECT) { BIF_set_color(bc, COLORSHADE_LIGHT); /* below */ fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); } else if(flag & UI_ACTIVE) { BIF_set_color(bc, COLORSHADE_WHITE); /* top */ fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); } } /* minimal button with small black outline */ static void ui_emboss_F(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { float asp1; /* paper */ if(flag & UI_SELECT) { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_DARK); else BIF_set_color(bc, COLORSHADE_GREY); } else { if(flag & UI_ACTIVE) BIF_set_color(bc, COLORSHADE_HILITE); else BIF_set_color(bc, COLORSHADE_MEDIUM); } glRectf(x1+1, y1+1, x2-1, y2-1); asp1= asp; x1+= asp1; x2-= asp1; y1+= asp1; y2-= asp1; /* below */ if(flag & UI_SELECT) BIF_set_color(bc, COLORSHADE_WHITE); else BIF_set_color(bc, COLORSHADE_DARK); fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); /* top */ if(flag & UI_SELECT) BIF_set_color(bc, COLORSHADE_DARK); else BIF_set_color(bc, COLORSHADE_WHITE); fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); glColor3ub(0,0,0); fdrawbox(x1-asp1, y1-asp1, x2+asp1, y2+asp1); } /* minimal for menus */ static void ui_emboss_M(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { x1+= 1.0; y1+= 1.0; x2-= 1.0+asp; y2-= 1.0+asp; BIF_set_color(bc, COLORSHADE_WHITE); fdrawbox(x1, y1, x2, y2); /* if(flag & UI_SELECT) { BIF_set_color(bc, COLORSHADE_LIGHT); fdrawline(x1, y1, x2, y1); fdrawline(x2, y1, x2, y2); } else if(flag & UI_ACTIVE) { BIF_set_color(bc, COLORSHADE_WHITE); fdrawline(x1, y2, x2, y2); fdrawline(x1, y1, x1, y2); } else { BIF_set_color(bc, COLORSHADE_MEDIUM); fdrawbox(x1, y1, x2, y2); } */ } /* nothing! */ static void ui_emboss_N(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int sel) { } /* pulldown menu */ static void ui_emboss_P(BIFColorID bc, float asp, float x1, float y1, float x2, float y2, int flag) { if(flag & UI_ACTIVE) { BIF_set_color(bc, COLORSHADE_DARK); glRectf(x1-1, y1, x2+2, y2); } else { BIF_set_color(bc, COLORSHADE_LMEDIUM); glRectf(x1-1, y1, x2+2, y2); } glDisable(GL_BLEND); } static void ui_emboss_slider(uiBut *but, float fac) { float x1, x2, y1, y2, ymid, yc; x1= but->x1; x2= but->x2; y1= but->y1; y2= but->y2; /* the slider background line */ ymid= (y1+y2)/2.0; yc= 1.7*but->aspect; // height of center line glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); if(but->flag & UI_ACTIVE) BIF_set_color(BUTGREY, COLORSHADE_LMEDIUM); else BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); glVertex2f(x1, ymid-yc); glVertex2f(x2, ymid-yc); if(but->flag & UI_ACTIVE) BIF_set_color(BUTGREY, COLORSHADE_LIGHT); else BIF_set_color(BUTGREY, COLORSHADE_LMEDIUM); glVertex2f(x2, ymid+yc); glVertex2f(x1, ymid+yc); glEnd(); BIF_set_color(but->col, COLORSHADE_DARK); fdrawline(x1+1, ymid-yc, x2, ymid-yc); /* the movable slider */ if(but->flag & UI_SELECT) BIF_set_color(but->col, COLORSHADE_WHITE); else BIF_set_color(but->col, COLORSHADE_GREY); glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); BIF_set_color(BUTGREY, COLORSHADE_GREY); glVertex2f(x1, y1+2.5); glVertex2f(x1+fac, y1+2.5); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); glVertex2f(x1+fac, y2-2.5); glVertex2f(x1, y2-2.5); glEnd(); /* slider handle center */ glShadeModel(GL_SMOOTH); glBegin(GL_QUADS); BIF_set_color(BUTGREY, COLORSHADE_MEDIUM); glVertex2f(x1+fac-3, y1+2); glVertex2f(x1+fac, y1+4); BIF_set_color(BUTGREY, COLORSHADE_WHITE); glVertex2f(x1+fac, y2-2); glVertex2f(x1+fac-3, y2-2); glEnd(); /* slider handle left bevel */ BIF_set_color(BUTGREY, COLORSHADE_WHITE); fdrawline(x1+fac-3, y2-2, x1+fac-3, y1+2); /* slider handle right bevel */ BIF_set_color(BUTGREY, COLORSHADE_GREY); fdrawline(x1+fac, y2-2, x1+fac, y1+2); glShadeModel(GL_FLAT); } static void ui_draw_but_BUT(uiBut *but) { float x=0.0; /* check for button text label */ if (but->type == ICONTEXTROW) { but->embossfunc = ui_emboss_ICONROW; but->flag |= UI_ICON_LEFT; ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } else if (but->type == ICONROW) { but->flag |= UI_ICON_LEFT; but->embossfunc = ui_emboss_ICONROW; } but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); if(but->embossfunc==ui_emboss_TABL) { but->flag |= UI_TEXT_LEFT; but->flag |= UI_ICON_RIGHT; but->flag &= ~UI_ICON_LEFT; } //but->flag |= UI_TEXT_LEFT; /* check for button text label */ if (but->type == ICONTEXTROW) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } else if(but->drawstr[0]!=0) { /* If there's an icon too (made with uiDefIconTextBut) then draw the icon * and offset the text label to accomodate it */ if ( but->flag & UI_HAS_ICON) { if (but->flag & UI_ICON_LEFT) { ui_draw_icon(but, but->icon); if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } else if (but->flag & UI_ICON_RIGHT) { ui_draw_icon(but, but->icon); if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } } else { if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } if(but->flag & UI_SELECT) { glColor3ub(255,255,255); } else { glColor3ub(0,0,0); } glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT); } /* if there's no text label, then check to see if there's an icon only and draw it */ else if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } } static void ui_draw_but_MENU(uiBut *but) { float x; but->embossfunc = ui_emboss_MENU; but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); but->flag |= UI_TEXT_LEFT; /* check for button text label */ if (but->type == ICONTEXTROW) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } else if(but->drawstr[0]!=0) { /* If there's an icon too (made with uiDefIconTextBut) then draw the icon and offset the text label to accomodate it */ if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) { ui_draw_icon(but, but->icon); if(but->flag & UI_TEXT_LEFT) x= but->x1+28.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } else { if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } if(but->flag & UI_SELECT) { glColor3ub(255,255,255); } else { glColor3ub(0,0,0); } glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT); } /* if there's no text label, then check to see if there's an icon only and draw it */ else if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } } static void ui_draw_but_TOG3(uiBut *but) { float x, r, g, b; but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, but->icon); } else if(but->drawstr[0]!=0) { if(but->flag & UI_SELECT) { int ok= 0; if( but->pointype==CHA ) { if( BTST( *(but->poin+2), but->bitnr )) ok= 1; } else if( but->pointype ==SHO ) { short *sp= (short *)but->poin; if( BTST( sp[1], but->bitnr )) ok= 1; } if (ok) { glColor3ub(255, 255, 0); r= g= 1.0; b= 0.0; } else { glColor3ub(255, 255, 255); r= g= b= 1.0; } } else { glColor3ub(0, 0, 0); r= g= b= 0.0; } if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawStringRGB(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), r, g, b); } } static void ui_draw_but_TEX(uiBut *but) { float x; short pos, sel, t; char ch; /* exception for text buttons using embossF */ sel= but->flag; if(but->embossfunc==ui_emboss_F) sel |= UI_SELECT; but->embossfunc = ui_emboss_TEX; but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, sel); sel= but->flag & UI_SELECT; /* draw cursor */ if(but->pos != -1) { pos= but->pos+strlen(but->str); if(pos >= but->ofs) { ch= but->drawstr[pos]; but->drawstr[pos]= 0; t= but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)) + 3; but->drawstr[pos]= ch; glColor3ub(255,0,0); glRects(but->x1+t, but->y1+2, but->x1+t+3, but->y2-2); } } if(but->drawstr[0]!=0) { /* make text white if selected (editing) */ if (but->flag & UI_SELECT) glColor3ub(255,255,255); else glColor3ub(0,0,0); if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); /* last arg determines text black (0) or whilte (1) */ BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT); } } static void ui_draw_but_NUM(uiBut *but) { float x; but->embossfunc = ui_emboss_NUM; but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); /* check for button text label */ if (but->type == ICONTEXTROW) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } else if(but->drawstr[0]!=0) { /* If there's an icon too (made with uiDefIconTextBut) then draw the icon and offset the text label to accomodate it */ if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) { ui_draw_icon(but, but->icon); if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } else { if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } if(but->flag & UI_SELECT) { glColor3ub(255,255,255); } else { glColor3ub(0,0,0); } glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), but->flag & UI_SELECT); } /* if there's no text label, then check to see if there's an icon only and draw it */ else if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, (BIFIconID) (but->icon+but->iconadd)); } } static void ui_draw_but_BUTM(uiBut *but) { float x=0; short len; char *cpoin; int sel; if (but->type == MENU) { but->embossfunc = ui_emboss_MENU; } but->embossfunc(but->col, but->aspect, but->x1, but->y1, but->x2, but->y2, but->flag); /* check for button text label */ if(but->drawstr[0]!=0) { cpoin= strchr(but->drawstr, '|'); if(cpoin) *cpoin= 0; if(but->embossfunc==ui_emboss_P) { if(but->flag & UI_ACTIVE) { glColor3ub(255,255,255); sel = 1; } else { glColor3ub(0,0,0); sel = 0; } } else { glColor3ub(0,0,0); sel = 0; } /* If there's an icon too (made with uiDefIconTextBut) then draw the icon and offset the text label to accomodate it */ if ( but->flag & UI_HAS_ICON ) { if (but->flag & UI_ICON_LEFT ) { ui_draw_icon(but, but->icon); x= but->x1+22.0; } else if (but->flag & UI_ICON_RIGHT) { ui_draw_icon(but, but->icon); x= but->x1+4.0; } } else { x= but->x1+4.0; } glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, but->drawstr, (U.transopts & TR_BUTTONS), sel); if(cpoin) { len= BIF_GetStringWidth(but->font, cpoin+1, (U.transopts & TR_BUTTONS)); glRasterPos2f( but->x2 - len*but->aspect-3, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, cpoin+1, (U.transopts & TR_BUTTONS), but->flag & UI_ACTIVE); *cpoin= '|'; } } /* if there's no text label, then check to see if there's an icon only and draw it */ else if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, but->icon); } } static void ui_draw_but_LABEL(uiBut *but) { float x; int sel; sel= but->min!=0.0; if(sel) glColor3ub(255,255,255); else glColor3ub(0,0,0); /* check for button text label */ if(but->drawstr[0]!=0) { /* If there's an icon too (made with uiDefIconTextBut) then draw the icon and offset the text label to accomodate it */ if ( (but->flag & UI_HAS_ICON) && (but->flag & UI_ICON_LEFT) ) { ui_draw_icon(but, but->icon); if(but->flag & UI_TEXT_LEFT) x= but->x1+24.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } else { if(but->flag & UI_TEXT_LEFT) x= but->x1+4.0; else x= (but->x1+but->x2-but->strwidth+1)/2.0; } glRasterPos2f( x, (but->y1+but->y2- 9.0)/2.0); BIF_DrawString(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS), sel); } /* if there's no text label, then check to see if there's an icon only and draw it */ else if( but->flag & UI_HAS_ICON ) { ui_draw_icon(but, but->icon); } } static void ui_draw_but_SEPR(uiBut *but) { //float y= (but->y1+but->y2)/2.0; BIF_set_color(but->col, COLORSHADE_MEDIUM); glRectf(but->x1-2, but->y1-1, but->x2+2, but->y2); } static void ui_draw_but_LINK(uiBut *but) { ui_draw_icon(but, but->icon); } static void ui_draw_but(uiBut *but) { double value; float fac, x1, y1, x2, y2, *fp; char colr, colg, colb; if(but==0) return; if(but->block->frontbuf==UI_NEED_DRAW_FRONT) { but->block->frontbuf= UI_HAS_DRAW_FRONT; glDrawBuffer(GL_FRONT); if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK; else curarea->win_swap= WIN_FRONT_OK; } switch (but->type) { case BUT: case ROW: case TOG: case TOGR: case TOGN: case ICONTOG: case KEYEVT: case IDPOIN: case ICONROW: case ICONTEXTROW: ui_draw_but_BUT(but); break; case NUM: ui_draw_but_NUM(but); break; case TEX: ui_draw_but_TEX(but); break; case BUTM: case BLOCK: ui_draw_but_BUTM(but); break; case MENU: ui_draw_but_MENU(but); break; case NUMSLI: case HSVSLI: ui_draw_but_BUT(but); /* the slider */ x1= but->x1; x2= but->x2; y1= but->y1; y2= but->y2; but->x1= (but->x1+but->x2)/2; but->x2-= 5.0*but->aspect; but->y1+= 2.0*but->aspect; but->y2-= 2.0*but->aspect; value= ui_get_but_val(but); fac= (value-but->min)*(but->x2-but->x1)/(but->max - but->min); ui_emboss_slider(but, fac); but->x1= x1; but->x2= x2; but->y1= y1; but->y2= y2; break; case TOG3: ui_draw_but_TOG3(but); break; case LABEL: ui_draw_but_LABEL(but); break; case SLI: break; case SCROLL: break; case SEPR: ui_draw_but_SEPR(but); break; case COL: if( but->pointype==FLO ) { fp= (float *)but->poin; colr= floor(255.0*fp[0]+0.5); colg= floor(255.0*fp[1]+0.5); colb= floor(255.0*fp[2]+0.5); } else { char *cp= (char *)but->poin; colr= cp[0]; colg= cp[1]; colb= cp[2]; } glColor3ub(colr, colg, colb); glRectf((but->x1), (but->y1), (but->x2), (but->y2)); glColor3ub(0, 0, 0); fdrawbox((but->x1), (but->y1), (but->x2), (but->y2)); break; case LINK: ui_draw_but_LINK(but); break; case INLINK: ui_draw_but_LINK(but); break; } } /* --------- generic helper drawng calls ---------------- */ /* supposes you draw the actual box atop of this. */ void uiSoftShadow(float minx, float miny, float maxx, float maxy, float rad, int alpha) { glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); /* quads start left-top, clockwise */ /* left */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, 0); glVertex2f( minx-rad, maxy-rad); glColor4ub(0, 0, 0, alpha); glVertex2f( minx+rad, maxy-rad); glColor4ub(0, 0, 0, alpha); glVertex2f( minx+rad, miny+rad); glColor4ub(0, 0, 0, 0); glVertex2f( minx-rad, miny-rad); glEnd(); /* bottom */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, alpha); glVertex2f( minx+rad, miny+rad); glColor4ub(0, 0, 0, alpha); glVertex2f( maxx-rad, miny+rad); glColor4ub(0, 0, 0, 0); glVertex2f( maxx+rad, miny-rad); glColor4ub(0, 0, 0, 0); glVertex2f( minx-rad, miny-rad); glEnd(); /* right */ glBegin(GL_POLYGON); glColor4ub(0, 0, 0, alpha); glVertex2f( maxx-rad, maxy-rad); glColor4ub(0, 0, 0, 0); glVertex2f( maxx+rad, maxy-rad); glColor4ub(0, 0, 0, 0); glVertex2f( maxx+rad, miny-rad); glColor4ub(0, 0, 0, alpha); glVertex2f( maxx-rad, miny+rad); glEnd(); glDisable(GL_BLEND); glShadeModel(GL_FLAT); } #define UI_RB_ALPHA 16 static int roundboxtype= 15; void uiSetRoundBox(int type) { roundboxtype= type; /* flags to set which corners will become rounded: 1------2 | | 8------4 */ } void gl_round_box_topshade(float minx, float miny, float maxx, float maxy, float rad) { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; char col[7]= {140, 165, 195, 210, 230, 245, 255}; int a; char alpha=255; if(roundboxtype & UI_RB_ALPHA) alpha= 128; /* mult */ for(a=0; a<7; a++) { vec[a][0]*= rad; vec[a][1]*= rad; } /* shades from grey->white->grey */ glBegin(GL_LINE_STRIP); if(roundboxtype & 3) { /* corner right-top */ glColor4ub(140, 140, 140, alpha); glVertex2f( maxx, maxy-rad); for(a=0; a<7; a++) { glColor4ub(col[a], col[a], col[a], alpha); glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]); } glColor4ub(225, 225, 225, alpha); glVertex2f( maxx-rad, maxy); /* corner left-top */ glVertex2f( minx+rad, maxy); for(a=0; a<7; a++) { glColor4ub(col[6-a], col[6-a], col[6-a], alpha); glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]); } glVertex2f( minx, maxy-rad); } else { glColor4ub(225, 225, 225, alpha); glVertex2f( minx, maxy); glVertex2f( maxx, maxy); } glEnd(); } void gl_round_box(float minx, float miny, float maxx, float maxy, float rad) { float vec[7][2]= {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293}, {0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}}; int a; /* mult */ for(a=0; a<7; a++) { vec[a][0]*= rad; vec[a][1]*= rad; } /* start with corner right-bottom */ if(roundboxtype & 4) { glVertex2f( maxx-rad, miny); for(a=0; a<7; a++) { glVertex2f( maxx-rad+vec[a][0], miny+vec[a][1]); } glVertex2f( maxx, miny+rad); } else glVertex2f( maxx, miny); /* corner right-top */ if(roundboxtype & 2) { glVertex2f( maxx, maxy-rad); for(a=0; a<7; a++) { glVertex2f( maxx-vec[a][1], maxy-rad+vec[a][0]); } glVertex2f( maxx-rad, maxy); } else glVertex2f( maxx, maxy); /* corner left-top */ if(roundboxtype & 1) { glVertex2f( minx+rad, maxy); for(a=0; a<7; a++) { glVertex2f( minx+rad-vec[a][0], maxy-vec[a][1]); } glVertex2f( minx, maxy-rad); } else glVertex2f( minx, maxy); /* corner left-bottom */ if(roundboxtype & 8) { glVertex2f( minx, miny+rad); for(a=0; a<7; a++) { glVertex2f( minx+vec[a][1], miny+rad-vec[a][0]); } glVertex2f( minx+rad, miny); } else glVertex2f( minx, miny); } /* for headers and floating panels */ void uiRoundBoxEmboss(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } /* solid part */ glBegin(GL_POLYGON); gl_round_box(minx, miny, maxx, maxy, rad); glEnd(); /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); gl_round_box_topshade(minx+1, miny+1, maxx-1, maxy-1, rad); if(roundboxtype & UI_RB_ALPHA) glColor4ub(0,0,0, 128); else glColor4ub(0,0,0, 255); glBegin(GL_LINE_LOOP); gl_round_box(minx, miny, maxx, maxy, rad); glEnd(); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } /* plain antialiased unfilled rectangle */ void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBegin(GL_LINE_LOOP); gl_round_box(minx, miny, maxx, maxy, rad); glEnd(); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } /* plain antialiased filled box */ void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad) { float color[4]; if(roundboxtype & UI_RB_ALPHA) { glGetFloatv(GL_CURRENT_COLOR, color); color[3]= 0.5; glColor4fv(color); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } /* solid part */ glBegin(GL_POLYGON); gl_round_box(minx, miny, maxx, maxy, rad); glEnd(); /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBegin(GL_LINE_LOOP); gl_round_box(minx, miny, maxx, maxy, rad); glEnd(); glDisable( GL_BLEND ); glDisable( GL_LINE_SMOOTH ); } void uiDrawMenuBox(float minx, float miny, float maxx, float maxy) { BIF_set_color(MENUCOL, COLORSHADE_MEDIUM); glRectf(minx, miny, maxx, maxy); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4ub(0, 0, 0, 100); fdrawline(minx+4, miny, maxx+1, miny); fdrawline(maxx+1, miny, maxx+1, maxy-4); glColor4ub(0, 0, 0, 80); fdrawline(minx+4, miny-1, maxx+1, miny-1); fdrawline(maxx+1, miny-1, maxx+1, maxy-4); glColor4ub(0, 0, 0, 55); fdrawline(minx+4, miny-2, maxx+2, miny-2); fdrawline(maxx+2, miny-2, maxx+2, maxy-4); glColor4ub(0, 0, 0, 35); fdrawline(minx+4, miny-3, maxx+3, miny-3); fdrawline(maxx+3, miny-3, maxx+3, maxy-4); glColor4ub(0, 0, 0, 20); fdrawline(minx+4, miny-4, maxx+4, miny-4); fdrawline(maxx+4, miny-4, maxx+4, maxy-4); glDisable(GL_BLEND); /* below */ //glColor3ub(0,0,0); //fdrawline(minx, miny, maxx, miny); /* right */ //fdrawline(maxx, miny, maxx, maxy); /* top */ //glColor3ub(255,255,255); //fdrawline(minx, maxy, maxx, maxy); /* left */ //fdrawline(minx, miny, minx, maxy); } static void ui_draw_linkline(uiBut *but, uiLinkLine *line) { float vec1[2], vec2[2]; if(line->from==NULL || line->to==NULL) return; if(but->block->frontbuf==UI_NEED_DRAW_FRONT) { but->block->frontbuf= UI_HAS_DRAW_FRONT; glDrawBuffer(GL_FRONT); if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK; else curarea->win_swap= WIN_FRONT_OK; } vec1[0]= (line->from->x1+line->from->x2)/2.0; vec1[1]= (line->from->y1+line->from->y2)/2.0; vec2[0]= (line->to->x1+line->to->x2)/2.0; vec2[1]= (line->to->y1+line->to->y2)/2.0; if(line->flag & UI_SELECT) BIF_set_color(but->col, COLORSHADE_LIGHT); else glColor3ub(0,0,0); fdrawline(vec1[0], vec1[1], vec2[0], vec2[1]); } static void ui_draw_links(uiBlock *block) { uiBut *but; uiLinkLine *line; but= block->buttons.first; while(but) { if(but->type==LINK && but->link) { line= but->link->lines.first; while(line) { ui_draw_linkline(but, line); line= line->next; } } but= but->next; } } /* ******************* block calc ************************* */ void uiTextBoundsBlock(uiBlock *block, int addval) { uiBut *bt; int i = 0, j; bt= block->buttons.first; while(bt) { if(bt->type!=SEPR) { j= BIF_GetStringWidth(bt->font, bt->drawstr, (U.transopts & TR_BUTTONS)); if(j > i) i = j; } bt= bt->next; } bt= block->buttons.first; while(bt) { bt->x2 = i + addval; bt= bt->next; } } void uiBoundsBlock(uiBlock *block, int addval) { uiBut *bt; if(block->buttons.first==NULL) { if(block->panel) { block->minx= 0.0; block->maxx= block->panel->sizex; block->miny= 0.0; block->maxy= block->panel->sizey; } } else { block->minx= block->miny= 10000; block->maxx= block->maxy= -10000; bt= block->buttons.first; while(bt) { if(bt->x1 < block->minx) block->minx= bt->x1; if(bt->y1 < block->miny) block->miny= bt->y1; if(bt->x2 > block->maxx) block->maxx= bt->x2; if(bt->y2 > block->maxy) block->maxy= bt->y2; bt= bt->next; } block->minx -= addval; block->miny -= addval; block->maxx += addval; block->maxy += addval; } } static void ui_positionblock(uiBlock *block, uiBut *but) { /* position block relative to but */ uiBut *bt; int xsize, ysize, xof=0, yof=0; block->minx= block->miny= 10000; block->maxx= block->maxy= -10000; bt= block->buttons.first; while(bt) { if(bt->x1 < block->minx) block->minx= bt->x1; if(bt->y1 < block->miny) block->miny= bt->y1; if(bt->x2 > block->maxx) block->maxx= bt->x2; if(bt->y2 > block->maxy) block->maxy= bt->y2; bt= bt->next; } block->minx-= 2.0; block->miny-= 2.0; block->maxx+= 2.0; block->maxy+= 2.0; xsize= block->maxx - block->minx+4; // 4 for shadow ysize= block->maxy - block->miny+4; if(but) { rctf butrct; short left=0, right=0, top=0, down=0; short dir1, dir2 = 0; butrct.xmin= but->x1; butrct.xmax= but->x2; butrct.ymin= but->y1; butrct.ymax= but->y2; if(but->block->panel) { butrct.xmin += but->block->panel->ofsx; butrct.ymin += but->block->panel->ofsy; butrct.xmax += but->block->panel->ofsx; butrct.ymax += but->block->panel->ofsy; } /* added this for submenu's... */ Mat4CpyMat4(UIwinmat, block->winmat); ui_graphics_to_window(block->win, &butrct.xmin, &butrct.ymin); ui_graphics_to_window(block->win, &butrct.xmax, &butrct.ymax); block->parentrct= butrct; // will use that for pulldowns later if( butrct.xmin-xsize > 0.0) left= 1; if( butrct.xmax+xsize < G.curscreen->sizex) right= 1; if( butrct.ymin-ysize > 0.0) down= 1; if( butrct.ymax+ysize < G.curscreen->sizey) top= 1; dir1= block->direction; if(dir1==UI_LEFT || dir1==UI_RIGHT) dir2= UI_DOWN; if(dir1==UI_TOP || dir1==UI_DOWN) dir2= UI_LEFT; /* no space at all? dont change */ if(left || right) { if(dir1==UI_LEFT && left==0) dir1= UI_RIGHT; if(dir1==UI_RIGHT && right==0) dir1= UI_LEFT; /* this is aligning, not append! */ if(dir2==UI_LEFT && right==0) dir2= UI_RIGHT; if(dir2==UI_RIGHT && left==0) dir2= UI_LEFT; } if(down || top) { if(dir1==UI_TOP && top==0) dir1= UI_DOWN; if(dir1==UI_DOWN && down==0) dir1= UI_TOP; if(dir2==UI_TOP && top==0) dir2= UI_DOWN; if(dir2==UI_DOWN && down==0) dir2= UI_TOP; } if(dir1==UI_LEFT) { xof= but->x1 - block->maxx; if(dir2==UI_TOP) yof= but->y1 - block->miny; else yof= but->y2 - block->maxy; } else if(dir1==UI_RIGHT) { xof= but->x2 - block->minx; if(dir2==UI_TOP) yof= but->y1 - block->miny; else yof= but->y2 - block->maxy; } else if(dir1==UI_TOP) { yof= but->y2 - block->miny+1; if(dir2==UI_RIGHT) xof= but->x2 - block->maxx; else xof= but->x1 - block->minx; } else if(dir1==UI_DOWN) { yof= but->y1 - block->maxy-1; if(dir2==UI_RIGHT) xof= but->x2 - block->maxx; else xof= but->x1 - block->minx; } // apply requested offset in the block xof += block->xofs; yof += block->yofs; if(but->block->panel) { xof += but->block->panel->ofsx; yof += but->block->panel->ofsy; } } /* apply */ bt= block->buttons.first; while(bt) { bt->x1 += xof; bt->x2 += xof; bt->y1 += yof; bt->y2 += yof; ui_graphics_to_window(block->win, &bt->x1, &bt->y1); ui_graphics_to_window(block->win, &bt->x2, &bt->y2); bt->aspect= 1.0; bt= bt->next; } block->minx += xof; block->miny += yof; block->maxx += xof; block->maxy += yof; ui_graphics_to_window(block->win, &block->minx, &block->miny); ui_graphics_to_window(block->win, &block->maxx, &block->maxy); } static void ui_autofill(uiBlock *block) { uiBut *but; float *maxw, *maxh, startx = 0, starty, height = 0; float totmaxh; int rows=0, /* cols=0, */ i, lasti; /* first count rows */ but= block->buttons.last; rows= but->x1+1; /* calculate max width / height for each row */ maxw= MEM_callocN(sizeof(float)*rows, "maxw"); maxh= MEM_callocN(sizeof(float)*rows, "maxh"); but= block->buttons.first; while(but) { i= but->x1; if( maxh[i] < but->y2) maxh[i]= but->y2; maxw[i] += but->x2; but= but->next; } totmaxh= 0.0; for(i=0; imaxy; but= block->buttons.first; lasti= -1; while(but) { i= but->x1; if(i!=lasti) { startx= block->minx; height= (maxh[i]*(block->maxy-block->miny))/totmaxh; starty-= height; lasti= i; } but->y1= starty+but->aspect; but->y2= but->y1+height-but->aspect; but->x2= (but->x2*(block->maxx-block->minx))/maxw[i]; but->x1= startx+but->aspect; startx+= but->x2; but->x2+= but->x1-but->aspect; ui_check_but(but); but= but->next; } MEM_freeN(maxw); MEM_freeN(maxh); block->autofill= 0; } void uiDrawBlock(uiBlock *block) { uiBut *but; if(block->autofill) ui_autofill(block); if(block->minx==0.0 && block->maxx==0.0) uiBoundsBlock(block, 0); uiPanelPush(block); // panel matrix if(block->flag & UI_BLOCK_LOOP) { BIF_set_color(block->col, COLORSHADE_HILITE); uiDrawMenuBox(block->minx, block->miny, block->maxx, block->maxy); } else if(block->panel) ui_draw_panel(block); if(block->drawextra) block->drawextra(); for (but= block->buttons.first; but; but= but->next) { ui_draw_but(but); } ui_draw_links(block); uiPanelPop(block); // matrix restored } /* ************* MENUBUTS *********** */ typedef struct { char *str; int retval; } MenuEntry; typedef struct { char *instr; char *title; MenuEntry *items; int nitems, itemssize; } MenuData; static MenuData *menudata_new(char *instr) { MenuData *md= MEM_mallocN(sizeof(*md), "MenuData"); md->instr= instr; md->title= NULL; md->items= NULL; md->nitems= md->itemssize= 0; return md; } static void menudata_set_title(MenuData *md, char *title) { if (!md->title) md->title= title; } static void menudata_add_item(MenuData *md, char *str, int retval) { if (md->nitems==md->itemssize) { int nsize= md->itemssize?(md->itemssize<<1):1; MenuEntry *oitems= md->items; md->items= MEM_mallocN(nsize*sizeof(*md->items), "md->items"); if (oitems) { memcpy(md->items, oitems, md->nitems*sizeof(*md->items)); MEM_freeN(oitems); } md->itemssize= nsize; } md->items[md->nitems].str= str; md->items[md->nitems].retval= retval; md->nitems++; } static void menudata_free(MenuData *md) { MEM_freeN(md->instr); if (md->items) MEM_freeN(md->items); MEM_freeN(md); } /** * Parse menu description strings, string is of the * form "[sss%t|]{(sss[%xNN]|), (%l|)}", ssss%t indicates the * menu title, sss or sss%xNN indicates an option, * if %xNN is given then NN is the return value if * that option is selected otherwise the return value * is the index of the option (starting with 1). %l * indicates a seperator. * * @param str String to be parsed. * @retval new menudata structure, free with menudata_free() */ static MenuData *decompose_menu_string(char *str) { char *instr= BLI_strdup(str); MenuData *md= menudata_new(instr); char *nitem= NULL, *s= instr; int nretval= 1, nitem_is_title= 0; while (1) { char c= *s; if (c=='%') { if (s[1]=='x') { nretval= atoi(s+2); *s= '\0'; s++; } else if (s[1]=='t') { nitem_is_title= 1; *s= '\0'; s++; } else if (s[1]=='l') { nitem= "%l"; s++; } } else if (c=='|' || c=='\0') { if (nitem) { *s= '\0'; if (nitem_is_title) { menudata_set_title(md, nitem); nitem_is_title= 0; } else { menudata_add_item(md, nitem, nretval); nretval= md->nitems+1; } nitem= NULL; } if (c=='\0') break; } else if (!nitem) nitem= s; s++; } return md; } static void ui_set_name_menu(uiBut *but, int value) { MenuData *md; int i; md= decompose_menu_string(but->str); for (i=0; initems; i++) if (md->items[i].retval==value) strcpy(but->drawstr, md->items[i].str); menudata_free(md); } static void ui_warp_pointer(short x, short y) { /* OSX has very poor mousewarp support, it sends events; this causes a menu being pressed immediately ... */ #ifndef __APPLE__ warp_pointer(x, y); #endif } #if 0 static int ui_do_but_MENUo(uiBut *but) { uiBlock *block; ListBase listb={NULL, NULL}; double fvalue; int width, height, a, xmax, ymax, starty, endx, endy; short startx; int columns=1, rows=0, boxh, event; short x1, y1; short mval[2], mousemove[2]; MenuData *md; but->flag |= UI_SELECT; ui_draw_but(but); block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin); block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT; uiBlockSetCol(block, MENUCOL); md= decompose_menu_string(but->str); /* columns and row calculation */ columns= (md->nitems+20)/20; if (columns<1) columns= 1; rows= (int) md->nitems/columns; if (rows<1) rows= 1; while (rows*columnsnitems) rows++; /* size and location */ if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(block->curfont, md->title, (U.transopts & TR_MENUS)); else width= 0; for(a=0; anitems; a++) { xmax= BIF_GetStringWidth(block->curfont, md->items[a].str, (U.transopts & TR_MENUS)); if(xmax>width) width= xmax; } width+= 10; if (width<50) width=50; boxh= TBOXH; height= rows*boxh; if (md->title) height+= boxh; xmax = G.curscreen->sizex; ymax = G.curscreen->sizey; getmouseco_sc(mval); /* find active item */ fvalue= ui_get_but_val(but); for(a=0; anitems; a++) { if( md->items[a].retval== (int)fvalue ) break; } /* no active item? */ if(a==md->nitems) { if(md->title) a= -1; else a= 0; } if(a>0) startx = mval[0]-width/2 - ((int)(a)/rows)*width; else startx= mval[0]-width/2; starty = mval[1]-height + boxh/2 + ((a)%rows)*boxh; if (md->title) starty+= boxh; mousemove[0]= mousemove[1]= 0; if(startx<10) { mousemove[0]= 10-startx; startx= 10; } if(starty<10) { mousemove[1]= 10-starty; starty= 10; } endx= startx+width*columns; endy= starty+height; if(endx>xmax) { mousemove[0]= xmax-endx-10; endx= xmax-10; startx= endx-width*columns; } if(endy>ymax) { mousemove[1]= ymax-endy-10; endy= ymax-10; starty= endy-height; } ui_warp_pointer(mval[0]+mousemove[0], mval[1]+mousemove[1]); mousemove[0]= mval[0]; mousemove[1]= mval[1]; /* here we go! */ if(md->title) { uiBut *bt; uiSetCurFont(block, block->font+1); bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+rows*boxh), (short)width, (short)boxh, NULL, 0.0, 0.0, 0, 0, ""); uiSetCurFont(block, block->font); bt->flag= UI_TEXT_LEFT; } for(a=0; anitems; a++) { x1= startx + width*((int)a/rows); y1= starty - boxh*(a%rows) + (rows-1)*boxh; if (strcmp(md->items[a].str, "%l")==0) { uiDefBut(block, SEPR, B_NOP, "", x1, y1,(short)(width-(rows>1)), (short)(boxh-1), NULL, 0.0, 0.0, 0, 0, ""); } else { uiDefBut(block, BUTM|but->pointype, but->retval, md->items[a].str, x1, y1,(short)(width-(rows>1)), (short)(boxh-1), but->poin, (float) md->items[a].retval, 0.0, 0, 0, ""); } } uiBoundsBlock(block, 3); event= uiDoBlocks(&listb, 0); menudata_free(md); if((event & UI_RETURN_OUT)==0) ui_warp_pointer(mousemove[0], mousemove[1]); but->flag &= ~UI_SELECT; ui_check_but(but); ui_draw_but(but); uibut_do_func(but); return event; } #endif static int ui_do_but_MENU(uiBut *but) { uiBlock *block; ListBase listb={NULL, NULL}; double fvalue; int width, height, a, xmax, starty; short startx; int columns=1, rows=0, boxh, event; short x1, y1; short mval[2]; MenuData *md; but->flag |= UI_SELECT; ui_draw_but(but); block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win); block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT; uiBlockSetCol(block, MENUCOL); md= decompose_menu_string(but->str); /* columns and row calculation */ columns= (md->nitems+20)/20; if (columns<1) columns= 1; rows= (int) md->nitems/columns; if (rows<1) rows= 1; while (rows*columnsnitems) rows++; /* size and location */ if(md->title) width= 1.5*but->aspect*strlen(md->title)+BIF_GetStringWidth(block->curfont, md->title, (U.transopts & TR_MENUS)); else width= 0; for(a=0; anitems; a++) { xmax= but->aspect*BIF_GetStringWidth(block->curfont, md->items[a].str, (U.transopts & TR_MENUS)); if(xmax>width) width= xmax; } width+= 10; if (width<50) width=50; boxh= TBOXH; height= rows*boxh; if (md->title) height+= boxh; getmouseco_sc(mval); /* find active item */ fvalue= ui_get_but_val(but); for(a=0; anitems; a++) { if( md->items[a].retval== (int)fvalue ) break; } /* no active item? */ if(a==md->nitems) { if(md->title) a= -1; else a= 0; } /* here we go! */ startx= but->x1; starty= but->y1; if(md->title) { uiBut *bt; uiSetCurFont(block, block->font+1); bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+rows*boxh), (short)width, (short)boxh, NULL, 0.0, 0.0, 0, 0, ""); uiSetCurFont(block, block->font); bt->flag= UI_TEXT_LEFT; } for(a=0; anitems; a++) { x1= but->x1 + width*((int)a/rows); y1= but->y1 - boxh*(a%rows) + (rows-1)*boxh; if (strcmp(md->items[a].str, "%l")==0) { uiDefBut(block, SEPR, B_NOP, "", x1, y1,(short)(width-(rows>1)), (short)(boxh-1), NULL, 0.0, 0.0, 0, 0, ""); } else { uiDefBut(block, BUTM|but->pointype, but->retval, md->items[a].str, x1, y1,(short)(width-(rows>1)), (short)(boxh-1), but->poin, (float) md->items[a].retval, 0.0, 0, 0, ""); } } ui_positionblock(block, but); block->win= G.curscreen->mainwin; event= uiDoBlocks(&listb, 0); menudata_free(md); but->flag &= ~UI_SELECT; ui_check_but(but); ui_draw_but(but); uibut_do_func(but); return event; } /* ************* EVENTS ************* */ void uiGetMouse(int win, short *adr) { int x, y; float xwin, ywin; getmouseco_sc(adr); if (win == G.curscreen->mainwin) return; bwin_getsuborigin(win, &x, &y); adr[0]-= x; adr[1]-= y; xwin= adr[0]; ywin= adr[1]; ui_window_to_graphics(win, &xwin, &ywin); adr[0]= (short)(xwin+0.5); adr[1]= (short)(ywin+0.5); } static void ui_is_but_sel(uiBut *but) { double value; int lvalue; short push=0, true=1; value= ui_get_but_val(but); if( but->type==TOGN ) true= 0; if( but->bit ) { lvalue= (int)value; if( BTST(lvalue, (but->bitnr)) ) push= true; else push= !true; } else { switch(but->type) { case BUT: push= 0; break; case KEYEVT: if (value==-1) push= 1; break; case TOG: case TOGR: case TOG3: case ICONTOG: if(value!=0.0) push= 1; break; case TOGN: if(value==0.0) push= 1; break; case ROW: if(value == but->max) push= 1; break; case COL: push= 1; break; default: push= 2; break; } } if(push==2); else if(push==1) but->flag |= UI_SELECT; else but->flag &= ~UI_SELECT; } static int ui_do_but_BUT(uiBut *but) { int activated; do { int oflag= but->flag; short mval[2]; uiGetMouse(mywinget(), mval); if (uibut_contains_pt(but, mval)) but->flag |= UI_SELECT; else but->flag &= ~UI_SELECT; if (but->flag != oflag) { ui_draw_but(but); glFinish(); // flush display in subloops } PIL_sleep_ms(10); } while (get_mbut() & L_MOUSE); activated= (but->flag & UI_SELECT); if(activated) { uibut_do_func(but); } but->flag &= ~UI_SELECT; ui_draw_but(but); return activated?but->retval:0; } static int ui_do_but_KEYEVT(uiBut *but) { unsigned short event= 0; short val; /* flag for ui_check_but */ ui_set_but_val(but, -1); ui_check_but(but); ui_draw_but(but); do { event= extern_qread(&val); } while (!event || !val || ELEM(event, MOUSEX, MOUSEY)); if (!key_event_to_string(event)[0]) event= 0; ui_set_but_val(but, (double) event); ui_check_but(but); ui_draw_but(but); return (event!=0); } static int ui_do_but_TOG(uiBlock *block, uiBut *but) { uiBut *bt; double value; int w, lvalue, push; value= ui_get_but_val(but); lvalue= (int)value; if(but->bit) { w= BTST(lvalue, but->bitnr); if(w) lvalue = BCLR(lvalue, but->bitnr); else lvalue = BSET(lvalue, but->bitnr); if(but->type==TOGR) { if( (get_qual() & LR_SHIFTKEY)==0 ) { lvalue= 1<<(but->bitnr); ui_set_but_val(but, (double)lvalue); bt= block->buttons.first; while(bt) { if( bt!=but && bt->poin==but->poin ) { ui_is_but_sel(bt); ui_draw_but(bt); } bt= bt->next; } } else { if(lvalue==0) lvalue= 1<<(but->bitnr); } } ui_set_but_val(but, (double)lvalue); if(but->type==ICONTOG) ui_check_but(but); ui_draw_but(but); } else { if(value==0.0) push= 1; else push= 0; if(but->type==TOGN) push= !push; ui_set_but_val(but, (double)push); if(but->type==ICONTOG) ui_check_but(but); ui_draw_but(but); } /* no while loop...this button is used for viewmove */ uibut_do_func(but); return but->retval; } static int ui_do_but_ROW(uiBlock *block, uiBut *but) { uiBut *bt; ui_set_but_val(but, but->max); ui_draw_but(but); bt= block->buttons.first; while(bt) { if( bt!=but && bt->type==ROW ) { if(bt->min==but->min) { ui_is_but_sel(bt); ui_draw_but(bt); } } bt= bt->next; } return but->retval; } static int ui_do_but_TEX(uiBut *but) { unsigned short dev; short x, mval[2], len=0, dodraw; char *str, backstr[UI_MAX_DRAW_STR]; str= (char *)but->poin; but->flag |= UI_SELECT; uiGetMouse(mywinget(), mval); /* calculate cursor pos with current mousecoords */ BLI_strncpy(backstr, but->drawstr, UI_MAX_DRAW_STR); but->pos= strlen(backstr)-but->ofs; while((but->aspect*BIF_GetStringWidth(but->font, backstr+but->ofs, (U.transopts & TR_BUTTONS)) + but->x1) > mval[0]) { if (but->pos <= 0) break; but->pos--; backstr[but->pos+but->ofs] = 0; } but->pos -= strlen(but->str); but->pos += but->ofs; if(but->pos<0) but->pos= 0; /* backup */ BLI_strncpy(backstr, but->poin, UI_MAX_DRAW_STR); ui_draw_but(but); glFinish(); // flush display in subloops while (get_mbut() & L_MOUSE) BIF_wait_for_statechange(); len= strlen(str); but->min= 0.0; while(TRUE) { char ascii; short val; dodraw= 0; dev = extern_qread_ext(&val, &ascii); if(dev==INPUTCHANGE) break; else if(get_mbut() & L_MOUSE) break; else if(get_mbut() & R_MOUSE) break; else if(dev==ESCKEY) break; else if(dev==MOUSEX) val= 0; else if(dev==MOUSEY) val= 0; if(ascii) { if( ascii>31 && ascii<127) { if(len < but->max) { for(x= but->max; x>but->pos; x--) str[x]= str[x-1]; str[but->pos]= ascii; but->pos++; len++; str[len]= '\0'; dodraw= 1; } } } else if(val) { if(dev==RIGHTARROWKEY) { if(G.qual & LR_SHIFTKEY) but->pos= strlen(str); else but->pos++; if(but->pos>strlen(str)) but->pos= strlen(str); dodraw= 1; } else if(dev==LEFTARROWKEY) { if(G.qual & LR_SHIFTKEY) but->pos= 0; else if(but->pos>0) but->pos--; dodraw= 1; } else if(dev==PADENTER || dev==RETKEY) { break; } else if(dev==DELKEY) { if(but->pos>=0 && but->pospos; x<=strlen(str); x++) str[x]= str[x+1]; str[--len]='\0'; dodraw= 1; } } else if(dev==BACKSPACEKEY) { if(len!=0) { if(get_qual() & LR_SHIFTKEY) { str[0]= 0; but->pos= 0; len= 0; dodraw= 1; } else if(but->pos>0) { for(x=but->pos; x<=strlen(str); x++) str[x-1]= str[x]; but->pos--; str[--len]='\0'; dodraw= 1; } } } } if(dodraw) { ui_check_but(but); ui_draw_but(but); glFinish(); // flush display in subloops } } if(dev==ESCKEY) strcpy(but->poin, backstr); but->pos= -1; but->flag &= ~UI_SELECT; uibut_do_func(but); ui_check_but(but); ui_draw_but(but); if(dev!=ESCKEY) return but->retval; else return 0; } static int uiActAsTextBut(uiBut *but) { double value; float min, max; int temp, retval, textleft; char str[UI_MAX_DRAW_STR], *point; value= ui_get_but_val(but); if( but->pointype==FLO ) { if(but->a2) { /* amount of digits defined */ if(but->a2==1) sprintf(str, "%.1f", value); else if(but->a2==2) sprintf(str, "%.2f", value); else if(but->a2==3) sprintf(str, "%.3f", value); else sprintf(str, "%.4f", value); } else sprintf(str, "%.3f", value); } else { sprintf(str, "%d", (int)value); } point= but->poin; but->poin= str; min= but->min; max= but->max; but->min= 0.0; but->max= 15.0; temp= but->type; but->type= TEX; textleft= but->flag & UI_TEXT_LEFT; but->flag |= UI_TEXT_LEFT; ui_check_but(but); retval= ui_do_but_TEX(but); but->type= temp; but->poin= point; but->min= min; but->max= max; if(textleft==0) but->flag &= ~UI_TEXT_LEFT; if( but->pointype==FLO ) value= atof(str); else value= atoi(str); if(valuemax) value= max; ui_set_but_val(but, value); ui_check_but(but); ui_draw_but(but); return retval; } static int ui_do_but_NUM(uiBut *but) { double value; float deler, fstart, f, tempf; int lvalue, temp; /* , firsttime=1; */ short qual, sx, mval[2], pos=0; but->flag |= UI_SELECT; ui_draw_but(but); glFinish(); // flush display before subloop uiGetMouse(mywinget(), mval); value= ui_get_but_val(but); sx= mval[0]; fstart= (value - but->min)/(but->max-but->min); f= fstart; temp= (int)value; tempf= value; if(get_qual() & LR_SHIFTKEY) { /* make it textbut */ if( uiActAsTextBut(but) ) return but->retval; else return 0; } /* firsttime: this button can be approached with enter as well */ while (get_mbut() & L_MOUSE) { qual= get_qual(); deler= 500; if( but->pointype!=FLO ) { if( (but->max-but->min)<100 ) deler= 200.0; if( (but->max-but->min)<25 ) deler= 50.0; } if(qual & LR_SHIFTKEY) deler*= 10.0; if(qual & LR_ALTKEY) deler*= 20.0; uiGetMouse(mywinget(), mval); if(mval[0] != sx) { f+= ((float)(mval[0]-sx))/deler; if(f>1.0) f= 1.0; if(f<0.0) f= 0.0; sx= mval[0]; tempf= ( but->min + f*(but->max-but->min)); if( but->pointype!=FLO ) { temp= floor(tempf+.5); if(tempf==but->min || tempf==but->max); else if(qual & LR_CTRLKEY) temp= 10*(temp/10); if( temp>=but->min && temp<=but->max) { value= ui_get_but_val(but); lvalue= (int)value; if(temp != lvalue ) { pos= 1; ui_set_but_val(but, (double)temp); ui_check_but(but); ui_draw_but(but); glFinish(); // flush display in subloops uibut_do_func(but); } } } else { temp= 0; if(qual & LR_CTRLKEY) { if(tempf==but->min || tempf==but->max); else if(but->max-but->min < 2.10) tempf= 0.1*floor(10*tempf); else if(but->max-but->min < 21.0) tempf= floor(tempf); else tempf= 10.0*floor(tempf/10.0); } if( tempf>=but->min && tempf<=but->max) { value= ui_get_but_val(but); if(tempf != value ) { pos= 1; ui_set_but_val(but, tempf); ui_check_but(but); ui_draw_but(but); glFinish(); // flush display in subloops } } } } BIF_wait_for_statechange(); } if(pos==0) { /* plus 1 or minus 1 */ if( but->pointype!=FLO ) { if(sx<(but->x1+but->x2)/2) temp--; else temp++; if( temp>=but->min && temp<=but->max) ui_set_but_val(but, (double)temp); } else { if(sx<(but->x1+but->x2)/2) tempf-= 0.01*but->a1; else tempf+= 0.01*but->a1; if (tempf < but->min) tempf = but->min; if (tempf > but->max) tempf = but->max; ui_set_but_val(but, tempf); } } but->flag &= ~UI_SELECT; ui_check_but(but); ui_draw_but(but); glFinish(); // flush display in subloops return but->retval; } static int ui_do_but_TOG3(uiBut *but) { if( but->pointype==SHO ) { short *sp= (short *)but->poin; if( BTST(sp[1], but->bitnr)) { sp[1]= BCLR(sp[1], but->bitnr); sp[0]= BCLR(sp[0], but->bitnr); } else if( BTST(sp[0], but->bitnr)) { sp[1]= BSET(sp[1], but->bitnr); } else { sp[0]= BSET(sp[0], but->bitnr); } } else { if( BTST(*(but->poin+2), but->bitnr)) { *(but->poin+2)= BCLR(*(but->poin+2), but->bitnr); *(but->poin)= BCLR(*(but->poin), but->bitnr); } else if( BTST(*(but->poin), but->bitnr)) { *(but->poin+2)= BSET(*(but->poin+2), but->bitnr); } else { *(but->poin)= BSET(*(but->poin), but->bitnr); } } ui_is_but_sel(but); ui_draw_but(but); return but->retval; } static int ui_do_but_ICONROW(uiBut *but) { ListBase listb= {NULL, NULL}; uiBlock *block; int a; but->flag |= UI_SELECT; ui_draw_but(but); /* here we go! */ block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win); block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT; uiBlockSetCol(block, MENUCOL); for(a=(int)but->min; a<=(int)but->max; a++) { uiDefIconBut(block, BUTM|but->pointype, but->retval, but->icon+(a-but->min), 0, (short)(18*a), (short)(but->x2-but->x1-4), 18, but->poin, (float)a, 0.0, 0, 0, ""); } block->direction= UI_TOP; ui_positionblock(block, but); /* the block is made with but-win, but is handled in mainwin space... this is needs better implementation */ block->win= G.curscreen->mainwin; uiDoBlocks(&listb, 0); but->flag &= ~UI_SELECT; ui_check_but(but); ui_draw_but(but); return but->retval; } static int ui_do_but_ICONTEXTROW(uiBut *but) { uiBlock *block; ListBase listb={NULL, NULL}; int width, a, xmax, ypos; MenuData *md; but->flag |= UI_SELECT; ui_draw_but(but); block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, but->win); block->flag= UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT; uiBlockSetCol(block, MENUCOL); md= decompose_menu_string(but->str); /* size and location */ /* expand menu width to fit labels */ if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(block->curfont, md->title, (U.transopts & TR_MENUS)); else width= 0; for(a=0; anitems; a++) { xmax= BIF_GetStringWidth(block->curfont, md->items[a].str, (U.transopts & TR_MENUS)); if(xmax>width) width= xmax; } width+= 30; if (width<50) width=50; ypos = 0; /* loop through the menu options and draw them out with icons & text labels */ for(a=0; anitems; a++) { /* add a space if there's a separator (%l) */ if (strcmp(md->items[a].str, "%l")==0) { ypos +=3; } else { uiDefIconTextBut(block, BUTM|but->pointype, but->retval, (short)((but->icon)+(md->items[a].retval-but->min)), md->items[a].str, 0, ypos,(short)width, 19, but->poin, (float) md->items[a].retval, 0.0, 0, 0, ""); ypos += 20; } } block->direction= UI_TOP; ui_positionblock(block, but); /* the block is made with but-win, but is handled in mainwin space... this is needs better implementation */ block->win= G.curscreen->mainwin; uiBoundsBlock(block, 3); uiDoBlocks(&listb, 0); menudata_free(md); but->flag &= ~UI_SELECT; ui_check_but(but); ui_draw_but(but); uibut_do_func(but); return but->retval; } static int ui_do_but_IDPOIN(uiBut *but) { char str[UI_MAX_DRAW_STR]; ID *id; id= *but->idpoin_idpp; if(id) strcpy(str, id->name+2); else str[0]= 0; but->type= TEX; but->poin= str; but->min= 0.0; but->max= 22.0; ui_do_but_TEX(but); but->poin= NULL; but->type= IDPOIN; but->idpoin_func(str, but->idpoin_idpp); ui_check_but(but); ui_draw_but(but); return but->retval; } static int ui_do_but_SLI(uiBut *but) { float f, fstart, tempf = 0.0, deler, value; int sx, h, temp, pos=0, lvalue, redraw; short mval[2], qual; float curmatrix[4][4]; value= ui_get_but_val(but); uiGetMouse(mywinget(), mval); sx= mval[0]; h= but->y2-but->y1; fstart= but->max-but->min; fstart= (value - but->min)/fstart; temp= 32767; if( but->type==NUMSLI) deler= ( (but->x2-but->x1)/2 - 5.0*but->aspect); else if( but->type==HSVSLI) deler= ( (but->x2-but->x1)/2 - 5.0*but->aspect); else deler= (but->x2-but->x1- 5.0*but->aspect); while (get_mbut() & L_MOUSE) { qual= get_qual(); uiGetMouse(mywinget(), mval); f= (float)(mval[0]-sx)/deler +fstart; if(qual & LR_CTRLKEY) { if(qual & LR_SHIFTKEY) f= floor(f*100.0)/100.0; else f= floor(f*10.0)/10.0; } else if (qual & LR_SHIFTKEY) { f= (f-fstart)/10.0 + fstart; } CLAMP(f, 0.0, 1.0); tempf= but->min+f*(but->max-but->min); temp= floor(tempf+.5); value= ui_get_but_val(but); lvalue= (int) value; if( but->pointype!=FLO ) redraw= (temp != lvalue); else redraw= (tempf != value); if (redraw) { pos= 1; ui_set_but_val(but, tempf); ui_check_but(but); ui_draw_but(but); glFinish(); // flush display in subloops if(but->a1) { /* color number */ uiBut *bt= but->prev; while(bt) { if(bt->retval == but->a1) ui_draw_but(bt); bt= bt->prev; } bt= but->next; while(bt) { if(bt->retval == but->a1) ui_draw_but(bt); bt= bt->next; } } /* save current window matrix (global UIwinmat) because button callback function MIGHT change it - which has until now occured through the Python API */ Mat4CpyMat4(curmatrix, UIwinmat); uibut_do_func(but); Mat4CpyMat4(UIwinmat, curmatrix); } else BIF_wait_for_statechange(); } if(temp!=32767 && pos==0) { /* plus 1 or minus 1 */ if( but->type==SLI) f= (float)(mval[0]-but->x1)/(but->x2-but->x1-h); else f= (float)(mval[0]- (but->x1+but->x2)/2)/( (but->x2-but->x1)/2 - h); f= but->min+f*(but->max-but->min); if( but->pointype!=FLO ) { if(f=but->min && temp<=but->max) ui_set_but_val(but, (float)temp); } else { if(f=but->min && tempf<=but->max) ui_set_but_val(but, tempf); } } ui_check_but(but); ui_draw_but(but); glFinish(); // flush display in subloops return but->retval; } static int ui_do_but_NUMSLI(uiBut *but) { short mval[2]; /* first define if it's a slider or textbut */ uiGetMouse(mywinget(), mval); if(mval[0]>= -6+(but->x1+but->x2)/2 ) { /* slider */ but->flag |= UI_SELECT; ui_draw_but(but); ui_do_but_SLI(but); but->flag &= ~UI_SELECT; } else { uiActAsTextBut(but); } while(get_mbut() & L_MOUSE) BIF_wait_for_statechange(); ui_draw_but(but); /* hsv patch */ if(but->type==HSVSLI) { if(but->str[0]=='H') { ui_draw_but(but->next); ui_draw_but(but->next->next); } else if(but->str[0]=='S') { ui_draw_but(but->next); ui_draw_but(but->prev); } else if(but->str[0]=='V') { ui_draw_but(but->prev); ui_draw_but(but->prev->prev); } } return but->retval; } static int ui_do_but_BLOCK(uiBut *but) { uiBlock *block; but->flag |= UI_SELECT; ui_draw_but(but); block= but->block_func(0); ui_positionblock(block, but); block->flag |= UI_BLOCK_LOOP; block->win= G.curscreen->mainwin; /* postpone draw, this will cause a new window matrix, first finish all other buttons */ block->flag |= UI_BLOCK_REDRAW; but->flag &= ~UI_SELECT; return 0; } static int ui_do_but_BUTM(uiBut *but) { ui_set_but_val(but, but->min); UIafterfunc= but->butm_func; UIafterfunc_arg= but->butm_func_arg; UIafterval= but->a2; return but->retval; } static int ui_do_but_LABEL(uiBut *but) { uibut_do_func(but); return but->retval; } static uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval) { uiBut *bt; /* find button to link to */ for (bt= block->buttons.first; bt; bt= bt->next) if(bt!=but && uibut_contains_pt(bt, mval)) break; if (bt) { if (but->type==LINK && bt->type==INLINK) { if( but->link->tocode == (int)bt->min ) { return bt; } } else if(but->type==INLINK && bt->type==LINK) { if( bt->link->tocode == (int)but->min ) { return bt; } } } return NULL; } static int ui_is_a_link(uiBut *from, uiBut *to) { uiLinkLine *line; uiLink *link; link= from->link; if(link) { line= link->lines.first; while(line) { if(line->from==from && line->to==to) return 1; line= line->next; } } return 0; } static uiBut *ui_find_inlink(uiBlock *block, void *poin) { uiBut *but; but= block->buttons.first; while(but) { if(but->type==INLINK) { if(but->poin == poin) return but; } but= but->next; } return NULL; } static void ui_add_link_line(ListBase *listb, uiBut *but, uiBut *bt) { uiLinkLine *line; line= MEM_callocN(sizeof(uiLinkLine), "linkline"); BLI_addtail(listb, line); line->from= but; line->to= bt; } void uiComposeLinks(uiBlock *block) { uiBut *but, *bt; uiLink *link; void ***ppoin; int a; but= block->buttons.first; while(but) { if(but->type==LINK) { link= but->link; /* for all pointers in the array */ if(link) { if(link->ppoin) { ppoin= link->ppoin; for(a=0; a < *(link->totlink); a++) { bt= ui_find_inlink(block, (*ppoin)[a] ); if(bt) { ui_add_link_line(&link->lines, but, bt); } } } else if(link->poin) { bt= ui_find_inlink(block, *(link->poin) ); if(bt) { ui_add_link_line(&link->lines, but, bt); } } } } but= but->next; } } static void ui_add_link(uiBut *from, uiBut *to) { /* in 'from' we have to add a link to 'to' */ uiLink *link; void **oldppoin; int a; if(ui_is_a_link(from, to)) { printf("already exists\n"); return; } link= from->link; /* are there more pointers allowed? */ if(link->ppoin) { oldppoin= *(link->ppoin); (*(link->totlink))++; *(link->ppoin)= MEM_callocN( *(link->totlink)*sizeof(void *), "new link"); for(a=0; a< (*(link->totlink))-1; a++) { (*(link->ppoin))[a]= oldppoin[a]; } (*(link->ppoin))[a]= to->poin; if(oldppoin) MEM_freeN(oldppoin); } else { *(link->poin)= to->poin; } } static int ui_do_but_LINK(uiBlock *block, uiBut *but) { /* * This button only visualizes, the dobutton mode * can add a new link, but then the whole system * should be redrawn/initialized. * */ uiBut *bt=0, *bto=NULL; short sval[2], mval[2], mvalo[2], first= 1; uiGetMouse(curarea->win, sval); mvalo[0]= sval[0]; mvalo[1]= sval[1]; while (get_mbut() & L_MOUSE) { uiGetMouse(curarea->win, mval); if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || first) { /* clear completely, because of drawbuttons */ bt= ui_get_valid_link_button(block, but, mval); if(bt) { bt->flag |= UI_ACTIVE; ui_draw_but(bt); } if(bto && bto!=bt) { bto->flag &= ~UI_ACTIVE; ui_draw_but(bto); } bto= bt; if (!first) { glutil_draw_front_xor_line(sval[0], sval[1], mvalo[0], mvalo[1]); } glutil_draw_front_xor_line(sval[0], sval[1], mval[0], mval[1]); mvalo[0]= mval[0]; mvalo[1]= mval[1]; first= 0; } else BIF_wait_for_statechange(); } if (!first) { glutil_draw_front_xor_line(sval[0], sval[1], mvalo[0], mvalo[1]); } if(bt) { if(but->type==LINK) ui_add_link(but, bt); else ui_add_link(bt, but); scrarea_queue_winredraw(curarea); } return 0; } /* ************************************************ */ void uiSetButLock(int val, char *lockstr) { UIlock |= val; if (val) UIlockstr= lockstr; } void uiClearButLock() { UIlock= 0; UIlockstr= NULL; } /* ********************** NEXT/PREV for arrowkeys etc ************** */ static uiBut *ui_but_prev(uiBut *but) { while(but->prev) { but= but->prev; if(but->type!=LABEL && but->type!=SEPR) return but; } return NULL; } static uiBut *ui_but_next(uiBut *but) { while(but->next) { but= but->next; if(but->type!=LABEL && but->type!=SEPR) return but; } return NULL; } static uiBut *ui_but_first(uiBlock *block) { uiBut *but; but= block->buttons.first; while(but) { if(but->type!=LABEL && but->type!=SEPR) return but; but= but->next; } return NULL; } static uiBut *ui_but_last(uiBlock *block) { uiBut *but; but= block->buttons.last; while(but) { if(but->type!=LABEL && but->type!=SEPR) return but; but= but->prev; } return NULL; } /* *************************************************************** */ static void setup_file(uiBlock *block) { uiBut *but; FILE *fp; fp= fopen("butsetup","w"); if(fp==NULL); else { but= block->buttons.first; while(but) { // if(but->rt[3]==1) { ui_check_but(but); fprintf(fp,"%d,%d,%d,%d %s %s\n", (int)but->x1, (int)but->y1, (int)( but->x2-but->x1), (int)(but->y2-but->y1), but->str, but->tip); // } but= but->next; } fclose(fp); } } static void edit_but(uiBlock *block, uiBut *but, uiEvent *uevent) { short dx, dy, mval[2], mvalo[2], didit=0; getmouseco_sc(mvalo); while(TRUE) { if( !(get_mbut() & L_MOUSE) ) break; getmouseco_sc(mval); dx= (mval[0]-mvalo[0]); dy= (mval[1]-mvalo[1]); if(dx!=0 || dy!=0) { mvalo[0]= mval[0]; mvalo[1]= mval[1]; cpack(0xc0c0c0); glRectf(but->x1-2, but->y1-2, but->x2+2, but->y2+2); if((uevent->qual & LR_SHIFTKEY)==0) { but->x1 += dx; but->y1 += dy; } but->x2 += dx; but->y2 += dy; ui_draw_but(but); glFinish(); didit= 1; but->rt[3]= 1; } /* idle for this poor code */ else PIL_sleep_ms(30); } if(didit) setup_file(block); } /* is called when LEFTMOUSE is pressed or released * return: butval or zero */ static int ui_do_button(uiBlock *block, uiBut *but, uiEvent *uevent) { int retval= 0; if(but->lock) { if (but->lockstr) { error("%s", but->lockstr); return 0; } } else { if( but->pointype ) { /* there's a pointer needed */ if(but->poin==0 ) { printf("DoButton pointer error: %s\n",but->str); return 0; } } } if(G.rt==1 && (uevent->qual & LR_CTRLKEY)) { edit_but(block, but, uevent); return 0; } block->flag |= UI_BLOCK_BUSY; switch(but->type) { case BUT: if(uevent->val) retval= ui_do_but_BUT(but); break; case KEYEVT: if(uevent->val) retval= ui_do_but_KEYEVT(but); break; case TOG: case TOGR: case ICONTOG: case TOGN: if(uevent->val) { retval= ui_do_but_TOG(block, but); } break; case ROW: if(uevent->val) retval= ui_do_but_ROW(block, but); break; case SCROLL: /* DrawBut(b, 1); */ /* do_scrollbut(b); */ /* DrawBut(b,0); */ break; case NUM: if(uevent->val) retval= ui_do_but_NUM(but); break; case SLI: case NUMSLI: case HSVSLI: if(uevent->val) retval= ui_do_but_NUMSLI(but); break; case LABEL: if(uevent->val) retval= ui_do_but_LABEL(but); break; case TOG3: if(uevent->val) retval= ui_do_but_TOG3(but); break; case TEX: if(uevent->val) retval= ui_do_but_TEX(but); break; case MENU: if(uevent->val) retval= ui_do_but_MENU(but); break; case ICONROW: if(uevent->val) retval= ui_do_but_ICONROW(but); break; case ICONTEXTROW: if(uevent->val) retval= ui_do_but_ICONTEXTROW(but); break; case IDPOIN: if(uevent->val) retval= ui_do_but_IDPOIN(but); break; case BLOCK: if(uevent->val) { retval= ui_do_but_BLOCK(but); block->auto_open= 1; } break; case BUTM: retval= ui_do_but_BUTM(but); break; case LINK: case INLINK: retval= ui_do_but_LINK(block, but); break; } block->flag &= ~UI_BLOCK_BUSY; return retval; } static void ui_delete_active_linkline(uiBlock *block) { uiBut *but; uiLink *link; uiLinkLine *line, *nline; int a, b; but= block->buttons.first; while(but) { if(but->type==LINK && but->link) { line= but->link->lines.first; while(line) { nline= line->next; if(line->flag & UI_SELECT) { BLI_remlink(&but->link->lines, line); link= line->from->link; /* are there more pointers allowed? */ if(link->ppoin) { if(*(link->totlink)==1) { *(link->totlink)= 0; MEM_freeN(*(link->ppoin)); *(link->ppoin)= NULL; } else { b= 0; for(a=0; a< (*(link->totlink)); a++) { if( (*(link->ppoin))[a] != line->to->poin ) { (*(link->ppoin))[b]= (*(link->ppoin))[a]; b++; } } (*(link->totlink))--; } } else { *(link->poin)= NULL; } MEM_freeN(line); } line= nline; } } but= but->next; } /* temporal! these buttons can be everywhere... */ allqueue(REDRAWBUTSLOGIC, 0); } static void ui_do_active_linklines(uiBlock *block, short *mval) { uiBut *but; uiLinkLine *line, *act= NULL; float mindist= 12.0, fac, v1[2], v2[2], v3[3]; int foundone= 0; if(mval) { v1[0]= mval[0]; v1[1]= mval[1]; /* find a line close to the mouse */ but= block->buttons.first; while(but) { if(but->type==LINK && but->link) { foundone= 1; line= but->link->lines.first; while(line) { v2[0]= line->from->x2; v2[1]= (line->from->y1+line->from->y2)/2.0; v3[0]= line->to->x1; v3[1]= (line->to->y1+line->to->y2)/2.0; fac= PdistVL2Dfl(v1, v2, v3); if(fac < mindist) { mindist= fac; act= line; } line= line->next; } } but= but->next; } } /* check for a 'found one' to prevent going to 'frontbuffer' mode. this slows done gfx quite some, and at OSX the 'finish' forces a swapbuffer */ if(foundone) { /* draw */ but= block->buttons.first; while(but) { if(but->type==LINK && but->link) { line= but->link->lines.first; while(line) { if(line==act) { if((line->flag & UI_SELECT)==0) { line->flag |= UI_SELECT; ui_draw_linkline(but, line); } } else if(line->flag & UI_SELECT) { line->flag &= ~UI_SELECT; ui_draw_linkline(but, line); } line= line->next; } } but= but->next; } } } /* only to be used to prevent an 'outside' event when using nested pulldowns */ /* four checks: - while mouse moves in good x direction - while mouse motion x is bigger than y motion - while distance to center block diminishes - only for 1 second return 0: check outside */ static int ui_mouse_motion_towards_block(uiBlock *block, uiEvent *uevent) { short mvalo[2], dx, dy, domx, domy, x1, y1; int disto, dist, counter=0; if(block->direction==UI_TOP || block->direction==UI_DOWN) return 0; if(uevent->event!= MOUSEX && uevent->event!= MOUSEY) return 0; /* calculate dominant direction */ domx= ( -uevent->mval[0] + (block->maxx+block->minx)/2 ); domy= ( -uevent->mval[1] + (block->maxy+block->miny)/2 ); /* we need some accuracy */ if( abs(domx)<4 ) return 0; /* calculte old dist */ disto= domx*domx + domy*domy; uiGetMouse(mywinget(), mvalo); while(TRUE) { uiGetMouse(mywinget(), uevent->mval); /* check inside, if so return */ if( block->minx <= uevent->mval[0] && block->maxx >= uevent->mval[0] ) { if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] ) { return 1; } } /* check direction */ dx= uevent->mval[0] - mvalo[0]; dy= uevent->mval[1] - mvalo[1]; if( abs(dx)+abs(dy)>4 ) { // threshold if( abs(dy) > abs(dx) ) { //printf("left because y>x direction\n"); return 0; } if( dx>0 && domx>0); else if(dx<0 && domx<0); else { //printf("left because dominant direction\n"); return 0; } } /* check dist */ x1= ( -uevent->mval[0] + (block->maxx+block->minx)/2 ); y1= ( -uevent->mval[1] + (block->maxy+block->miny)/2 ); dist= x1*x1 + y1*y1; if(dist > disto) { //printf("left because distance\n"); return 0; } else disto= dist; /* idle for this poor code */ PIL_sleep_ms(10); counter++; if(counter > 100) { // printf("left because of timer (1 sec)\n"); return 0; } } return 0; } /* return: * UI_NOTHING pass event to other ui's * UI_CONT don't pass event to other ui's * UI_RETURN something happened, return, swallow event */ static int ui_do_block(uiBlock *block, uiEvent *uevent) { uiBut *but, *bt; int butevent, event, retval=UI_NOTHING, count, act=0; int inside= 0, active=0; if(block->win != mywinget()) return UI_NOTHING; /* filter some unwanted events */ if(uevent==0 || uevent->event==LEFTSHIFTKEY || uevent->event==RIGHTSHIFTKEY) return UI_NOTHING; if(block->flag & UI_BLOCK_ENTER_OK) { if(uevent->event == RETKEY && uevent->val) { // printf("qual: %d %d %d\n", uevent->qual, get_qual(), G.qual); if ((G.qual & LR_SHIFTKEY) == 0) { return UI_RETURN_OK; } } } Mat4CpyMat4(UIwinmat, block->winmat); uiPanelPush(block); // push matrix; no return without pop! uiGetMouse(mywinget(), uevent->mval); /* transformed mouseco */ /* check boundbox and panel events */ if( block->minx <= uevent->mval[0] && block->maxx >= uevent->mval[0] ) { if(block->panel==NULL) { if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] ) inside= 1; } else if(block->panel->paneltab==NULL) { if( block->miny <= uevent->mval[1] && block->maxy >= uevent->mval[1] ) inside= 1; /* clicked at panel header? */ if(uevent->event==LEFTMOUSE) { if( block->panel->flag & PNL_CLOSEDX) { if(block->minx <= uevent->mval[0] && block->minx+PNL_HEADER >= uevent->mval[0]) inside= 2; } else if( (block->maxy <= uevent->mval[1]) && (block->maxy+PNL_HEADER >= uevent->mval[1]) ) inside= 2; if(inside==2) { uiPanelPop(block); // pop matrix; no return without pop! ui_do_panel(block, uevent); return UI_EXIT_LOOP; // exit loops because of moving panels } } else if(uevent->event==PADPLUSKEY || uevent->event==PADMINUS) { SpaceLink *sl= curarea->spacedata.first; if(uevent->event==PADPLUSKEY) sl->blockscale+= 0.1; else sl->blockscale-= 0.1; CLAMP(sl->blockscale, 0.6, 1.0); addqueue(block->winq, REDRAW, 1); retval= UI_CONT; } } } switch(uevent->event) { case PAD8: case PAD2: case UPARROWKEY: case DOWNARROWKEY: if(inside || (block->flag & UI_BLOCK_LOOP)) { /* arrowkeys: only handle for block_loop blocks */ event= 0; if(block->flag & UI_BLOCK_LOOP) { event= uevent->event; if(event==PAD8) event= UPARROWKEY; if(event==PAD2) event= DOWNARROWKEY; } else { if(uevent->event==PAD8) event= UPARROWKEY; if(uevent->event==PAD2) event= DOWNARROWKEY; } if(event && uevent->val) { but= block->buttons.first; while(but) { but->flag &= ~UI_MOUSE_OVER; if(but->flag & UI_ACTIVE) { but->flag &= ~UI_ACTIVE; ui_draw_but(but); bt= ui_but_prev(but); if(bt && event==UPARROWKEY) { bt->flag |= UI_ACTIVE; ui_draw_but(bt); break; } bt= ui_but_next(but); if(bt && event==DOWNARROWKEY) { bt->flag |= UI_ACTIVE; ui_draw_but(bt); break; } } but= but->next; } /* nothing done */ if(but==NULL) { if(event==UPARROWKEY) but= ui_but_last(block); else but= ui_but_first(block); if(but) { but->flag |= UI_ACTIVE; ui_draw_but(but); } } retval= UI_CONT; } } break; case ONEKEY: act= 1; case TWOKEY: if(act==0) act= 2; case THREEKEY: if(act==0) act= 3; case FOURKEY: if(act==0) act= 4; case FIVEKEY: if(act==0) act= 5; case SIXKEY: if(act==0) act= 6; case SEVENKEY: if(act==0) act= 7; case EIGHTKEY: if(act==0) act= 8; case NINEKEY: if(act==0) act= 9; case ZEROKEY: if(act==0) act= 10; if( block->flag & UI_BLOCK_NUMSELECT ) { if(get_qual() & LR_ALTKEY) act+= 10; but= block->buttons.first; count= 0; while(but) { if( but->type!=LABEL && but->type!=SEPR) count++; if(count==act) { but->flag |= UI_ACTIVE; if(uevent->val==1) ui_draw_but(but); else { uevent->event= RETKEY; uevent->val= 1; /* patch: to avoid UI_BLOCK_RET_1 type not working */ addqueue(block->winq, RIGHTARROWKEY, 1); } } else if(but->flag & UI_ACTIVE) { but->flag &= ~UI_ACTIVE; ui_draw_but(but); } but= but->next; } } break; default: if (uevent->event!=RETKEY) { /* when previous command was arrow */ but= block->buttons.first; while(but) { but->flag &= ~UI_MOUSE_OVER; /* check boundbox */ if (uibut_contains_pt(but, uevent->mval)) { but->flag |= UI_MOUSE_OVER; UIbuttip= but; } /* hilite case 1 */ if(but->flag & UI_MOUSE_OVER) { if( (but->flag & UI_ACTIVE)==0) { but->flag |= UI_ACTIVE; if(but->type != LABEL && but->embossfunc != ui_emboss_N) ui_draw_but(but); } } /* hilite case 2 */ if(but->flag & UI_ACTIVE) { if( (but->flag & UI_MOUSE_OVER)==0) { but->flag &= ~UI_ACTIVE; if(but->type != LABEL && but->embossfunc != ui_emboss_N) ui_draw_but(but); } else if(but->type==BLOCK || but->type==MENU) { // automatic opens block button (pulldown) int time; if(uevent->event!=LEFTMOUSE ) { if(block->auto_open) time= 5*U.menuthreshold2; else if(U.uiflag & MENUOPENAUTO) time= 5*U.menuthreshold1; else time= -1; for (; time>0; time--) { if (anyqtest()) break; else PIL_sleep_ms(20); } if(time==0) ui_do_button(block, but, uevent); } } if(but->flag & UI_ACTIVE) active= 1; } but= but->next; } /* if there are no active buttons... otherwise clear lines */ if(active) ui_do_active_linklines(block, 0); else ui_do_active_linklines(block, uevent->mval); } } /* middlemouse exception, not for regular blocks */ if( (block->flag & UI_BLOCK_LOOP) && uevent->event==MIDDLEMOUSE) uevent->event= LEFTMOUSE; /* the final dobutton */ but= block->buttons.first; while(but) { if(but->flag & UI_ACTIVE) { /* UI_BLOCK_RET_1: not return when val==0 */ if(uevent->val || (block->flag & UI_BLOCK_RET_1)==0) { if ELEM3(uevent->event, LEFTMOUSE, PADENTER, RETKEY) { butevent= ui_do_button(block, but, uevent); if(butevent) addqueue(block->winq, UI_BUT_EVENT, (short)butevent); /* i doubt about the next line! */ /* if(but->func) mywinset(block->win); */ if( (block->flag & UI_BLOCK_LOOP) && but->type==BLOCK); else if(/*but->func ||*/ butevent) retval= UI_RETURN_OK; } } } but= but->next; } uiPanelPop(block); // pop matrix; no return without pop! /* the linkines... why not make buttons from it? Speed? Memory? */ if(uevent->val && (uevent->event==XKEY || uevent->event==DELKEY)) ui_delete_active_linkline(block); if(block->flag & UI_BLOCK_LOOP) { if(inside==0 && uevent->val==1) { if ELEM3(uevent->event, LEFTMOUSE, MIDDLEMOUSE, RIGHTMOUSE) return UI_RETURN_OUT; } if(uevent->event==ESCKEY && uevent->val==1) return UI_RETURN_CANCEL; if((uevent->event==RETKEY || uevent->event==PADENTER) && uevent->val==1) return UI_RETURN_OK; /* check outside */ if(inside==0 && block->parentrct.xmax != 0.0) { /* strict check, and include the parent rect */ if( BLI_in_rctf(&block->parentrct, (float)uevent->mval[0], (float)uevent->mval[1])); else if( ui_mouse_motion_towards_block(block, uevent)); else { float midx, midy; int safety; midx= (block->parentrct.xmin+block->parentrct.xmax)/2.0; midy= (block->parentrct.ymin+block->parentrct.ymax)/2.0; if( midx < block->minx ) safety = 3; else safety= 40; if(uevent->mval[0]minx-safety) return UI_RETURN_OUT; if( midy < block->miny ) safety = 3; else safety= 40; if(uevent->mval[1]miny-safety) return UI_RETURN_OUT; if( midx > block->maxx ) safety = 3; else safety= 40; if(uevent->mval[0]>block->maxx+safety) return UI_RETURN_OUT; if( midy > block->maxy ) safety = 3; else safety= 40; if(uevent->mval[1]>block->maxy+safety) return UI_RETURN_OUT; } } else { /* for popups without parent button */ if(uevent->mval[0]minx-40) return UI_RETURN_OUT; if(uevent->mval[1]miny-40) return UI_RETURN_OUT; if(uevent->mval[0]>block->maxx+40) return UI_RETURN_OUT; if(uevent->mval[1]>block->maxy+40) return UI_RETURN_OUT; } } return retval; } static uiSaveUnder *ui_draw_but_tip(uiBut *but) { uiSaveUnder *su; float x1, x2, y1, y2; #ifdef INTERNATIONAL if(G.ui_international == TRUE) { float llx,lly,llz,urx,ury,urz; //for FTF_GetBoundingBox() if(U.transopts & TR_TOOLTIPS) { FTF_GetBoundingBox(but->tip, &llx,&lly,&llz,&urx,&ury,&urz, FTF_USE_GETTEXT | FTF_INPUT_UTF8); x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*FTF_GetStringWidth(but->tip, FTF_USE_GETTEXT | FTF_INPUT_UTF8); //BMF_GetStringWidth(but->font, but->tip); y1= but->y1-(ury+FTF_GetSize()); y2= but->y1; } else { FTF_GetBoundingBox(but->tip, &llx,&lly,&llz,&urx,&ury,&urz, FTF_NO_TRANSCONV | FTF_INPUT_UTF8); x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*FTF_GetStringWidth(but->tip, FTF_NO_TRANSCONV | FTF_INPUT_UTF8); //BMF_GetStringWidth(but->font, but->tip); y1= but->y1-(ury+FTF_GetSize()); y2= but->y1; } } else { x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*BMF_GetStringWidth(but->font, but->tip); y1= but->y1-19; y2= but->y1-2; } #else x1= (but->x1+but->x2)/2; x2= 10+x1+ but->aspect*BMF_GetStringWidth(but->font, but->tip); y1= but->y1-19; y2= but->y1-2; #endif /* for pulldown menus it doesnt work */ if(mywinget()==G.curscreen->mainwin); else { ui_graphics_to_window(mywinget(), &x1, &y1); ui_graphics_to_window(mywinget(), &x2, &y2); } if(x2 > G.curscreen->sizex) { x1 -= x2-G.curscreen->sizex; x2= G.curscreen->sizex; } if(y1 < 0) { y1 += 36; y2 += 36; } // adjust tooltip heights if(mywinget()==G.curscreen->mainwin) y2 -= G.ui_international ? 4:1; //tip is from pulldownmenu else if(curarea->win != mywinget()) y2 -= G.ui_international ? 5:1; //tip is from a windowheader // else y2 += 1; //tip is from button area su= ui_bgnpupdraw((int)(x1-1), (int)(y1-1), (int)(x2+4), (int)(y2+4), 0); glColor3ub(0xD0, 0xD0, 0xC0); glRectf(x1, y1, x2, y2); /* bottom */ glColor3ub(0,0,0); fdrawline(x1, y1, x2, y1); /* right */ fdrawline(x2, y1, x2, y2); /* top */ glColor3ub(255,255,255); fdrawline(x1, y2, x2, y2); /* left */ fdrawline(x1, y1, x1, y2); glColor3ub(0,0,0); glRasterPos2f( x1+3, y1+4); BIF_DrawString(but->font, but->tip, (U.transopts & TR_TOOLTIPS), 0); glFinish(); /* to show it in the frontbuffer */ return su; } static void ui_do_but_tip(void) { uiSaveUnder *su; int time; if (UIbuttip && UIbuttip->tip && UIbuttip->tip[0]) { /* Pause for a moment to see if we * should really display the tip * or if the user will keep moving * the pointer. */ for (time= 0; time<10; time++) { if (anyqtest()) return; else PIL_sleep_ms(50); } /* Display the tip, and keep it displayed * as long as the mouse remains on top * of the button that owns it. */ uiPanelPush(UIbuttip->block); // panel matrix su= ui_draw_but_tip(UIbuttip); while (1) { char ascii; short val; unsigned short evt= extern_qread_ext(&val, &ascii); if (evt==MOUSEX || evt==MOUSEY) { short mouse[2]; uiGetMouse(su->oldwin, mouse); if (!uibut_contains_pt(UIbuttip, mouse)) break; } else { mainqpushback(evt, val, ascii); break; } } ui_endpupdraw(su); uiPanelPop(UIbuttip->block); // panel matrix UIbuttip= NULL; } } /* returns UI_NOTHING, if nothing happened */ int uiDoBlocks(ListBase *lb, int event) { /* return when: firstblock != BLOCK_LOOP * * 'cont' is used to make sure you can press another button while a looping menu * is active. otherwise you have to press twice... */ uiBlock *block, *first; uiEvent uevent; int retval= UI_NOTHING, cont= 1, dopop=0; if(lb->first==0) return UI_NOTHING; /* for every pixel both x and y events are generated, overloads the system! */ if(event==MOUSEX) return UI_NOTHING; UIbuttip= NULL; UIafterfunc= NULL; /* to prevent infinite loops, this shouldnt be a global! */ uevent.qual= G.qual; uevent.event= event; uevent.val= 1; /* this is a caching mechanism, to prevent too many calls to glFrontBuffer and glFinish, which slows down interface */ block= lb->first; while(block) { block->frontbuf= UI_NEED_DRAW_FRONT; // signal block= block->next; } /* main loop, needed when you click outside a looping block (menu) then it uses that event to immediately evaluate the other uiBlocks again. */ while(cont) { /* first loop, for the normal blocks */ block= lb->first; while(block) { /* for pupmenus, the bgnpupdraw sets (and later restores) the active window. Then mousecoords get transformed OK. It looks double... but a call to ui_do_block otherwise doesnt get handled properly */ if(block->flag & UI_BLOCK_REDRAW) { if( block->flag & UI_BLOCK_LOOP) { block->saveunder= ui_bgnpupdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1, 1); block->frontbuf= UI_HAS_DRAW_FRONT; } uiDrawBlock(block); block->flag &= ~UI_BLOCK_REDRAW; } retval= ui_do_block(block, &uevent); if(retval==UI_EXIT_LOOP) break; /* now a new block could be created for menus, this is inserted in the beginning of a list */ /* is there a glfinish cached? */ if(block->frontbuf == UI_HAS_DRAW_FRONT) { glFinish(); glDrawBuffer(GL_BACK); block->frontbuf= UI_NEED_DRAW_FRONT; } /* to make sure the matrix of the panel works for menus too */ dopop= 1; if(retval==UI_CONT || (retval & UI_RETURN)) break; first= lb->first; if(first->flag & UI_BLOCK_LOOP) break; block= block->next; } /* second loop, for menus (looping blocks). works for sub->menus too */ block= lb->first; if(block==NULL || (block->flag & UI_BLOCK_LOOP)==0) cont= 0; while( (block= lb->first) && (block->flag & UI_BLOCK_LOOP)) { block->auto_open= 1; /* this here, for menu buts */ if(block->flag & UI_BLOCK_REDRAW) { if( block->flag & UI_BLOCK_LOOP) { block->saveunder= ui_bgnpupdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1, 1); block->frontbuf= UI_HAS_DRAW_FRONT; } uiDrawBlock(block); block->flag &= ~UI_BLOCK_REDRAW; } /* need to reveil drawing? (not in end of loop, because of free block */ if(block->frontbuf == UI_HAS_DRAW_FRONT) { glFinish(); block->frontbuf= UI_NEED_DRAW_FRONT; } uevent.event= extern_qread(&uevent.val); if(uevent.event) { retval= ui_do_block(block, &uevent); if(retval & UI_RETURN) { /* free this block */ ui_endpupdraw(block->saveunder); BLI_remlink(lb, block); uiFreeBlock(block); } if(retval==UI_RETURN_OK) { /* free other menus */ while( (block= lb->first) && (block->flag & UI_BLOCK_LOOP)) { ui_endpupdraw(block->saveunder); BLI_remlink(lb, block); uiFreeBlock(block); } } } /* tooltip */ if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) { if(U.flag & TOOLTIPS) ui_do_but_tip(); } } /* else it does the first part of this loop again, maybe another menu needs to be opened */ if(retval==UI_CONT || (retval & UI_RETURN_OK)) cont= 0; } /* cleanup frontbuffer & flags */ block= lb->first; while(block) { if(block->frontbuf==UI_HAS_DRAW_FRONT) glFinish(); block->frontbuf= 0; block= block->next; } /* afterfunc is used for fileloading too, so after this call, the blocks pointers are invalid */ if(retval & UI_RETURN_OK) { if(UIafterfunc) UIafterfunc(UIafterfunc_arg, UIafterval); UIafterfunc= NULL; } /* tooltip */ if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) { if(U.flag & TOOLTIPS) ui_do_but_tip(); } /* doesnt harm :-) */ glDrawBuffer(GL_BACK); return retval; } /* ************** DATA *************** */ static double ui_get_but_val(uiBut *but) { void *poin; double value = 0.0; poin= but->poin; if(but->type== HSVSLI) { float h, s, v, *fp= (float *) poin; rgb_to_hsv(fp[0], fp[1], fp[2], &h, &s, &v); switch(but->str[0]) { case 'H': value= h; break; case 'S': value= s; break; case 'V': value= v; break; } } else if( but->pointype == CHA ) { value= *(char *)poin; } else if( but->pointype == SHO ) { value= *(short *)poin; } else if( but->pointype == INT ) { value= *(int *)poin; } else if( but->pointype == FLO ) { value= *(float *)poin; } return value; } static void ui_set_but_val(uiBut *but, double value) { void *poin; if(but->pointype==0) return; poin= but->poin; /* value is a hsv value: convert to rgb */ if( but->type==HSVSLI ) { float h, s, v, *fp= (float *)but->poin; rgb_to_hsv(fp[0], fp[1], fp[2], &h, &s, &v); switch(but->str[0]) { case 'H': h= value; break; case 'S': s= value; break; case 'V': v= value; break; } hsv_to_rgb(h, s, v, fp, fp+1, fp+2); } else if( but->pointype==CHA ) *((char *)poin)= (char)value; else if( but->pointype==SHO ) { /* gcc 3.2.1 seems to have problems * casting a double like 32772.0 to * a short so we cast to an int, then to a short */ int gcckludge; gcckludge = (int) value; *((short *)poin)= (short) gcckludge; } else if( but->pointype==INT ) *((int *)poin)= (int)value; else if( but->pointype==FLO ) *((float *)poin)= value; /* update select flag */ ui_is_but_sel(but); } void uiSetCurFont(uiBlock *block, int index) { if(block->aspect<0.60) { block->curfont= UIfont[index].xl; } else if(block->aspect<1.15) { block->curfont= UIfont[index].large; } else if(block->aspect<1.59) { block->curfont= UIfont[index].medium; } else { block->curfont= UIfont[index].small; } if(block->curfont==NULL) block->curfont= UIfont[index].large; if(block->curfont==NULL) block->curfont= UIfont[index].medium; if(block->curfont==NULL) printf("error block no font %s\n", block->name); } void uiDefFont(unsigned int index, void *xl, void *large, void *medium, void *small) { if(index>=UI_ARRAY) return; UIfont[index].xl= xl; UIfont[index].large= large; UIfont[index].medium= medium; UIfont[index].small= small; } static void ui_free_link(uiLink *link) { if(link) { BLI_freelistN(&link->lines); MEM_freeN(link); } } static void ui_free_but(uiBut *but) { if(but->str && but->str != but->strdata) MEM_freeN(but->str); ui_free_link(but->link); MEM_freeN(but); } void uiFreeBlock(uiBlock *block) { uiBut *but; if(block->flag & UI_BLOCK_BUSY) printf("attempt to free busy buttonblock: %p\n", block); while( (but= block->buttons.first) ) { BLI_remlink(&block->buttons, but); ui_free_but(but); } if(block->panel) block->panel->active= 0; MEM_freeN(block); UIbuttip= NULL; } void uiFreeBlocks(ListBase *lb) { uiBlock *block; while( (block= lb->first) ) { BLI_remlink(lb, block); uiFreeBlock(block); } } void uiFreeBlocksWin(ListBase *lb, int win) { uiBlock *block, *blockn; block= lb->first; while(block) { blockn= block->next; if(block->win==win) { BLI_remlink(lb, block); uiFreeBlock(block); } block= blockn; } } uiBlock *uiNewBlock(ListBase *lb, char *name, short dt, short font, short win) { uiBlock *block; /* each listbase only has one block with this name */ if(lb) { for (block= lb->first; block; block= block->next) if (BLI_streq(block->name, name)) break; if (block) { BLI_remlink(lb, block); uiFreeBlock(block); } } block= MEM_callocN(sizeof(uiBlock), "uiBlock"); if(lb) BLI_addhead(lb, block); /* at the beginning of the list! for dynamical menus/blocks */ strcpy(block->name, name); /* draw win */ block->win= win; /* window where queue event should be added, pretty weak this way! this is because the 'mainwin' pup menu's */ block->winq= mywinget(); block->dt= dt; block->col= BUTGREY; /* aspect */ bwin_getsinglematrix(win, block->winmat); if (win==G.curscreen->mainwin) { block->aspect= 1.0; } else { int getsizex, getsizey; bwin_getsize(win, &getsizex, &getsizey); block->aspect= 2.0/( (getsizex)*block->winmat[0][0]); } uiSetCurFont(block, font); return block; } uiBlock *uiGetBlock(char *name, ScrArea *sa) { uiBlock *block= sa->uiblocks.first; while(block) { if( strcmp(name, block->name)==0 ) return block; block= block->next; } return NULL; } static void ui_check_but(uiBut *but) { /* if something changed in the button */ ID *id; double value; float okwidth; short pos; ui_is_but_sel(but); if(but->type==NUMSLI || but->type==HSVSLI) okwidth= -7 + (but->x2 - but->x1)/2.0; else okwidth= -7 + (but->x2 - but->x1); /* name: */ switch( but->type ) { case MENU: case ICONTEXTROW: if(but->x2 - but->x1 > 24) { value= ui_get_but_val(but); ui_set_name_menu(but, (int)value); } break; case NUM: case NUMSLI: case HSVSLI: value= ui_get_but_val(but); if( but->pointype==FLO ) { if(but->a2) { /* amount of digits defined */ if(but->a2==1) sprintf(but->drawstr, "%s%.1f", but->str, value); else if(but->a2==2) sprintf(but->drawstr, "%s%.2f", but->str, value); else if(but->a2==3) sprintf(but->drawstr, "%s%.3f", but->str, value); else sprintf(but->drawstr, "%s%.4f", but->str, value); } else { if(but->max<10.001) sprintf(but->drawstr, "%s%.3f", but->str, value); else sprintf(but->drawstr, "%s%.2f", but->str, value); } } else { sprintf(but->drawstr, "%s%d", but->str, (int)value); } break; case IDPOIN: id= *(but->idpoin_idpp); strcpy(but->drawstr, but->str); if(id) strcat(but->drawstr, id->name+2); break; case TEX: strcpy(but->drawstr, but->str); strcat(but->drawstr, but->poin); break; case KEYEVT: strcpy(but->drawstr, but->str); if (but->flag & UI_SELECT) { strcat(but->drawstr, "Press a key"); } else { strcat(but->drawstr, key_event_to_string((short) ui_get_but_val(but))); } break; default: strcpy(but->drawstr, but->str); } if(but->drawstr[0]) { but->strwidth= but->aspect*BIF_GetStringWidth(but->font, but->drawstr, (U.transopts & TR_BUTTONS)); // here should be check for less space for icon offsets... if(but->type==MENU) okwidth -= 20; } else but->strwidth= 0; /* automatic width */ if(but->x2==0.0) { but->x2= (but->x1+but->strwidth+6); } if(but->strwidth==0) but->drawstr[0]= 0; else if(but->type==BUTM); // clip string else { /* calc but->ofs, to draw the string shorter if too long */ but->ofs= 0; while(but->strwidth > (int)okwidth ) { but->ofs++; if(but->drawstr[but->ofs]) but->strwidth= but->aspect*BIF_GetStringWidth(but->font, but->drawstr+but->ofs, (U.transopts & TR_BUTTONS)); else but->strwidth= 0; /* textbut exception */ if(but->pos != -1) { pos= but->pos+strlen(but->str); if(pos-1 < but->ofs) { pos= but->ofs-pos+1; but->ofs -= pos; if(but->ofs<0) { but->ofs= 0; pos--; } but->drawstr[ strlen(but->drawstr)-pos ]= 0; } } if(but->strwidth < 10) break; } /* fix for buttons that better not have text cut off to the right */ if(but->ofs) { if ELEM(but->type, NUM, TEX); // only these cut off left else { but->drawstr[ strlen(but->drawstr)-but->ofs ]= 0; but->ofs= 0; } } } /* test for min and max, icon sliders, etc */ switch( but->type ) { case NUM: case SLI: case SCROLL: case NUMSLI: case HSVSLI: value= ui_get_but_val(but); if(value < but->min) value= but->min; if(value > but->max) value= but->max; ui_set_but_val(but, value); break; case ICONTOG: if(but->flag & UI_SELECT) but->iconadd= 1; else but->iconadd= 0; break; case ICONROW: value= ui_get_but_val(but); but->iconadd= (int)value- (int)(but->min); break; case ICONTEXTROW: value= ui_get_but_val(but); but->iconadd= (int)value- (int)(but->min); break; } } static uiBut *ui_def_but(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip) { uiBut *but; short slen; if(type & BUTPOIN) { /* a pointer is required */ if(poin==0) { /* if pointer is zero, button is removed and not drawn */ BIF_set_color(block->col, COLORSHADE_MEDIUM); glRects(x1, y1, x1+x2, y1+y2); return NULL; } } but= MEM_callocN(sizeof(uiBut), "uiBut"); but->type= type & BUTTYPE; but->pointype= type & BUTPOIN; but->bit= type & BIT; but->bitnr= type & 31; BLI_addtail(&block->buttons, but); but->retval= retval; if( strlen(str)>=UI_MAX_NAME_STR-1 ) { but->str= MEM_callocN( strlen(str)+2, "uiDefBut"); strcpy(but->str, str); } else { but->str= but->strdata; strcpy(but->str, str); } but->x1= x1; but->y1= y1; if(block->autofill) { but->x2= x2; but->y2= y2; } else { but->x2= (x1+x2); but->y2= (y1+y2); } but->poin= poin; but->min= min; but->max= max; but->a1= a1; but->a2= a2; but->tip= tip; but->font= block->curfont; but->col= block->col; but->lock= UIlock; but->lockstr= UIlockstr; but->aspect= block->aspect; but->win= block->win; but->block= block; // pointer back, used for frontbuffer status if (but->type==BUTM) { but->butm_func= block->butm_func; but->butm_func_arg= block->butm_func_arg; } else { but->func= block->func; but->func_arg1= block->func_arg1; but->func_arg2= block->func_arg2; } if(block->dt==UI_EMBOSSX) but->embossfunc= ui_emboss_X; else if(block->dt==UI_EMBOSSW) but->embossfunc= ui_emboss_W; else if(block->dt==UI_EMBOSSF) but->embossfunc= ui_emboss_F; else if(block->dt==UI_EMBOSSM) but->embossfunc= ui_emboss_M; else if(block->dt==UI_EMBOSSP) but->embossfunc= ui_emboss_P; else if(block->dt==UI_EMBOSST) but->embossfunc= ui_emboss_TABL; else if(block->dt==UI_EMBOSSTABL) but->embossfunc= ui_emboss_TABL; else if(block->dt==UI_EMBOSSTABM) but->embossfunc= ui_emboss_TABM; else if(block->dt==UI_EMBOSSTABR) but->embossfunc= ui_emboss_TABR; else if(block->dt==UI_EMBOSSMB) but->embossfunc= ui_emboss_MENU; else but->embossfunc= ui_emboss_N; but->pos= -1; /* cursor invisible */ if(but->type==NUM) { /* add a space to name */ slen= strlen(but->str); if(slen>0 && slenstr[slen-1]!=' ') { but->str[slen]= ' '; but->str[slen+1]= 0; } } } if ELEM6(but->type, HSVSLI , NUMSLI, TEX, LABEL, IDPOIN, BLOCK) { but->flag |= UI_TEXT_LEFT; } return but; } uiBut *uiDefBut(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip) { uiBut *but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip); ui_check_but(but); return but; } uiBut *uiDefButF(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip) { return uiDefBut(block, type|FLO, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefButI(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip) { return uiDefBut(block, type|INT, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefButS(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip) { return uiDefBut(block, type|SHO, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefButC(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip) { return uiDefBut(block, type|CHA, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconBut(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip) { uiBut *but= ui_def_but(block, type, retval, "", x1, y1, x2, y2, poin, min, max, a1, a2, tip); but->icon= (BIFIconID) icon; but->flag|= UI_HAS_ICON; ui_check_but(but); return but; } uiBut *uiDefIconButF(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconBut(block, type|FLO, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconButI(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconBut(block, type|INT, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconButS(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconBut(block, type|SHO, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconButC(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconBut(block, type|CHA, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } /* Button containing both string label and icon */ uiBut *uiDefIconTextBut(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip) { uiBut *but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip); but->icon= (BIFIconID) icon; but->flag|= UI_HAS_ICON; but->flag|= UI_ICON_LEFT; ui_check_but(but); return but; } uiBut *uiDefIconTextButF(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconTextBut(block, type|FLO, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconTextButI(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconTextBut(block, type|INT, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconTextButS(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconTextBut(block, type|SHO, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } uiBut *uiDefIconTextButC(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip) { return uiDefIconTextBut(block, type|CHA, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip); } /* END Button containing both string label and icon */ void uiAutoBlock(uiBlock *block, float minx, float miny, float sizex, float sizey, int flag) { block->minx= minx; block->maxx= minx+sizex; block->miny= miny; block->maxy= miny+sizey; block->autofill= flag; /* also check for if it has to be done */ } void uiSetButLink(uiBut *but, void **poin, void ***ppoin, short *tot, int from, int to) { uiLink *link; link= but->link= MEM_callocN(sizeof(uiLink), "new uilink"); link->poin= poin; link->ppoin= ppoin; link->totlink= tot; link->fromcode= from; link->tocode= to; } /* cruft to make uiBlock and uiBut private */ int uiBlocksGetYMin(ListBase *lb) { uiBlock *block; int min= 0; for (block= lb->first; block; block= block->next) if (block==lb->first || block->minyminy; return min; } int uiBlockGetCol(uiBlock *block) { return block->col; } void uiBlockSetCol(uiBlock *block, int col) { block->col= col; } void uiBlockSetEmboss(uiBlock *block, int emboss) { block->dt= emboss; } void uiBlockSetDirection(uiBlock *block, int direction) { block->direction= direction; } void uiBlockFlipOrder(uiBlock *block) { uiBut *but; float centy, miny=10000, maxy= -10000; for(but= block->buttons.first; but; but= but->next) { if(but->y1 < miny) miny= but->y1; if(but->y2 > maxy) maxy= but->y2; } /* mirror trick */ centy= (miny+maxy)/2.0; for(but= block->buttons.first; but; but= but->next) { but->y1 = centy-(but->y1-centy); but->y2 = centy-(but->y2-centy); SWAP(float, but->y1, but->y2); } } void uiBlockSetFlag(uiBlock *block, int flag) { block->flag= flag; } void uiBlockSetXOfs(uiBlock *block, int xofs) { block->xofs= xofs; } void* uiBlockGetCurFont(uiBlock *block) { return block->curfont; } void uiButSetFlag(uiBut *but, int flag) { but->flag|= flag; } void uiButClearFlag(uiBut *but, int flag) { but->flag&= ~flag; } int uiButGetRetVal(uiBut *but) { return but->retval; } void uiBlockSetButmFunc(uiBlock *block, void (*menufunc)(void *arg, int event), void *arg) { block->butm_func= menufunc; block->butm_func_arg= arg; } void uiBlockSetFunc(uiBlock *block, void (*func)(void *arg1, void *arg2), void *arg1, void *arg2) { block->func= func; block->func_arg1= arg1; block->func_arg2= arg2; } void uiBlockSetDrawExtraFunc(uiBlock *block, void (*func)()) { block->drawextra= func; } void uiButSetFunc(uiBut *but, void (*func)(void *arg1, void *arg2), void *arg1, void *arg2) { but->func= func; but->func_arg1= arg1; but->func_arg2= arg2; } void uiDefIDPoinBut(uiBlock *block, uiIDPoinFuncFP func, int retval, char *str, short x1, short y1, short x2, short y2, void *idpp, char *tip) { uiBut *but= ui_def_but(block, IDPOIN, retval, str, x1, y1, x2, y2, NULL, 0.0, 0.0, 0.0, 0.0, tip); but->idpoin_func= func; but->idpoin_idpp= (ID**) idpp; ui_check_but(but); } uiBut *uiDefBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip) { uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip); but->block_func= func; ui_check_but(but); return but; } /* Block button containing both string label and icon */ uiBut *uiDefIconTextBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, int icon, char *str, short x1, short y1, short x2, short y2, char *tip) { uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip); but->icon= (BIFIconID) icon; but->flag|= UI_HAS_ICON; but->flag|= UI_ICON_LEFT; but->flag|= UI_ICON_RIGHT; but->block_func= func; ui_check_but(but); return but; } void uiDefKeyevtButS(uiBlock *block, int retval, char *str, short x1, short y1, short x2, short y2, short *spoin, char *tip) { uiBut *but= ui_def_but(block, KEYEVT|SHO, retval, str, x1, y1, x2, y2, spoin, 0.0, 0.0, 0.0, 0.0, tip); ui_check_but(but); } /* ******************** PUPmenu ****************** */ short pupmenu(char *instr) { uiBlock *block; ListBase listb= {NULL, NULL}; int event; static int lastselected= 0; short width, height, mousexmove = 0, mouseymove, xmax, ymax, mval[2], val= -1; short a, startx, starty, endx, endy, boxh=TBOXH, x1, y1; static char laststring[UI_MAX_NAME_STR]; MenuData *md; /* block stuff first, need to know the font */ block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin); uiBlockSetFlag(block, UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_RET_1|UI_BLOCK_NUMSELECT); uiBlockSetCol(block, MENUCOL); md= decompose_menu_string(instr); /* size and location, title slightly bigger for bold */ if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(uiBlockGetCurFont(block), md->title, (U.transopts && TR_BUTTONS)); else width= 0; for(a=0; anitems; a++) { xmax= BIF_GetStringWidth(uiBlockGetCurFont(block), md->items[a].str, (U.transopts && TR_BUTTONS)); if(xmax>width) width= xmax; } width+= 10; height= boxh*md->nitems; xmax = G.curscreen->sizex; ymax = G.curscreen->sizey; getmouseco_sc(mval); if(strncmp(laststring, instr, UI_MAX_NAME_STR-1)!=0) lastselected= 0; BLI_strncpy(laststring, instr, UI_MAX_NAME_STR); startx= mval[0]-width/2; if(lastselected>=0 && lastselectednitems) { starty= mval[1]-height+boxh/2+lastselected*boxh; } else starty= mval[1]-height/2; mouseymove= 0; if(startx<10) startx= 10; if(starty<10) { mouseymove= 10-starty; starty= 10; } endx= startx+width; endy= starty+height; if(endx>xmax) { endx= xmax-10; startx= endx-width; } if(endy>ymax-20) { mouseymove= ymax-endy-20; endy= ymax-20; starty= endy-height; } if(mouseymove) { ui_warp_pointer(mval[0], mouseymove+mval[1]); mousexmove= mval[0]; mouseymove= mval[1]; } /* here we go! */ if(md->title) { uiBut *bt; uiSetCurFont(block, UI_HELVB); bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+md->nitems*boxh), width, boxh, NULL, 0.0, 0.0, 0, 0, ""); bt->flag= UI_TEXT_LEFT; uiSetCurFont(block, UI_HELV); } y1= starty + boxh*(md->nitems-1); x1= startx; for(a=0; anitems; a++, y1-=boxh) { char *name= md->items[a].str; if( strcmp(name, "%l")==0) { uiDefBut(block, SEPR, B_NOP, "", x1, y1, width, boxh, NULL, 0, 0.0, 0, 0, ""); } else { uiDefButS(block, BUTM, B_NOP, name, x1, y1, width, boxh-1, &val, (float) md->items[a].retval, 0.0, 0, 0, ""); } } uiBoundsBlock(block, 2); event= uiDoBlocks(&listb, 0); /* calculate last selected */ lastselected= 0; for(a=0; anitems; a++) { if(val==md->items[a].retval) lastselected= a; } menudata_free(md); if(mouseymove && (event & UI_RETURN_OUT)==0) ui_warp_pointer(mousexmove, mouseymove); return val; } short pupmenu_col(char *instr, int maxrow) { uiBlock *block; ListBase listb= {NULL, NULL}; int columns, rows; short mousemove[2], mval[2], event; int width, height, xmax, ymax, val= -1; int a, startx, starty, endx, endy, boxh=TBOXH, x1, y1; MenuData *md; block= uiNewBlock(&listb, "menu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin); uiBlockSetFlag(block, UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_NUMSELECT); uiBlockSetCol(block, MENUCOL); md= decompose_menu_string(instr); /* collumns and row calculation */ columns= (md->nitems+maxrow)/maxrow; if (columns<1) columns= 1; rows= (int) md->nitems/columns; if (rows<1) rows= 1; while (rows*columnsnitems) rows++; /* size and location */ if(md->title) width= 2*strlen(md->title)+BIF_GetStringWidth(uiBlockGetCurFont(block), md->title, (U.transopts & TR_BUTTONS)); else width= 0; for(a=0; anitems; a++) { xmax= BIF_GetStringWidth(uiBlockGetCurFont(block), md->items[a].str, (U.transopts & TR_BUTTONS)); if(xmax>width) width= xmax; } width+= 10; if (width<50) width=50; boxh= TBOXH; height= rows*boxh; if (md->title) height+= boxh; xmax = G.curscreen->sizex; ymax = G.curscreen->sizey; getmouseco_sc(mval); /* find active item */ #if 0 fvalue= ui_get_but_val(but); for(a=0; anitems; a++) { if( md->items[a].retval== (int)fvalue ) break; } #endif /* no active item? */ if(a==md->nitems) { if(md->title) a= -1; else a= 0; } if(a>0) startx = mval[0]-width/2 - ((int)(a)/rows)*width; else startx= mval[0]-width/2; starty = mval[1]-height + boxh/2 + ((a)%rows)*boxh; if (md->title) starty+= boxh; mousemove[0]= mousemove[1]= 0; if(startx<10) { mousemove[0]= 10-startx; startx= 10; } if(starty<10) { mousemove[1]= 10-starty; starty= 10; } endx= startx+width*columns; endy= starty+height; if(endx>xmax) { mousemove[0]= xmax-endx-10; endx= xmax-10; startx= endx-width*columns; } if(endy>ymax) { mousemove[1]= ymax-endy-10; endy= ymax-10; starty= endy-height; } ui_warp_pointer(mval[0]+mousemove[0], mval[1]+mousemove[1]); mousemove[0]= mval[0]; mousemove[1]= mval[1]; /* here we go! */ if(md->title) { uiBut *bt; uiSetCurFont(block, UI_HELVB); bt= uiDefBut(block, LABEL, 0, md->title, startx, (short)(starty+rows*boxh), (short)width, (short)boxh, NULL, 0.0, 0.0, 0, 0, ""); uiSetCurFont(block, UI_HELV); bt->flag= UI_TEXT_LEFT; } for(a=0; anitems; a++) { x1= startx + width*((int)a/rows); y1= starty - boxh*(a%rows) + (rows-1)*boxh; uiDefButI(block, BUTM, B_NOP, md->items[a].str, x1, y1, (short)(width-(rows>1)), (short)(boxh-1), &val, (float)md->items[a].retval, 0.0, 0, 0, ""); } uiBoundsBlock(block, 3); event= uiDoBlocks(&listb, 0); menudata_free(md); if((event & UI_RETURN_OUT)==0) ui_warp_pointer(mousemove[0], mousemove[1]); return val; } /* ************** panels ************* */ static void copy_panel_offset(Panel *pa, Panel *papar) { /* with respect to sizes... papar is parent */ pa->ofsx= papar->ofsx; pa->ofsy= papar->ofsy + papar->sizey-pa->sizey; } /* ugly global... but will be NULLed after each 'newPanel' call */ static char *panel_tabbed=NULL, *group_tabbed=NULL; void uiNewPanelTabbed(char *panelname, char *groupname) { panel_tabbed= panelname; group_tabbed= groupname; } /* another global... */ static int pnl_style= UI_PNL_TRANSP; void uiSetPanelStyle(int style) { pnl_style= style; } /* ofsx/ofsy only used for new panel definitions */ /* return 1 if visible (create buttons!) */ int uiNewPanel(ScrArea *sa, uiBlock *block, char *panelname, char *tabname, int ofsx, int ofsy, int sizex, int sizey) { Panel *pa, *palign; /* check if Panel exists, then use that one */ pa= sa->panels.first; while(pa) { if( strncmp(pa->panelname, panelname, UI_MAX_NAME_STR)==0) { if( strncmp(pa->tabname, tabname, UI_MAX_NAME_STR)==0) { break; } } pa= pa->next; } if(pa==NULL) { /* new panel */ pa= MEM_callocN(sizeof(Panel), "new panel"); BLI_addtail(&sa->panels, pa); strncpy(pa->panelname, panelname, UI_MAX_NAME_STR); strncpy(pa->tabname, tabname, UI_MAX_NAME_STR); pa->ofsx= ofsx & ~(PNL_GRID-1); pa->ofsy= ofsy & ~(PNL_GRID-1); pa->sizex= sizex; pa->sizey= sizey; pa->style= pnl_style; /* pre align, for good sorting later on */ if(sa->spacetype==SPACE_BUTS && pa->prev) { SpaceButs *sbuts= sa->spacedata.first; palign= pa->prev; if(sbuts->align==BUT_VERTICAL) { pa->ofsy= palign->ofsy - pa->sizey - PNL_HEADER; } else if(sbuts->align==BUT_HORIZONTAL) { pa->ofsx= palign->ofsx + palign->sizex; } } /* make new Panel tabbed? */ if(panel_tabbed && group_tabbed) { Panel *papar; for(papar= sa->panels.first; papar; papar= papar->next) { if(papar->active && papar->paneltab==NULL) { if( strncmp(panel_tabbed, papar->panelname, UI_MAX_NAME_STR)==0) { if( strncmp(group_tabbed, papar->tabname, UI_MAX_NAME_STR)==0) { pa->paneltab= papar; copy_panel_offset(pa, papar); break; } } } } } } block->panel= pa; pa->active= 1; /* clear global */ panel_tabbed= group_tabbed= NULL; if(block->panel->paneltab) return 0; if(block->panel->flag & PNL_CLOSED) return 0; return 1; } void uiFreePanels(ListBase *lb) { Panel *panel; while( (panel= lb->first) ) { BLI_remlink(lb, panel); MEM_freeN(panel); } } void uiNewPanelHeight(uiBlock *block, int sizey) { if(sizey<64) sizey= 64; if(block->panel) { block->panel->ofsy+= (block->panel->sizey - sizey); block->panel->sizey= sizey; } } static int panel_has_tabs(Panel *panel) { Panel *pa= curarea->panels.first; if(panel==NULL) return 0; while(pa) { if(pa->paneltab==panel) return 1; pa= pa->next; } return 0; } static void ui_scale_panel_block(uiBlock *block) { uiBut *but; float facx= 1.0, facy= 1.0; int centrex= 0, topy=0, tabsy=0; if(block->panel==NULL) return; if(block->autofill) ui_autofill(block); /* buttons min/max centered, offset calculated */ uiBoundsBlock(block, 0); if( block->maxx-block->minx > block->panel->sizex - 2*PNL_SAFETY ) { facx= (block->panel->sizex - (2*PNL_SAFETY))/( block->maxx-block->minx ); } else centrex= (block->panel->sizex-( block->maxx-block->minx ) - PNL_SAFETY)/2; // tabsy= PNL_HEADER*panel_has_tabs(block->panel); if( (block->maxy-block->miny) > block->panel->sizey - 2*PNL_SAFETY - tabsy) { facy= (block->panel->sizey - (2*PNL_SAFETY) - tabsy)/( block->maxy-block->miny ); } else topy= (block->panel->sizey- 2*PNL_SAFETY - tabsy) - ( block->maxy-block->miny ) ; but= block->buttons.first; while(but) { but->x1= PNL_SAFETY+centrex+ facx*(but->x1-block->minx); but->y1= PNL_SAFETY+topy + facy*(but->y1-block->miny); but->x2= PNL_SAFETY+centrex+ facx*(but->x2-block->minx); but->y2= PNL_SAFETY+topy + facy*(but->y2-block->miny); if(facx!=1.0) ui_check_but(but); /* for strlen */ but= but->next; } block->maxx= block->panel->sizex; block->maxy= block->panel->sizey; block->minx= block->miny= 0.0; } // for 'home' key void uiSetPanel_view2d(ScrArea *sa) { Panel *pa; float minx=10000, maxx= -10000, miny=10000, maxy= -10000; int done=0; pa= sa->panels.first; while(pa) { if(pa->active) { done= 1; if(pa->ofsx < minx) minx= pa->ofsx; if(pa->ofsx+pa->sizex > maxx) maxx= pa->ofsx+pa->sizex; if(pa->ofsy < miny) miny= pa->ofsy; if(pa->ofsy+pa->sizey+PNL_HEADER > maxy) maxy= pa->ofsy+pa->sizey+PNL_HEADER; } pa= pa->next; } if(done) { G.v2d->tot.xmin= minx-PNL_DIST; G.v2d->tot.xmax= maxx+PNL_DIST; G.v2d->tot.ymin= miny-PNL_DIST; G.v2d->tot.ymax= maxy+PNL_DIST; } else { G.v2d->tot.xmin= 0; G.v2d->tot.xmax= 1280; G.v2d->tot.ymin= 0; G.v2d->tot.ymax= 228; } } // make sure the panels are not outside 'tot' area void uiMatchPanel_view2d(ScrArea *sa) { Panel *pa; pa= sa->panels.first; while(pa) { if(pa->active) { if(pa->ofsx < G.v2d->tot.xmin) G.v2d->tot.xmin= pa->ofsx; if(pa->ofsx+pa->sizex > G.v2d->tot.xmax) G.v2d->tot.xmax= pa->ofsx+pa->sizex; if(pa->ofsy < G.v2d->tot.ymin) G.v2d->tot.ymin= pa->ofsy; if(pa->ofsy+pa->sizey+PNL_HEADER > G.v2d->tot.ymax) G.v2d->tot.ymax= pa->ofsy+pa->sizey+PNL_HEADER; } pa= pa->next; } } /* extern used ny previewrender */ void uiPanelPush(uiBlock *block) { glPushMatrix(); if(block->panel) { glTranslatef((float)block->panel->ofsx, (float)block->panel->ofsy, 0.0); i_translate((float)block->panel->ofsx, (float)block->panel->ofsy, 0.0, UIwinmat); } } void uiPanelPop(uiBlock *block) { glPopMatrix(); Mat4CpyMat4(UIwinmat, block->winmat); } uiBlock *uiFindOpenPanelBlockName(ListBase *lb, char *name) { uiBlock *block; for(block= lb->first; block; block= block->next) { if(block->panel && block->panel->active && block->panel->paneltab==NULL) { if(block->panel->flag & PNL_CLOSED); else if(strncmp(name, block->panel->panelname, UI_MAX_NAME_STR)==0) break; } } return block; } static void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y3) { // we draw twice, anti polygons not widely supported... glBegin(GL_POLYGON); glVertex2f(x1, y1); glVertex2f(x2, y2); glVertex2f(x3, y3); glEnd(); /* set antialias line */ glEnable( GL_LINE_SMOOTH ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBegin(GL_LINE_LOOP); glVertex2f(x1, y1); glVertex2f(x2, y2); glVertex2f(x3, y3); glEnd(); glDisable( GL_LINE_SMOOTH ); glDisable( GL_BLEND ); } /* 'icon' for panel header */ static void ui_draw_tria_icon(float x, float y, float aspect, char dir) { glColor3ub(240, 240, 240); if(dir=='h') { ui_draw_anti_tria( x, y, x, y+12.0, x+10, y+6); } else { ui_draw_anti_tria( x, y+10.0, x+12, y+10.0, x+6, y); } } static void ui_set_panel_pattern(char dir) { static int firsttime= 1; static GLubyte path[4*32], patv[4*32]; int a,b,i=0; if(firsttime) { firsttime= 0; for(a=0; a<128; a++) patv[a]= 0x33; for(a=0; a<8; a++) { for(b=0; b<4; b++) path[i++]= 0xff; /* 1 scanlines */ for(b=0; b<12; b++) path[i++]= 0x0; /* 3 lines */ } } glEnable(GL_POLYGON_STIPPLE); if(dir=='h') glPolygonStipple(path); else glPolygonStipple(patv); } static char *ui_block_cut_str(uiBlock *block, char *str, short okwidth) { short width, ofs=strlen(str); static char str1[128]; if(ofs>127) return str; width= block->aspect*BIF_GetStringWidth(block->curfont, str, (U.transopts & TR_BUTTONS)); if(width <= okwidth) return str; strcpy(str1, str); while(width > okwidth && ofs>0) { ofs--; str1[ofs]= 0; width= block->aspect*BIF_GetStringWidth(block->curfont, str1, 0); if(width < 10) break; } return str1; } #define PNL_ICON 20 #define PNL_DRAGGER 20 static void ui_draw_panel_header(uiBlock *block) { Panel *pa, *panel= block->panel; float width; int a, nr= 1; char *str; /* count */ pa= curarea->panels.first; while(pa) { if(pa->active) { if(pa->paneltab==panel) nr++; } pa= pa->next; } if(nr==1) { glColor3ub(255,255,255); glRasterPos2f(block->minx+40, block->maxy+5); BIF_DrawString(block->curfont, block->panel->panelname, (U.transopts & TR_BUTTONS), 0); return; } a= 0; width= (panel->sizex - 3 - 2*PNL_ICON)/nr; pa= curarea->panels.first; while(pa) { if(pa->active==0); else if(pa==panel) { /* active tab */ uiSetRoundBox(15); glColor3ub(140, 140, 147); uiRoundBox(2+PNL_ICON+a*width, panel->sizey+3, PNL_ICON+(a+1)*width, panel->sizey+PNL_HEADER-3, 8); glColor3ub(255,255,255); glRasterPos2f(10+PNL_ICON+a*width, panel->sizey+5); str= ui_block_cut_str(block, pa->panelname, (short)(width-10)); BIF_DrawString(block->curfont, str, (U.transopts & TR_BUTTONS), 0); a++; } else if(pa->paneltab==panel) { /* not active tab */ glColor3ub(95,95,95); glRasterPos2f(10+PNL_ICON+a*width, panel->sizey+5); str= ui_block_cut_str(block, pa->panelname, (short)(width-10)); BIF_DrawString(block->curfont, str, (U.transopts & TR_BUTTONS), 0); a++; } pa= pa->next; } // dragger uiSetRoundBox(15); glColor3ub(140, 140, 147); uiRoundBox(panel->sizex-PNL_ICON+5, panel->sizey+5, panel->sizex-5, panel->sizey+PNL_HEADER-5, 5); } static void ui_draw_panel(uiBlock *block) { int align=0; if(block->panel->paneltab) return; if(curarea->spacetype==SPACE_BUTS) { SpaceButs *sbuts= curarea->spacedata.first; align= sbuts->align; } if(block->panel->flag & PNL_CLOSEDY) { uiSetRoundBox(15); glColor3ub(160, 160, 167); uiRoundBox(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10); // title glColor3ub(255,255,255); glRasterPos2f(block->minx+40, block->maxy+5); BIF_DrawString(block->curfont, block->panel->panelname, (U.transopts & TR_BUTTONS), 0); // border if(block->panel->flag & PNL_SELECT) { glColor3ub(64, 64, 64); uiRoundRect(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10); } if(block->panel->flag & PNL_OVERLAP) { glColor3ub(240, 240, 240); uiRoundRect(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10); } } else if(block->panel->flag & PNL_CLOSEDX) { char str[4]; int a, end, ofs; uiSetRoundBox(15); glColor3ub(160, 160, 167); uiRoundBox(block->minx, block->miny, block->minx+PNL_HEADER, block->maxy+PNL_HEADER, 10); // title, only capitals for now glColor3ub(255,255,255); str[1]= 0; end= strlen(block->panel->panelname); ofs= 20; for(a=0; apanel->panelname[a]; if( isupper(str[0]) ) { glRasterPos2f(block->minx+5, block->maxy-ofs); BIF_DrawString(block->curfont, str, 0, 0); ofs+= 15; } } // border if(block->panel->flag & PNL_SELECT) { glColor3ub(64, 64, 64); uiRoundRect(block->minx, block->miny, block->minx+PNL_HEADER, block->maxy+PNL_HEADER, 10); } if(block->panel->flag & PNL_OVERLAP) { glColor3ub(240, 240, 240); uiRoundRect(block->minx, block->miny, block->minx+PNL_HEADER, block->maxy+PNL_HEADER, 10); } } else { uiSetRoundBox(3); if(block->panel->style== UI_PNL_SOLID) { glColor3ub(160, 160, 167); uiRoundBox(block->minx, block->maxy, block->maxx, block->maxy+PNL_HEADER, 10); // blend now for panels in 3d window, test... glEnable(GL_BLEND); glColor4ub(198, 198, 198, 100); glRectf(block->minx, block->miny, block->maxx, block->maxy); if(align) { glColor4ub(206, 206, 206, 100); if(align==BUT_HORIZONTAL) ui_set_panel_pattern('h'); else ui_set_panel_pattern('v'); glRectf(block->minx, block->miny, block->maxx, block->maxy); glDisable(GL_POLYGON_STIPPLE); } glDisable(GL_BLEND); } else { glColor3ub(218, 218, 218); uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 10); } ui_draw_panel_header(block); // border uiSetRoundBox(3); if(block->panel->flag & PNL_SELECT) { glColor3ub(64, 64, 64); uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 10); } if(block->panel->flag & PNL_OVERLAP) { glColor3ub(240, 240, 240); uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 10); } /* and a soft shadow-line for now */ glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glColor4ub(0, 0, 0, 50); fdrawline(block->maxx, block->miny, block->maxx, block->maxy+PNL_HEADER/2); fdrawline(block->minx, block->miny, block->maxx, block->miny); glDisable(GL_BLEND); } /* draw close icon */ if(block->panel->flag & PNL_CLOSEDY) ui_draw_tria_icon(block->minx+6, block->maxy+3, block->aspect, 'h'); else if(block->panel->flag & PNL_CLOSEDX) ui_draw_tria_icon(block->minx+4, block->maxy+2, block->aspect, 'h'); else ui_draw_tria_icon(block->minx+6, block->maxy+3, block->aspect, 'v'); } static void ui_redraw_select_panel(ScrArea *sa) { /* only for beauty, make sure the panel thats moved is on top */ /* better solution later? */ uiBlock *block; for(block= sa->uiblocks.first; block; block= block->next) { if(block->panel && (block->panel->flag & PNL_SELECT)) { uiDrawBlock(block); } } } /* ------------ panel alignment ---------------- */ /* this function is needed because uiBlock and Panel itself dont change sizey or location when closed */ static int get_panel_real_ofsy(Panel *pa) { if(pa->flag & PNL_CLOSEDY) return pa->ofsy+pa->sizey; else if(pa->paneltab && (pa->paneltab->flag & PNL_CLOSEDY)) return pa->ofsy+pa->sizey; else return pa->ofsy; } static int get_panel_real_ofsx(Panel *pa) { if(pa->flag & PNL_CLOSEDX) return pa->ofsx+PNL_HEADER; else if(pa->paneltab && (pa->paneltab->flag & PNL_CLOSEDX)) return pa->ofsx+PNL_HEADER; else return pa->ofsx+pa->sizex; } typedef struct PanelSort { Panel *pa, *orig; } PanelSort; static int find_leftmost_panel(const void *a1, const void *a2) { const PanelSort *ps1=a1, *ps2=a2; if( ps1->pa->ofsx > ps2->pa->ofsx) return 1; else if( ps1->pa->ofsx < ps2->pa->ofsx) return -1; return 0; } static int find_highest_panel(const void *a1, const void *a2) { const PanelSort *ps1=a1, *ps2=a2; if( ps1->pa->ofsy < ps2->pa->ofsy) return 1; else if( ps1->pa->ofsy > ps2->pa->ofsy) return -1; return 0; } /* this doesnt draw */ /* returns 1 when it did something */ int uiAlignPanelStep(ScrArea *sa, float fac) { SpaceButs *sbuts= sa->spacedata.first; Panel *pa; PanelSort *ps, *panelsort, *psnext; int a, tot=0, done; if(sa->spacetype!=SPACE_BUTS) { return 0; } /* count active, not tabbed Panels */ for(pa= sa->panels.first; pa; pa= pa->next) { if(pa->active && pa->paneltab==NULL) tot++; } if(tot==0) return 0; /* extra; change close direction? */ for(pa= sa->panels.first; pa; pa= pa->next) { if(pa->active && pa->paneltab==NULL) { if( (pa->flag & PNL_CLOSEDX) && (sbuts->align==BUT_VERTICAL) ) pa->flag ^= PNL_CLOSED; else if( (pa->flag & PNL_CLOSEDY) && (sbuts->align==BUT_HORIZONTAL) ) pa->flag ^= PNL_CLOSED; } } panelsort= MEM_callocN( tot*sizeof(PanelSort), "panelsort"); /* fill panelsort array */ ps= panelsort; for(pa= sa->panels.first; pa; pa= pa->next) { if(pa->active && pa->paneltab==NULL) { ps->pa= MEM_dupallocN(pa); ps->orig= pa; ps++; } } if(sbuts->align==BUT_VERTICAL) qsort(panelsort, tot, sizeof(PanelSort), find_highest_panel); else qsort(panelsort, tot, sizeof(PanelSort), find_leftmost_panel); /* no smart other default start loc! this keeps switching f5/f6/etc compatible */ ps= panelsort; ps->pa->ofsx= 0; ps->pa->ofsy= 0; for(a=0 ; aalign==BUT_VERTICAL) { psnext->pa->ofsx = ps->pa->ofsx; psnext->pa->ofsy = get_panel_real_ofsy(ps->pa) - psnext->pa->sizey-PNL_HEADER-PNL_DIST; } else { psnext->pa->ofsx = get_panel_real_ofsx(ps->pa)+PNL_DIST; psnext->pa->ofsy = ps->pa->ofsy; } } /* we interpolate */ done= 0; ps= panelsort; for(a=0; apa->flag & PNL_SELECT)==0) { if( (ps->orig->ofsx != ps->pa->ofsx) || (ps->orig->ofsy != ps->pa->ofsy)) { ps->orig->ofsx= floor(0.5 + fac*ps->pa->ofsx + (1.0-fac)*ps->orig->ofsx); ps->orig->ofsy= floor(0.5 + fac*ps->pa->ofsy + (1.0-fac)*ps->orig->ofsy); done= 1; } } } /* copy locations to tabs */ for(pa= sa->panels.first; pa; pa= pa->next) { if(pa->paneltab && pa->active) { copy_panel_offset(pa, pa->paneltab); } } /* free panelsort array */ ps= panelsort; for(a=0; apa); } MEM_freeN(panelsort); return done; } static void ui_animate_panels(ScrArea *sa) { double time=0, ltime; float result= 0.0, fac= 0.2; ltime = PIL_check_seconds_timer(); /* for max 1 second, interpolate positions */ while(TRUE) { if( uiAlignPanelStep(sa, fac) ) { /* warn: this re-allocs uiblocks! */ scrarea_do_windraw(curarea); ui_redraw_select_panel(curarea); screen_swapbuffers(); } else { addqueue(curarea->win, REDRAW,1 ); // because 'Animate' is also called as redraw break; } if(result >= 1.0) break; if(result==0.0) { // firsttime time = PIL_check_seconds_timer()-ltime; if(time > 0.5) fac= 0.7; else if(time > 0.2) fac= 0.5; else if(time > 0.1) fac= 0.4; else if(time > 0.05) fac= 0.3; // 11 steps } result= fac + (1.0-fac)*result; if(result > 0.98) { result= 1.0; fac= 1.0; } } } /* only draws blocks with panels */ void uiDrawBlocksPanels(ScrArea *sa, int re_align) { uiBlock *block; Panel *panot, *panew, *patest; /* scaling contents */ block= sa->uiblocks.first; while(block) { if(block->panel) ui_scale_panel_block(block); block= block->next; } /* consistancy; are panels not made, whilst they have tabs */ for(panot= sa->panels.first; panot; panot= panot->next) { if(panot->active==0) { // not made for(panew= sa->panels.first; panew; panew= panew->next) { if(panew->active) { if(panew->paneltab==panot) { // panew is tab in notmade pa break; } } } /* now panew can become the new parent, check all other tabs */ if(panew) { for(patest= sa->panels.first; patest; patest= patest->next) { if(patest->paneltab == panot) { patest->paneltab= panew; } } panot->paneltab= panew; panew->paneltab= NULL; addqueue(sa->win, REDRAW, 1); // the buttons panew were not made } } } /* re-align */ if(re_align) uiAlignPanelStep(sa, 1.0); /* draw */ block= sa->uiblocks.first; while(block) { if(block->panel) uiDrawBlock(block); block= block->next; } } /* ------------ panel merging ---------------- */ static void check_panel_overlap(ScrArea *sa, Panel *panel) { Panel *pa= sa->panels.first; /* also called with panel==NULL for clear */ while(pa) { pa->flag &= ~PNL_OVERLAP; if(panel && (pa != panel)) { if(pa->paneltab==NULL && pa->active) { float safex= 0.2, safey= 0.2; if( pa->flag & PNL_CLOSEDX) safex= 0.05; else if(pa->flag & PNL_CLOSEDY) safey= 0.05; else if( panel->flag & PNL_CLOSEDX) safex= 0.05; else if(panel->flag & PNL_CLOSEDY) safey= 0.05; if( pa->ofsx > panel->ofsx- safex*panel->sizex) if( pa->ofsx+pa->sizex < panel->ofsx+ (1.0+safex)*panel->sizex) if( pa->ofsy > panel->ofsy- safey*panel->sizey) if( pa->ofsy+pa->sizey < panel->ofsy+ (1.0+safey)*panel->sizey) pa->flag |= PNL_OVERLAP; } } pa= pa->next; } } static void test_add_new_tabs(ScrArea *sa) { Panel *pa, *pasel=NULL, *palap=NULL; /* search selected and overlapped panel */ pa= sa->panels.first; while(pa) { if(pa->active) { if(pa->flag & PNL_SELECT) pasel= pa; if(pa->flag & PNL_OVERLAP) palap= pa; } pa= pa->next; } if(pasel && palap==NULL) { /* copy locations */ pa= sa->panels.first; while(pa) { if(pa->paneltab==pasel) { copy_panel_offset(pa, pasel); } pa= pa->next; } } if(pasel==NULL || palap==NULL) return; /* the overlapped panel becomes a tab */ palap->paneltab= pasel; /* the selected panel gets coords of overlapped one */ copy_panel_offset(pasel, palap); /* and its tabs */ pa= sa->panels.first; while(pa) { if(pa->paneltab == pasel) { copy_panel_offset(pa, palap); } pa= pa->next; } /* but, the overlapped panel already can have tabs too! */ pa= sa->panels.first; while(pa) { if(pa->paneltab == palap) { pa->paneltab = pasel; } pa= pa->next; } } /* ------------ panel drag ---------------- */ static void ui_drag_panel(uiBlock *block) { Panel *panel= block->panel; short align=0, first=1, ofsx, ofsy, dx=0, dy=0, dxo=0, dyo=0, mval[2], mvalo[2]; if(curarea->spacetype==SPACE_BUTS) { SpaceButs *sbuts= curarea->spacedata.first; align= sbuts->align; } uiGetMouse(block->win, mvalo); ofsx= block->panel->ofsx; ofsy= block->panel->ofsy; panel->flag |= PNL_SELECT; while(TRUE) { if( !(get_mbut() & L_MOUSE) ) break; /* first clip for window, no dragging outside */ getmouseco_areawin(mval); if( mval[0]>0 && mval[0]winx && mval[1]>0 && mval[1]winy) { uiGetMouse(mywinget(), mval); dx= (mval[0]-mvalo[0]) & ~(PNL_GRID-1); dy= (mval[1]-mvalo[1]) & ~(PNL_GRID-1); } if(dx!=dxo || dy!=dyo || first || align) { dxo= dx; dyo= dy; first= 0; panel->ofsx = ofsx+dx; panel->ofsy = ofsy+dy; check_panel_overlap(curarea, panel); if(align) uiAlignPanelStep(curarea, 0.2); /* warn: this re-allocs blocks! */ scrarea_do_windraw(curarea); ui_redraw_select_panel(curarea); screen_swapbuffers(); /* so, we find the new block */ block= curarea->uiblocks.first; while(block) { if(block->panel == panel) break; block= block->next; } // temporal debug if(block==NULL) { printf("block null while panel drag, should not happen\n"); } /* restore */ Mat4CpyMat4(UIwinmat, block->winmat); /* idle for align */ if(dx==dxo && dy==dyo) PIL_sleep_ms(30); } /* idle for this poor code */ else PIL_sleep_ms(30); } test_add_new_tabs(curarea); // also copies locations of tabs in dragged panel panel->flag &= ~PNL_SELECT; check_panel_overlap(curarea, NULL); // clears if(align==0) addqueue(block->win, REDRAW, 1); else ui_animate_panels(curarea); } static void ui_panel_untab(uiBlock *block) { Panel *panel= block->panel, *pa, *panew=NULL; short nr, mval[2], mvalo[2]; /* while hold mouse, check for movement, then untab */ uiGetMouse(block->win, mvalo); while(TRUE) { if( !(get_mbut() & L_MOUSE) ) break; uiGetMouse(mywinget(), mval); if( abs(mval[0]-mvalo[0]) + abs(mval[1]-mvalo[1]) > 6 ) { /* find new parent panel */ nr= 0; pa= curarea->panels.first; while(pa) { if(pa->paneltab==panel) { panew= pa; nr++; } pa= pa->next; } /* make old tabs point to panew */ if(panew==NULL) printf("panel untab: shouldnt happen\n"); panew->paneltab= NULL; pa= curarea->panels.first; while(pa) { if(pa->paneltab==panel) { pa->paneltab= panew; } pa= pa->next; } ui_drag_panel(block); break; } /* idle for this poor code */ else PIL_sleep_ms(50); } } /* ------------ panel events ---------------- */ static void panel_clicked_tabs(uiBlock *block, int mousex) { Panel *pa, *tabsel=NULL, *panel= block->panel; int nr= 1, a, width; /* count */ pa= curarea->panels.first; while(pa) { if(pa!=panel) { if(pa->paneltab==panel) nr++; } pa= pa->next; } if(nr==1) return; /* find clicked tab, mouse in panel coords */ a= 0; width= (panel->sizex - 3- 2*PNL_ICON)/nr; pa= curarea->panels.first; while(pa) { if(pa==panel || pa->paneltab==panel) { if( (mousex > PNL_ICON+a*width) && (mousex < PNL_ICON+(a+1)*width) ) { tabsel= pa; } a++; } pa= pa->next; } if(tabsel) { if(tabsel == panel) { ui_panel_untab(block); } else { /* tabsel now becomes parent for all others */ panel->paneltab= tabsel; tabsel->paneltab= NULL; pa= curarea->panels.first; while(pa) { if(pa->paneltab == panel) pa->paneltab = tabsel; pa= pa->next; } addqueue(curarea->win, REDRAW, 1); } } } /* this function is supposed to call general window drawing too */ /* also it supposes a block has panel, and isnt a menu */ static void ui_do_panel(uiBlock *block, uiEvent *uevent) { Panel *pa; int align= 0; if(curarea->spacetype==SPACE_BUTS) { SpaceButs *sbuts= curarea->spacedata.first; align= sbuts->align; } /* mouse coordinates in panel space! */ if(uevent->event==LEFTMOUSE && block->panel->paneltab==NULL) { int button= 0; /* check open/closed button */ if(block->panel->flag & PNL_CLOSEDX) { if(uevent->mval[1] >= block->maxy) button= 1; } else if(uevent->mval[0] <= block->minx+PNL_ICON+3) button= 1; if(button) { if(block->panel->flag & PNL_CLOSED) block->panel->flag &= ~PNL_CLOSED; else if(align==BUT_HORIZONTAL) block->panel->flag |= PNL_CLOSEDX; else block->panel->flag |= PNL_CLOSEDY; for(pa= curarea->panels.first; pa; pa= pa->next) { if(pa->paneltab==block->panel) { if(block->panel->flag & PNL_CLOSED) pa->flag |= PNL_CLOSED; else pa->flag &= ~PNL_CLOSED; } } if(align==0) addqueue(block->win, REDRAW, 1); else ui_animate_panels(curarea); } else if(block->panel->flag & PNL_CLOSED) { ui_drag_panel(block); } /* check if clicked in tabbed area */ else if(uevent->mval[0] < block->maxx-PNL_ICON-3 && panel_has_tabs(block->panel)) { panel_clicked_tabs(block, uevent->mval[0]); } else { ui_drag_panel(block); } } }