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/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2015 by Blender Foundation.
 * All rights reserved.
 *
 * Contributor(s): Blender Foundation 2002-2008, full recode.
 *                 Bastien Montagne 2015, full recode.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/editors/interface/interface_align.c
 *  \ingroup edinterface
 */

#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"

#include "BLI_alloca.h"
#include "BLI_math.h"
#include "BLI_rect.h"

#include "UI_interface.h"

#include "interface_intern.h"

#ifdef USE_UIBUT_SPATIAL_ALIGN

/**
 * This struct stores a (simplified) 2D representation of all buttons of a same align group, with their
 * immediate neighbors (if found), and needed value to compute 'stitching' of aligned buttons.
 *
 * \note This simplistic struct cannot fully represent complex layouts where buttons share some 'align space' with
 *       several others (see schema below), we'd need linked list and more complex code to handle that.
 *       However, looks like we can do without that for now, which is rather lucky!
 *
 *       <pre>
 *       +-----------+-----------+
 *       |   BUT 1   |   BUT 2   |      BUT 3 has two 'top' neighbors...
 *       |-----------------------|  =>  In practice, we only store one of BUT 1 or 2 (which ones is not
 *       |         BUT 3         |      really deterministic), and assume the other stores a ref to BUT 3.
 *       +-----------------------+
 *       </pre>
 *
 *       This will probably not work in all possible cases, but not sure we want to support such exotic cases anyway.
 */
typedef struct ButAlign {
	uiBut *but;

	/* Neighbor buttons */
	struct ButAlign *neighbors[4];

	/* Pointers to coordinates (rctf values) of the button. */
	float *borders[4];

	/* Distances to the neighbors. */
	float dists[4];

	/* Flags, used to mark whether we should 'stitch' the corners of this button with its neighbors' ones. */
	char flags[4];
} ButAlign;

/* Side-related enums and flags. */
enum {
	/* Sides (used as indices, order is **crucial**, this allows us to factorize code in a loop over the four sides). */
	LEFT         = 0,
	TOP          = 1,
	RIGHT        = 2,
	DOWN         = 3,
	TOTSIDES     = 4,

	/* Stitch flags, built from sides values. */
	STITCH_LEFT  = 1 << LEFT,
	STITCH_TOP   = 1 << TOP,
	STITCH_RIGHT = 1 << RIGHT,
	STITCH_DOWN  = 1 << DOWN,
};

/* Mapping between 'our' sides and 'public' UI_BUT_ALIGN flags, order must match enum above. */
#define SIDE_TO_UI_BUT_ALIGN {UI_BUT_ALIGN_LEFT, UI_BUT_ALIGN_TOP, UI_BUT_ALIGN_RIGHT, UI_BUT_ALIGN_DOWN}

/* Given one side, compute the three other ones */
#define SIDE1(_s) (((_s) + 1) % TOTSIDES)
#define OPPOSITE(_s) (((_s) + 2) % TOTSIDES)
#define SIDE2(_s) (((_s) + 3) % TOTSIDES)

/* 0: LEFT/RIGHT sides; 1 = TOP/DOWN sides. */
#define IS_COLUMN(_s) ((_s) % 2)

/* Stitch flag from side value. */
#define STITCH(_s) (1 << (_s))

/* Max distance between to buttons for them to be 'mergeable'. */
#define MAX_DELTA 0.45f * max_ii(UI_UNIT_Y, UI_UNIT_X)

bool ui_but_can_align(const uiBut *but)
{
	return (
	    !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE) &&
	    (BLI_rctf_size_x(&but->rect) > 0.0f) && (BLI_rctf_size_y(&but->rect) > 0.0f));
}

/**
 * This function checks a pair of buttons (assumed in a same align group), and if they are neighbors,
 * set needed data accordingly.
 *
 * \note It is designed to be called in total random order of buttons. Order-based optimizations are done by caller.
 */
static void block_align_proximity_compute(ButAlign *butal, ButAlign *butal_other)
{
	/* That's the biggest gap between two borders to consider them 'alignable'. */
	const float max_delta = MAX_DELTA;
	float delta, delta_side_opp;
	int side, side_opp;

	const bool butal_can_align = ui_but_can_align(butal->but);
	const bool butal_other_can_align = ui_but_can_align(butal_other->but);

	const bool buts_share[2] = {
	    /* Sharing same line? */
	    !((*butal->borders[DOWN] >= *butal_other->borders[TOP]) ||
	      (*butal->borders[TOP] <= *butal_other->borders[DOWN])),
	    /* Sharing same column? */
	    !((*butal->borders[LEFT] >= *butal_other->borders[RIGHT]) ||
	      (*butal->borders[RIGHT] <= *butal_other->borders[LEFT])),
	};

	/* Early out in case buttons share no column or line, or if none can align... */
	if (!(buts_share[0] || buts_share[1]) || !(butal_can_align || butal_other_can_align)) {
		return;
	}

	for (side = 0; side < RIGHT; side++) {
		/* We are only interested in buttons which share a same line (LEFT/RIGHT sides) or column (TOP/DOWN sides). */
		if (buts_share[IS_COLUMN(side)]) {
			side_opp = OPPOSITE(side);

			/* We check both opposite sides at once, because with very small buttons, delta could be below max_delta for
			 * the wrong side (that is, in horizontal case, the total width of two buttons can be below max_delta).
			 * We rely on exact zero value here as an 'already processed' flag, so ensure we never actually
			 * set a zero value at this stage. FLT_MIN is zero-enough for UI position computing. ;) */
			delta = max_ff(fabsf(*butal->borders[side] - *butal_other->borders[side_opp]), FLT_MIN);
			delta_side_opp = max_ff(fabsf(*butal->borders[side_opp] - *butal_other->borders[side]), FLT_MIN);
			if (delta_side_opp < delta) {
				SWAP(int, side, side_opp);
				delta = delta_side_opp;
			}

			if (delta < max_delta) {
				/* We are only interested in neighbors that are at least as close as already found ones. */
				if (delta <= butal->dists[side]) {
					{
						/* We found an as close or closer neighbor.
						 * If both buttons are alignable, we set them as each other neighbors.
						 * Else, we have an unalignable one, we need to reset the others matching neighbor to NULL
						 * if its 'proximity distance' is really lower with current one.
						 *
						 * NOTE: We cannot only execute that piece of code in case we found a **closer** neighbor,
						 *       due to the limited way we represent neighbors (buttons only know **one** neighbor
						 *       on each side, when they can actually have several ones), it would prevent
						 *       some buttons to be properly 'neighborly-initialized'. */
						if (butal_can_align && butal_other_can_align) {
							butal->neighbors[side] = butal_other;
							butal_other->neighbors[side_opp] = butal;
						}
						else if (butal_can_align && (delta < butal->dists[side])) {
							butal->neighbors[side] = NULL;
						}
						else if (butal_other_can_align && (delta < butal_other->dists[side_opp])) {
							butal_other->neighbors[side_opp] = NULL;
						}
						butal->dists[side] = butal_other->dists[side_opp] = delta;
					}

					if (butal_can_align && butal_other_can_align) {
						const int side_s1 = SIDE1(side);
						const int side_s2 = SIDE2(side);

						const int stitch = STITCH(side);
						const int stitch_opp = STITCH(side_opp);

						if (butal->neighbors[side] == NULL) {
							butal->neighbors[side] = butal_other;
						}
						if (butal_other->neighbors[side_opp] == NULL) {
							butal_other->neighbors[side_opp] = butal;
						}

						/* We have a pair of neighbors, we have to check whether we can stitch their matching corners.
						 *   E.g. if butal_other is on the left of butal (that is, side == LEFT),
						 *        if both TOP (side_s1) coordinates of buttons are close enough, we can stitch
						 *        their upper matching corners, and same for DOWN (side_s2) side. */
						delta = fabsf(*butal->borders[side_s1] - *butal_other->borders[side_s1]);
						if (delta < max_delta) {
							butal->flags[side_s1] |= stitch;
							butal_other->flags[side_s1] |= stitch_opp;
						}
						delta = fabsf(*butal->borders[side_s2] - *butal_other->borders[side_s2]);
						if (delta < max_delta) {
							butal->flags[side_s2] |= stitch;
							butal_other->flags[side_s2] |= stitch_opp;
						}
					}
				}
				/* We assume two buttons can only share one side at most - for until we have sperical UI... */
				return;
			}
		}
	}
}

/**
 * This function takes care of case described in this schema:
 *
 * <pre>
 * +-----------+-----------+
 * |   BUT 1   |   BUT 2   |
 * |-----------------------+
 * |   BUT 3   |
 * +-----------+
 * </pre>
 *
 * Here, BUT 3 RIGHT side would not get 'dragged' to align with BUT 1 RIGHT side, since BUT 3 has not RIGHT neighbor.
 * So, this function, when called with BUT 1, will 'walk' the whole column in \a side_s1 direction (TOP or DOWN when
 * called for RIGHT side), and force buttons like BUT 3 to align as needed, if BUT 1 and BUT 3 were detected as needing
 * top-right corner stitching in \a block_align_proximity_compute() step.
 *
 * \note To avoid doing this twice, some stitching flags are cleared to break the 'stitching connection'
 *       between neighbors.
 */
static void block_align_stitch_neighbors(
        ButAlign *butal,
        const int side, const int side_opp, const int side_s1, const int side_s2,
        const int align, const int align_opp, const float co)
{
	ButAlign *butal_neighbor;

	const int stitch_s1 = STITCH(side_s1);
	const int stitch_s2 = STITCH(side_s2);

	/* We have to check stitching flags on both sides of the stitching, since we only clear one of them flags to break
	 * any future loop on same 'columns/side' case.
	 * Also, if butal is spanning over several rows or columns of neighbors, it may have both of its stitching flags
	 * set, but would not be the case of its immediate neighbor! */
	while ((butal->flags[side] & stitch_s1) &&
	       (butal = butal->neighbors[side_s1]) &&
	       (butal->flags[side] & stitch_s2))
	{
		butal_neighbor = butal->neighbors[side];

		/* If we actually do have a neighbor, we directly set its values accordingly, and clear its matching 'dist'
		 * to prevent it being set again later... */
		if (butal_neighbor) {
			butal->but->drawflag |= align;
			butal_neighbor->but->drawflag |= align_opp;
			*butal_neighbor->borders[side_opp] = co;
			butal_neighbor->dists[side_opp] = 0.0f;
		}
		/* See definition of UI_BUT_ALIGN_STITCH_LEFT/TOP for reason of this... */
		else if (side == LEFT) {
			butal->but->drawflag |= UI_BUT_ALIGN_STITCH_LEFT;
		}
		else if (side == TOP) {
			butal->but->drawflag |= UI_BUT_ALIGN_STITCH_TOP;
		}
		*butal->borders[side] = co;
		butal->dists[side] = 0.0f;
		/* Clearing one of the 'flags pair' here is enough to prevent this loop running on
		 * the same column, side and direction again. */
		butal->flags[side] &= ~stitch_s2;
	}
}

/**
 * Helper to sort ButAlign items by:
 *   - Their align group.
 *   - Their vertical position.
 *   - Their horizontal position.
 */
static int ui_block_align_butal_cmp(const void *a, const void *b)
{
	const ButAlign *butal = a;
	const ButAlign *butal_other = b;

	/* Sort by align group. */
	if (butal->but->alignnr != butal_other->but->alignnr) {
		return butal->but->alignnr - butal_other->but->alignnr;
	}

	/* Sort vertically.
	 * Note that Y of buttons is decreasing (first buttons have higher Y value than later ones). */
	if (*butal->borders[TOP] != *butal_other->borders[TOP]) {
		return (*butal_other->borders[TOP] > *butal->borders[TOP]) ? 1 : -1;
	}

	/* Sort horizontally. */
	if (*butal->borders[LEFT] != *butal_other->borders[LEFT]) {
		return (*butal->borders[LEFT] > *butal_other->borders[LEFT]) ? 1 : -1;
	}

	/* XXX We cannot actually assert here, since in some very compressed space cases, stupid UI code produces
	 *     widgets which have the same TOP and LEFT positions...
	 *     We do not care really, because this happens when UI is way too small to be usable anyway. */
	/* BLI_assert(0); */
	return 0;
}

/**
 * Compute the alignment of all 'align groups' of buttons in given block.
 *
 * This is using an order-independent algorithm, i.e. alignment of buttons should be OK regardless of order in which
 * they are added to the block.
 */
void ui_block_align_calc(uiBlock *block)
{
	uiBut *but;
	int num_buttons = 0;

	const int sides_to_ui_but_align_flags[4] = SIDE_TO_UI_BUT_ALIGN;

	ButAlign *butal_array;
	ButAlign *butal, *butal_other;
	int side;
	int i, j;

	/* First loop: we count number of buttons belonging to an align group, and clear their align flag. */
	for (but = block->buttons.first; but; but = but->next) {
		/* Clear old align flags. */
		but->drawflag &= ~UI_BUT_ALIGN_ALL;

		if (but->alignnr != 0) {
			num_buttons++;
		}
	}

	if (num_buttons < 2) {
		/* No need to go further if we have nothing to align... */
		return;
	}

	butal_array = alloca(sizeof(*butal_array) * (size_t)num_buttons);
	memset(butal_array, 0, sizeof(*butal_array) * (size_t)num_buttons);

	/* Second loop: we initialize our ButAlign data for each button. */
	for (but = block->buttons.first, butal = butal_array; but; but = but->next) {
		if (but->alignnr != 0) {
			butal->but = but;
			butal->borders[LEFT] = &but->rect.xmin;
			butal->borders[RIGHT] = &but->rect.xmax;
			butal->borders[DOWN] = &but->rect.ymin;
			butal->borders[TOP] = &but->rect.ymax;
			copy_v4_fl(butal->dists, FLT_MAX);
			butal++;
		}
	}

	/* This will give us ButAlign items regrouped by align group, vertical and horizontal location.
	 * Note that, given how buttons are defined in UI code, butal_array shall already be "nearly sorted"... */
	qsort(butal_array, (size_t)num_buttons, sizeof(*butal_array), ui_block_align_butal_cmp);

	/* Third loop: for each pair of buttons in the same align group, we compute their potential proximity.
	 * Note that each pair is checked only once, and that we break early in case we know all remaining pairs will
	 * always be too far away. */
	for (i = 0, butal = butal_array; i < num_buttons; i++, butal++) {
		const short alignnr = butal->but->alignnr;

		for (j = i + 1, butal_other = &butal_array[i + 1]; j < num_buttons; j++, butal_other++) {
			const float max_delta = MAX_DELTA;

			/* Since they are sorted, buttons after current butal can only be of same or higher group, and once
			 * they are not of same group, we know we can break this sub-loop and start checking with next butal. */
			if (butal_other->but->alignnr != alignnr) {
				break;
			}

			/* Since they are sorted vertically first, buttons after current butal can only be at same or lower height,
			 * and once they are lower than a given threshold, we know we can break this sub-loop and
			 * start checking with next butal. */
			if ((*butal->borders[DOWN] - *butal_other->borders[TOP]) > max_delta) {
				break;
			}

			block_align_proximity_compute(butal, butal_other);
		}
	}

	/* Fourth loop: we have all our 'aligned' buttons as a 'map' in butal_array. We need to:
	 *     - update their relevant coordinates to stitch them.
	 *     - assign them valid flags.
	 */
	for (i = 0; i < num_buttons; i++) {
		butal = &butal_array[i];

		for (side = 0; side < TOTSIDES; side++) {
			butal_other = butal->neighbors[side];

			if (butal_other) {
				const int side_opp = OPPOSITE(side);
				const int side_s1 = SIDE1(side);
				const int side_s2 = SIDE2(side);

				const int align = sides_to_ui_but_align_flags[side];
				const int align_opp = sides_to_ui_but_align_flags[side_opp];

				float co;

				butal->but->drawflag |= align;
				butal_other->but->drawflag |= align_opp;
				if (butal->dists[side]) {
					float *delta = &butal->dists[side];

					if (*butal->borders[side] < *butal_other->borders[side_opp]) {
						*delta *= 0.5f;
					}
					else {
						*delta *= -0.5f;
					}
					co = (*butal->borders[side] += *delta);

					if (butal_other->dists[side_opp]) {
						BLI_assert(butal_other->dists[side_opp] * 0.5f == fabsf(*delta));
						*butal_other->borders[side_opp] = co;
						butal_other->dists[side_opp] = 0.0f;
					}
					*delta = 0.0f;
				}
				else {
					co = *butal->borders[side];
				}

				block_align_stitch_neighbors(butal, side, side_opp, side_s1, side_s2, align, align_opp, co);
				block_align_stitch_neighbors(butal, side, side_opp, side_s2, side_s1, align, align_opp, co);
			}
		}
	}
}

#undef SIDE_TO_UI_BUT_ALIGN
#undef SIDE1
#undef OPPOSITE
#undef SIDE2
#undef IS_COLUMN
#undef STITCH
#undef MAX_DELTA

#else

bool ui_but_can_align(uiBut *but)
{
	return !ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_CHECKBOX, UI_BTYPE_CHECKBOX_N, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE);
}

static bool buts_are_horiz(uiBut *but1, uiBut *but2)
{
	float dx, dy;

	/* simple case which can fail if buttons shift apart
	 * with proportional layouts, see: [#38602] */
	if ((but1->rect.ymin == but2->rect.ymin) &&
	    (but1->rect.xmin != but2->rect.xmin))
	{
		return true;
	}

	dx = fabsf(but1->rect.xmax - but2->rect.xmin);
	dy = fabsf(but1->rect.ymin - but2->rect.ymax);

	return (dx <= dy);
}

static void ui_block_align_calc_but(uiBut *first, short nr)
{
	uiBut *prev, *but = NULL, *next;
	int flag = 0, cols = 0, rows = 0;
	
	/* auto align */

	for (but = first; but && but->alignnr == nr; but = but->next) {
		if (but->next && but->next->alignnr == nr) {
			if (buts_are_horiz(but, but->next)) cols++;
			else rows++;
		}
	}

	/* rows == 0: 1 row, cols == 0: 1 column */
	
	/* note;  how it uses 'flag' in loop below (either set it, or OR it) is confusing */
	for (but = first, prev = NULL; but && but->alignnr == nr; prev = but, but = but->next) {
		next = but->next;
		if (next && next->alignnr != nr)
			next = NULL;

		/* clear old flag */
		but->drawflag &= ~UI_BUT_ALIGN;
			
		if (flag == 0) {  /* first case */
			if (next) {
				if (buts_are_horiz(but, next)) {
					if (rows == 0)
						flag = UI_BUT_ALIGN_RIGHT;
					else 
						flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_RIGHT;
				}
				else {
					flag = UI_BUT_ALIGN_DOWN;
				}
			}
		}
		else if (next == NULL) {  /* last case */
			if (prev) {
				if (buts_are_horiz(prev, but)) {
					if (rows == 0)
						flag = UI_BUT_ALIGN_LEFT;
					else
						flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_LEFT;
				}
				else {
					flag = UI_BUT_ALIGN_TOP;
				}
			}
		}
		else if (buts_are_horiz(but, next)) {
			/* check if this is already second row */
			if (prev && buts_are_horiz(prev, but) == 0) {
				flag &= ~UI_BUT_ALIGN_LEFT;
				flag |= UI_BUT_ALIGN_TOP;
				/* exception case: bottom row */
				if (rows > 0) {
					uiBut *bt = but;
					while (bt && bt->alignnr == nr) {
						if (bt->next && bt->next->alignnr == nr && buts_are_horiz(bt, bt->next) == 0) {
							break;
						}
						bt = bt->next;
					}
					if (bt == NULL || bt->alignnr != nr) flag = UI_BUT_ALIGN_TOP | UI_BUT_ALIGN_RIGHT;
				}
			}
			else {
				flag |= UI_BUT_ALIGN_LEFT;
			}
		}
		else {
			if (cols == 0) {
				flag |= UI_BUT_ALIGN_TOP;
			}
			else {  /* next button switches to new row */
				
				if (prev && buts_are_horiz(prev, but))
					flag |= UI_BUT_ALIGN_LEFT;
				else {
					flag &= ~UI_BUT_ALIGN_LEFT;
					flag |= UI_BUT_ALIGN_TOP;
				}
				
				if ((flag & UI_BUT_ALIGN_TOP) == 0) {  /* still top row */
					if (prev) {
						if (next && buts_are_horiz(but, next))
							flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT | UI_BUT_ALIGN_RIGHT;
						else {
							/* last button in top row */
							flag = UI_BUT_ALIGN_DOWN | UI_BUT_ALIGN_LEFT;
						}
					}
					else 
						flag |= UI_BUT_ALIGN_DOWN;
				}
				else 
					flag |= UI_BUT_ALIGN_TOP;
			}
		}
		
		but->drawflag |= flag;
		
		/* merge coordinates */
		if (prev) {
			/* simple cases */
			if (rows == 0) {
				but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
				prev->rect.xmax = but->rect.xmin;
			}
			else if (cols == 0) {
				but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
				prev->rect.ymin = but->rect.ymax;
			}
			else {
				if (buts_are_horiz(prev, but)) {
					but->rect.xmin = (prev->rect.xmax + but->rect.xmin) / 2.0f;
					prev->rect.xmax = but->rect.xmin;
					/* copy height too */
					but->rect.ymax = prev->rect.ymax;
				}
				else if (prev->prev && buts_are_horiz(prev->prev, prev) == 0) {
					/* the previous button is a single one in its row */
					but->rect.ymax = (prev->rect.ymin + but->rect.ymax) / 2.0f;
					prev->rect.ymin = but->rect.ymax;
					
					but->rect.xmin = prev->rect.xmin;
					if (next && buts_are_horiz(but, next) == 0)
						but->rect.xmax = prev->rect.xmax;
				}
				else {
					/* the previous button is not a single one in its row */
					but->rect.ymax = prev->rect.ymin;
				}
			}
		}
	}
}

void ui_block_align_calc(uiBlock *block)
{
	uiBut *but;
	short nr;

	/* align buttons with same align nr */
	for (but = block->buttons.first; but; ) {
		if (but->alignnr) {
			nr = but->alignnr;
			ui_block_align_calc_but(but, nr);

			/* skip with same number */
			for (; but && but->alignnr == nr; but = but->next) {
				/* pass */
			}

			if (!but) {
				break;
			}
		}
		else {
			but = but->next;
		}
	}
}
#endif