Welcome to mirror list, hosted at ThFree Co, Russian Federation.

view2d.c « interface « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 7177d62ef4e558a064494d4b1996a2ee159b1e74 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
/**
 * $Id$
 *
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. 
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2008 Blender Foundation.
 * All rights reserved.
 * 
 * Contributor(s): Blender Foundation, Joshua Leung
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#include <string.h>
#include <math.h>

#include "MEM_guardedalloc.h"

#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view2d_types.h"

#include "BLI_blenlib.h"

#include "BKE_global.h"
#include "BKE_utildefines.h"

#include "WM_api.h"

#include "BIF_gl.h"
#include "BIF_glutil.h"

#include "ED_screen.h"

#include "UI_resources.h"
#include "UI_text.h"
#include "UI_view2d.h"

#include "UI_interface.h"
#include "interface.h"

/* *********************************************************************** */
/* Refresh and Validation */

#if 0 // experimental code - not ready to be used yet!
/* common View2D view types */
// XXX move this to header as part of API
enum {
		/* 4 quadrants, centered at (0,0), zoomable and pannable, best for flexible sized data with precision needed */
	V2D_VIEWTYPE_CANVAS	= 0,
	V2D_VIEWTYPE_LIST,
	V2D_VIEWTYPE_PANEL,
		/* same as canvas, except aspect ratio is important */
		// XXX is this more of the sort tweaks that region should do to its view2d data first?
	V2D_VIEWTYPE_IMAGE,
} eView2D_CommonViewTypes;

/* Initialise all View2D data for a given region */
void UI_view2d_regiondata_init(View2D *v2d, short type, int winx, int winy)
{
	
}
#endif

/* Adjust mask size in response to view size changes 
 *	- This should only be called in region init() callbacks, which are
 * 	  called when the region is resized or area changes...
 */
// XXX pre2.5 -> this used to be called  calc_scrollrcts()
void UI_view2d_size_update(View2D *v2d, int winx, int winy)
{
	v2d->winx= winx;
	v2d->winy= winy;
	
	/* mask - view frame */
	v2d->mask.xmin= v2d->mask.ymin= 0;
	v2d->mask.xmax= winx - 1;	/* -1 yes! masks are pixels */
	v2d->mask.ymax= winy - 1;
	
	/* scrollers shrink mask area, but should be based off regionsize 
	 *	- they can only be on one to two edges of the region they define
	 *	- if they overlap, they must not occupy the corners (which are reserved for other widgets)
	 */
	if (v2d->scroll) {
		/* vertical scroller */
		if (v2d->scroll & V2D_SCROLL_LEFT) {
			/* on left-hand edge of region */
			v2d->vert= v2d->mask;
			v2d->vert.xmax= V2D_SCROLL_WIDTH;
			v2d->mask.xmin= v2d->vert.xmax + 1;
		}
		else if (v2d->scroll & V2D_SCROLL_RIGHT) {
			/* on right-hand edge of region */
			v2d->vert= v2d->mask;
			v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
			v2d->mask.xmax= v2d->vert.xmin - 1;
		}
		
		/* horizontal scroller */
		if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
			/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
			v2d->hor= v2d->mask;
			v2d->hor.ymax= V2D_SCROLL_HEIGHT;
			v2d->mask.ymin= v2d->hor.ymax + 1;
		}
		else if (v2d->scroll & V2D_SCROLL_TOP) {
			/* on upper edge of region */
			v2d->hor= v2d->mask;
			v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
			v2d->mask.ymax= v2d->hor.ymin - 1;
		}
		
		/* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
		if (v2d->scroll & V2D_SCROLL_VERTICAL) {
			/* just set y min/max for vertical scroller to y min/max of mask as appropriate */
			if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
				/* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
				v2d->vert.ymin= v2d->mask.ymin;
			}
			else if (v2d->scroll & V2D_SCROLL_TOP) {
				/* on upper edge of region */
				v2d->vert.ymax= v2d->mask.ymax;
			}
		}
	}
	
	/* cope with unitialized veriables for simple cases, like header or outliner */
	// XXX er... this shouldn't be here??? or at least some extra checks are needed for some things...
	if ((v2d->tot.xmin==v2d->tot.xmax) || (v2d->cur.xmin==v2d->cur.xmax)) {
		if (v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y)) {
			BLI_init_rctf(&v2d->tot, v2d->mask.xmin, v2d->mask.xmax, v2d->mask.ymin, v2d->mask.ymax);
			BLI_init_rctf(&v2d->cur, v2d->mask.xmin, v2d->mask.xmax, v2d->mask.ymin, v2d->mask.ymax);
			
			v2d->min[0]= v2d->max[0]= winx;
			v2d->min[1]= v2d->max[1]= winy;
			v2d->minzoom= 1.0f;
			v2d->maxzoom= 1.0f;
		}
	}
	
	/* make sure that 'cur' rect is in a valid state as a result of these changes */
	UI_view2d_curRect_validate(v2d);
}

/* Ensure View2D rects remain in a viable configuration 
 *	- cur is not allowed to be: larger than max, smaller than min, or outside of tot
 */
// XXX pre2.5 -> this used to be called  test_view2d()
void UI_view2d_curRect_validate(View2D *v2d)
{
	float totwidth, totheight, curwidth, curheight, width, height;
	float winx, winy;
	rctf *cur, *tot;
	
	/* use mask as size of region that View2D resides in, as it takes into account scrollbars already  */
	winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
	winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
	
	/* get pointers to rcts for less typing */
	cur= &v2d->cur;
	tot= &v2d->tot;
	
	/* we must satisfy the following constraints (in decreasing order of importance):
	 *	- cur must not fall outside of tot
	 *	- axis locks (zoom and offset) must be maintained
	 *	- zoom must not be excessive (check either sizes or zoom values)
	 *	- aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
	 */
	
	/* Step 1: if keepzoom, adjust the sizes of the rects only
	 *	- firstly, we calculate the sizes of the rects
	 *	- curwidth and curheight are saved as reference... modify width and height values here
	 */
	totwidth= tot->xmax - tot->xmin;
	totheight= tot->ymax - tot->ymin;
	curwidth= width= cur->xmax - cur->xmin;
	curheight= height= cur->ymax - cur->ymin;
	
	/* if zoom is locked, size on the appropriate axis is reset to mask size */
	if (v2d->keepzoom & V2D_LOCKZOOM_X)
		width= winx;
	if (v2d->keepzoom & V2D_LOCKZOOM_Y)
		height= winy;
		
	/* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits 
	 * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
	 */
	if (v2d->keepzoom & V2D_KEEPZOOM) {
		float zoom, fac;
		
		/* check if excessive zoom on x-axis */
		if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
			zoom= winx / width;
			if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
				fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
				width *= fac;
			}
		}
		
		/* check if excessive zoom on y-axis */
		if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
			zoom= winy / height;
			if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
				fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
				height *= fac;
			}
		}
	}
	else {
		/* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
		CLAMP(width, v2d->min[0], v2d->max[0]);
		CLAMP(height, v2d->min[1], v2d->max[1]);
	}
	
	/* check if we should restore aspect ratio (if view size changed) */
	if (v2d->keepzoom & V2D_KEEPASPECT) {
		short do_x=0, do_y=0, do_cur, do_win;
		float curRatio, winRatio;
		
		/* when a window edge changes, the aspect ratio can't be used to
		 * find which is the best new 'cur' rect. thats why it stores 'old' 
		 */
		if (winx != v2d->oldwinx) do_x= 1;
		if (winy != v2d->oldwiny) do_y= 1;
		
		curRatio= height / width;
		winRatio= winy / winx;
		
		/* both sizes change (area/region maximised)  */
		if (do_x == do_y) {
			if (do_x && do_y) {
				/* here is 1,1 case, so all others must be 0,0 */
				if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
				else do_x= 0;
			}
			else if (winRatio > 1.0f) do_x= 0; 
			else do_x= 1;
		}
		do_cur= do_x;
		do_win= do_y;
		
		if (do_cur) {
			if ((v2d->keeptot == 2) && (winx != v2d->oldwinx)) {
				/* special exception for Outliner (and later channel-lists):
				 * 	- The view may be moved left to avoid contents being pushed out of view when view shrinks. 
				 *	- The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
				 *	- width is not adjusted for changed ratios here...
				 */
				if (winx < v2d->oldwinx) {
					float temp = v2d->oldwinx - winx;
					
					cur->xmin -= temp;
					cur->xmax -= temp;
					
					/* width does not get modified, as keepaspect here is just set to make 
					 * sure visible area adjusts to changing view shape! 
					 */
				}
			}
			else {
				/* portrait window: correct for x */
				width= height / winRatio;
			}
		}
		else {
			/* landscape window: correct for y */
			height = width * winRatio;
		}
		
		/* store region size for next time */
		v2d->oldwinx= winx; 
		v2d->oldwiny= winy;
	}
	
	/* Step 2: apply new sizes of cur rect to cur rect */
	if ((width != curwidth) || (height != curheight)) {
		float temp, dh;
		
		/* resize around 'center' of frame */
		if (width != curwidth) {
			temp= (cur->xmax + cur->xmin) * 0.5f;
			dh= width * 0.5f;
			
			cur->xmin = temp - dh;
			cur->xmax = temp + dh;
		}
		if (height != curheight) {
			temp= (cur->ymax + cur->ymin) * 0.5f;
			dh= height * 0.5f;
			
			cur->ymin = temp - dh;
			cur->ymax = temp + dh;
		}
	}
	
	/* Step 3: adjust so that it doesn't fall outside of bounds of tot */
	if (v2d->keeptot) {
		float temp, diff;
		
		/* recalculate extents of cur */
		curwidth= cur->xmax - cur->xmin;
		curheight= cur->ymax - cur->ymin;
		
		/* width */
		if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
			/* if zoom doesn't have to be maintained, just clamp edges */
			if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
			if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
		}
		else if (v2d->keeptot == 2) {
			/* This is an exception for the outliner (and later channel-lists) 
			 *	- must clamp within tot rect (absolutely no excuses)
			 *	--> therefore, cur->xmin must not be less than tot->xmin
			 */
			if (cur->xmin < tot->xmin) {
				/* move cur across so that it sits at minimum of tot */
				temp= tot->xmin - cur->xmin;
				
				cur->xmin += temp;
				cur->xmax += temp;
			}
			else if (cur->xmax > tot->xmax) {
				/* - only offset by difference of cur-xmax and tot-xmax if that would not move 
				 * 	cur-xmin to lie past tot-xmin
				 * - otherwise, simply shift to tot-xmin???
				 */
				temp= cur->xmax - tot->xmax;
				
				if ((cur->xmin - temp) < tot->xmin) {
					/* only offset by difference from cur-min and tot-min */
					temp= cur->xmin - tot->xmin;
					
					cur->xmin -= temp;
					cur->xmax -= temp;
				}
				else {
					cur->xmin -= temp;
					cur->xmax -= temp;
				}
			}
		}
		else {
			/* This here occurs when:
			 * 	- width too big, but maintaining zoom (i.e. widths cannot be changed)
			 *	- width is OK, but need to check if outside of boundaries
			 * 
			 * So, resolution is to just shift view by the gap between the extremities.
			 * We favour moving the 'minimum' across, as that's origin for most things
			 * (XXX - in the past, max was favoured... if there are bugs, swap!)
			 */
			if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
				/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
				temp= (tot->ymax + tot->ymin) * 0.5f;
				diff= curheight * 0.5f;
				
				cur->ymin= temp - diff;
				cur->ymax= temp + diff;
			}
			else if (cur->xmin < tot->xmin) {
				/* move cur across so that it sits at minimum of tot */
				temp= tot->xmin - cur->xmin;
				
				cur->xmin += temp;
				cur->xmax += temp;
			}
			else if (cur->xmax > tot->xmax) {
				/* - only offset by difference of cur-xmax and tot-xmax if that would not move 
				 * 	cur-xmin to lie past tot-xmin
				 * - otherwise, simply shift to tot-xmin???
				 */
				temp= cur->xmax - tot->xmax;
				
				if ((cur->xmin - temp) < tot->xmin) {
					/* only offset by difference from cur-min and tot-min */
					temp= cur->xmin - tot->xmin;
					
					cur->xmin -= temp;
					cur->xmax -= temp;
				}
				else {
					cur->xmin -= temp;
					cur->xmax -= temp;
				}
			}
		}
		
		/* height */
		if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
			/* if zoom doesn't have to be maintained, just clamp edges */
			if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
			if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
		}
		else {
			/* This here occurs when:
			 * 	- height too big, but maintaining zoom (i.e. heights cannot be changed)
			 *	- height is OK, but need to check if outside of boundaries
			 * 
			 * So, resolution is to just shift view by the gap between the extremities.
			 * We favour moving the 'minimum' across, as that's origin for most things
			 */
			if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
				/* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
				temp= (tot->ymax + tot->ymin) * 0.5f;
				diff= curheight * 0.5f;
				
				cur->ymin= temp - diff;
				cur->ymax= temp + diff;
			}
			else if (cur->ymin < tot->ymin) {
				/* there's still space remaining, so shift up */
				temp= tot->ymin - cur->ymin;
				
				cur->ymin += temp;
				cur->ymax += temp;
			}
			else if (cur->ymax > tot->ymax) {
				/* there's still space remaining, so shift down */
				temp= cur->ymax - tot->ymax;
				
				cur->ymin -= temp;
				cur->ymax -= temp;
			}
		}
	}
	
}

/* ------------------ */

/* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) */
void UI_view2d_curRect_reset (View2D *v2d)
{
	float width, height;
	
	/* assume width and height of 'cur' rect by default, should be same size as mask */
	width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
	height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
	
	/* handle width - posx and negx flags are mutually exclusive, so watch out */
	if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
		/* width is in negative-x half */
		v2d->cur.xmin= (float)-width;
		v2d->cur.xmax= 0.0f;
	}
	else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
		/* width is in positive-x half */
		v2d->cur.xmin= 0.0f;
		v2d->cur.xmax= (float)width;
	}
	else {
		/* width is centered around x==0 */
		const float dx= (float)width / 2.0f;
		
		v2d->cur.xmin= -dx;
		v2d->cur.xmax= dx;
	}
	
	/* handle height - posx and negx flags are mutually exclusive, so watch out */
	if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
		/* height is in negative-y half */
		v2d->cur.ymin= (float)-height;
		v2d->cur.ymax= 0.0f;
	}
	else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
		/* height is in positive-y half */
		v2d->cur.ymin= 0.0f;
		v2d->cur.ymax= (float)height;
	}
	else {
		/* height is centered around y==0 */
		const float dy= (float)height / 2.0f;
		
		v2d->cur.ymin= -dy;
		v2d->cur.ymax= dy;
	}
}

/* ------------------ */

/* Change the size of the maximum viewable area (i.e. 'tot' rect) */
void UI_view2d_totRect_set (View2D *v2d, int width, int height)
{
	/* don't do anything if either value is 0 */
	if (ELEM3(0, v2d, width, height))
		return;
	
	/* handle width - posx and negx flags are mutually exclusive, so watch out */
	if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
		/* width is in negative-x half */
		v2d->tot.xmin= (float)-width;
		v2d->tot.xmax= 0.0f;
	}
	else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
		/* width is in positive-x half */
		v2d->tot.xmin= 0.0f;
		v2d->tot.xmax= (float)width;
	}
	else {
		/* width is centered around x==0 */
		const float dx= (float)width / 2.0f;
		
		v2d->tot.xmin= -dx;
		v2d->tot.xmax= dx;
	}
	
	/* handle height - posx and negx flags are mutually exclusive, so watch out */
	if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
		/* height is in negative-y half */
		v2d->tot.ymin= (float)-height;
		v2d->tot.ymax= 0.0f;
	}
	else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
		/* height is in positive-y half */
		v2d->tot.ymin= 0.0f;
		v2d->tot.ymax= (float)height;
	}
	else {
		/* height is centered around y==0 */
		const float dy= (float)height / 2.0f;
		
		v2d->tot.ymin= -dy;
		v2d->tot.ymax= dy;
	}
	
	/* make sure that 'cur' rect is in a valid state as a result of these changes */
	UI_view2d_curRect_validate(v2d);
}

/* *********************************************************************** */
/* View Matrix Setup */

/* mapping function to ensure 'cur' draws extended over the area where sliders are */
static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
{
	*curmasked= v2d->cur;
	
	if ((v2d->scroll)) {
		float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
		float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
		
		if (v2d->mask.xmin != 0)
			curmasked->xmin -= dx*(float)v2d->mask.xmin;
		if (v2d->mask.xmax+1 != v2d->winx)
			curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
		
		if (v2d->mask.ymin != 0)
			curmasked->ymin -= dy*(float)v2d->mask.ymin;
		if (v2d->mask.ymax+1 != v2d->winy)
			curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
		
	}
}

/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing 
*	- this assumes viewport/scissor been set for the region, taking scrollbars into account
*/

void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
{
	rctf curmasked;
	
	/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied, 
	 * as they were causing some unwanted offsets when drawing 
	 */
	view2d_map_cur_using_mask(v2d, &curmasked);
	wmOrtho2(C->window, curmasked.xmin, curmasked.xmax, curmasked.ymin, curmasked.ymax);
	
	/* XXX is this necessary? */
	wmLoadIdentity(C->window);
}

/* Set view matrices to only use one axis of 'cur' only
 *	- this assumes viewport/scissor been set for the region, taking scrollbars into account
 *
 *	- xaxis 	= if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
 */
void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
{
	ARegion *ar= C->region;
	rctf curmasked;
	
	/* set the matrix - pixel offsets (-0.375) for 1:1 correspondance are not applied, 
	 * as they were causing some unwanted offsets when drawing 
	 */
	view2d_map_cur_using_mask(v2d, &curmasked);
	if (xaxis)
		wmOrtho2(C->window, curmasked.xmin, curmasked.xmax, 0, ar->winy);
	else
		wmOrtho2(C->window, 0, ar->winx, curmasked.ymin, curmasked.ymax);
		
	/* XXX is this necessary? */
	wmLoadIdentity(C->window);
} 


/* Restore view matrices after drawing */
void UI_view2d_view_restore(const bContext *C)
{
	ED_region_pixelspace(C, C->region);
}

/* allowing horizontal pan */
void UI_view2d_header_default(View2D *v2d)
{
	v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
	v2d->keepofs = V2D_LOCKOFS_Y;
	v2d->keeptot = 2; // this keeps the view in place when region size changes...
	v2d->align = V2D_ALIGN_NO_NEG_X;
	
}

/* *********************************************************************** */
/* Gridlines */

/* minimum pixels per gridstep */
#define MINGRIDSTEP 	35

/* View2DGrid is typedef'd in UI_view2d.h */
struct View2DGrid {
	float dx, dy;			/* stepsize (in pixels) between gridlines */
	float startx, starty;	/* initial coordinates to start drawing grid from */
	int powerx, powery;		/* step as power of 10 */
};

/* --------------- */

/* try to write step as a power of 10 */
static void step_to_grid(float *step, int *power, int unit)
{
	const float loga= log10(*step);
	float rem;
	
	*power= (int)(loga);
	
	rem= loga - (*power);
	rem= pow(10.0, rem);
	
	if (loga < 0.0) {
		if (rem < 0.2) rem= 0.2;
		else if(rem < 0.5) rem= 0.5;
		else rem= 1.0;
		
		*step= rem * pow(10.0, (float)(*power));
		
		/* for frames, we want 1.0 frame intervals only */
		if (unit == V2D_UNIT_FRAMES) {
			rem = 1.0;
			*step = 1.0;
		}
		
		/* prevents printing 1.0 2.0 3.0 etc */
		if (rem == 1.0) (*power)++;	
	}
	else {
		if (rem < 2.0) rem= 2.0;
		else if(rem < 5.0) rem= 5.0;
		else rem= 10.0;
		
		*step= rem * pow(10.0, (float)(*power));
		
		(*power)++;
		/* prevents printing 1.0, 2.0, 3.0, etc. */
		if (rem == 10.0) (*power)++;	
	}
}

/* Intialise settings necessary for drawing gridlines in a 2d-view 
 *	- Currently, will return pointer to View2DGrid struct that needs to 
 *	  be freed with UI_view2d_grid_free()
 *	- Is used for scrollbar drawing too (for units drawing)
 *	- Units + clamping args will be checked, to make sure they are valid values that can be used
 *	  so it is very possible that we won't return grid at all!
 *	
 *	- xunits,yunits	= V2D_UNIT_*  grid steps in seconds or frames 
 *	- xclamp,yclamp	= V2D_CLAMP_* only show whole-number intervals
 *	- winx			= width of region we're drawing to
 *	- winy			= height of region we're drawing into
 */
View2DGrid *UI_view2d_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
{
	View2DGrid *grid;
	float space, pixels, seconddiv;
	int secondgrid;
	
	/* check that there are at least some workable args */
	if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
		return NULL;
	
	/* grid here is allocated... */
	grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
	
	/* rule: gridstep is minimal GRIDSTEP pixels */
	if (xunits == V2D_UNIT_SECONDS) {
		secondgrid= 1;
		seconddiv= 0.01f * FPS;
	}
	else {
		secondgrid= 0;
		seconddiv= 1.0f;
	}
	
	/* calculate x-axis grid scale (only if both args are valid) */
	if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
		space= v2d->cur.xmax - v2d->cur.xmin;
		pixels= v2d->mask.xmax - v2d->mask.xmin;
		
		grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
		step_to_grid(&grid->dx, &grid->powerx, xunits);
		grid->dx *= seconddiv;
		
		if (xclamp == V2D_GRID_CLAMP) {
			if (grid->dx < 0.1f) grid->dx= 0.1f;
			grid->powerx-= 2;
			if (grid->powerx < -2) grid->powerx= -2;
		}
		
		grid->startx= v2d->cur.xmin;
	}
	
	/* calculate y-axis grid scale (only if both args are valid) */
	if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
		space= v2d->cur.ymax - v2d->cur.ymin;
		pixels= winy;
		
		grid->dy= MINGRIDSTEP * space / pixels;
		step_to_grid(&grid->dy, &grid->powery, yunits);
		
		if (yclamp == V2D_GRID_CLAMP) {
			if (grid->dy < 1.0f) grid->dy= 1.0f;
			if (grid->powery < 1) grid->powery= 1;
		}
		
		grid->starty= v2d->cur.ymin;
	}
	
	/* calculate start position */
	if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
		grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
		if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
	}
	if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
		grid->starty= (v2d->cur.ymin - fmod(v2d->cur.ymin, grid->dy));
		if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
	}
	
	return grid;
}

/* Draw gridlines in the given 2d-region */
void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
{
	float vec1[2], vec2[2];
	int a, step;
	
	/* check for grid first, as it may not exist */
	if (grid == NULL)
		return;
	
	/* vertical lines */
	if (flag & V2D_VERTICAL_LINES) {
		/* initialise initial settings */
		vec1[0]= vec2[0]= grid->startx;
		vec1[1]= grid->starty;
		vec2[1]= v2d->cur.ymax;
		
		/* minor gridlines */
		step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
		UI_ThemeColor(TH_GRID);
		
		for (a=0; a<step; a++) {
			glBegin(GL_LINE_STRIP);
				glVertex2fv(vec1); 
				glVertex2fv(vec2);
			glEnd();
			
			vec2[0]= vec1[0]+= grid->dx;
		}
		
		/* major gridlines */
		vec2[0]= vec1[0]-= 0.5f*grid->dx;
		UI_ThemeColorShade(TH_GRID, 16);
		
		step++;
		for (a=0; a<=step; a++) {
			glBegin(GL_LINE_STRIP);
				glVertex2fv(vec1); 
				glVertex2fv(vec2);
			glEnd();
			
			vec2[0]= vec1[0]-= grid->dx;
		}
	}
	
	/* horizontal lines */
	if (flag & V2D_HORIZONTAL_LINES) {
		/* only major gridlines */
		vec1[1]= vec2[1]= grid->starty;
		vec1[0]= grid->startx;
		vec2[0]= v2d->cur.xmax;
		
		step= (v2d->mask.ymax - v2d->mask.ymin + 1) / MINGRIDSTEP;
		
		UI_ThemeColor(TH_GRID);
		for (a=0; a<=step; a++) {
			glBegin(GL_LINE_STRIP);
				glVertex2fv(vec1); 
				glVertex2fv(vec2);
			glEnd();
			
			vec2[1]= vec1[1]+= grid->dy;
		}
		
		/* fine grid lines */
		vec2[1]= vec1[1]-= 0.5f*grid->dy;
		step++;
		
		if (flag & V2D_HORIZONTAL_FINELINES) { 
			UI_ThemeColorShade(TH_GRID, 16);
			for (a=0; a<step; a++) {
				glBegin(GL_LINE_STRIP);
					glVertex2fv(vec1); 
					glVertex2fv(vec2);
				glEnd();
				
				vec2[1]= vec1[1]-= grid->dy;
			}
		}
	}
	
	/* Axes are drawn as darker lines */
	UI_ThemeColorShade(TH_GRID, -50);
	
	/* horizontal axis */
	if (flag & V2D_HORIZONTAL_AXIS) {
		vec1[0]= v2d->cur.xmin;
		vec2[0]= v2d->cur.xmax;
		vec1[1]= vec2[1]= 0.0f;
		
		glBegin(GL_LINE_STRIP);
			glVertex2fv(vec1);
			glVertex2fv(vec2);
		glEnd();
	}
	
	/* vertical axis */
	if (flag & V2D_VERTICAL_AXIS) {
		vec1[1]= v2d->cur.ymin;
		vec2[1]= v2d->cur.ymax;
		vec1[0]= vec2[0]= 0.0f;
		
		glBegin(GL_LINE_STRIP);
			glVertex2fv(vec1); 
			glVertex2fv(vec2);
		glEnd();
	}
}

/* free temporary memory used for drawing grid */
void UI_view2d_grid_free(View2DGrid *grid)
{
	/* only free if there's a grid */
	if (grid)
		MEM_freeN(grid);
}

/* *********************************************************************** */
/* Scrollbars */

/* View2DScrollers is typedef'd in UI_view2d.h 
 * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 
 * 		   For now, we don't need to have a separate (internal) header for structs like this...
 */
struct View2DScrollers {	
		/* focus bubbles */
	int vert_min, vert_max;	/* vertical scrollbar */
	int hor_min, hor_max;	/* horizontal scrollbar */
	
		/* scales */
	View2DGrid *grid;		/* grid for coordinate drawing */
	short xunits, xclamp;	/* units and clamping options for x-axis */
	short yunits, yclamp;	/* units and clamping options for y-axis */
};

/* Calculate relevant scroller properties */
View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
{
	View2DScrollers *scrollers;
	rcti vert, hor;
	float fac, totsize, scrollsize;
	
	vert= v2d->vert;
	hor= v2d->hor;
	
	/* scrollers is allocated here... */
	scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
	
	/* scroller 'buttons':
	 *	- These should always remain within the visible region of the scrollbar
	 *	- They represent the region of 'tot' that is visible in 'cur'
	 */
	
	/* horizontal scrollers */
	if (v2d->scroll & (V2D_SCROLL_HORIZONTAL|V2D_SCROLL_HORIZONTAL_O)) {
		/* scroller 'button' extents */
		totsize= v2d->tot.xmax - v2d->tot.xmin;
		scrollsize= hor.xmax - hor.xmin;
		
		fac= (v2d->cur.xmin- v2d->tot.xmin) / totsize;
		scrollers->hor_min= hor.xmin + (fac * scrollsize);
		
		fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
		scrollers->hor_max= hor.xmin + (fac * scrollsize);
		
		if (scrollers->hor_min > scrollers->hor_max) 
			scrollers->hor_min= scrollers->hor_max;
	}
	
	/* vertical scrollers */
	if (v2d->scroll & V2D_SCROLL_VERTICAL) {
		/* scroller 'button' extents */
		totsize= v2d->tot.ymax - v2d->tot.ymin;
		scrollsize= vert.ymax - vert.ymin;
		
		fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
		scrollers->vert_min= vert.ymin + (fac * scrollsize);
		
		fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
		scrollers->vert_max= vert.ymin + (fac * scrollsize);
		
		if (scrollers->vert_min > scrollers->vert_max) 
			scrollers->vert_min= scrollers->vert_max;
	}
	
	/* grid markings on scrollbars */
	if (v2d->scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
		/* store clamping */
		scrollers->xclamp= xclamp;
		scrollers->xunits= xunits;
		scrollers->yclamp= yclamp;
		scrollers->yunits= yunits;
		
		scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
	}
	
	/* return scrollers */
	return scrollers;
}

/* XXX */
extern void ui_rasterpos_safe(float x, float y, float aspect);

/* Print scale marking along a time scrollbar */
static void scroll_printstr(View2DScrollers *scrollers, float x, float y, float val, int power, short unit, char dir)
{
	int len;
	char str[32];
	
	/* adjust the scale unit to work ok */
	if (dir == 'v') {
		/* here we bump up the power by factor of 10, as 
		 * rotation values (hence 'degrees') are divided by 10 to 
		 * be able to show the curves at the same time
		 */
		if ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME) {
			power += 1;
			val *= 10;
		}
	}
	
	/* get string to print */
	if (unit == V2D_UNIT_SECONDS) {
		/* SMPTE timecode style:
		 *	- In general, minutes and seconds should be shown, as most clips will be
		 *	  within this length. Hours will only be included if relevant.
		 *	- Only show frames when zoomed in enough for them to be relevant 
		 *	  (using separator convention of ';' for frames, ala QuickTime).
		 *	  When showing frames, use slightly different display to avoid confusion with mm:ss format
		 */
		int hours=0, minutes=0, seconds=0, frames=0;
		char neg[2]= "";
		
		/* get values */
		if (val < 0) {
			/* correction for negative values */
			sprintf(neg, "-");
			val = -val;
		}
		if (val >= 3600) {
			/* hours */
			/* XXX should we only display a single digit for hours since clips are 
			 * 	   VERY UNLIKELY to be more than 1-2 hours max? However, that would 
			 *	   go against conventions...
			 */
			hours= (int)val / 3600;
			val= fmod(val, 3600);
		}
		if (val >= 60) {
			/* minutes */
			minutes= (int)val / 60;
			val= fmod(val, 60);
		}
		if (power <= 0) {
			/* seconds + frames
			 *	Frames are derived from 'fraction' of second. We need to perform some additional rounding
			 *	to cope with 'half' frames, etc., which should be fine in most cases
			 */
			seconds= (int)val;
			frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
		}
		else {
			/* seconds (with pixel offset) */
			seconds= (int)floor(val + 0.375f);
		}
		
		/* print timecode to temp string buffer */
		if (power <= 0) {
			/* include "frames" in display */
			if (hours) sprintf(str, "%s%02d:%02d:%02d;%02d", neg, hours, minutes, seconds, frames);
			else if (minutes) sprintf(str, "%s%02d:%02d;%02d", neg, minutes, seconds, frames);
			else sprintf(str, "%s%d;%02d", neg, seconds, frames);
		}
		else {
			/* don't include 'frames' in display */
			if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
			else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
		}
	}
	else {
		/* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
		if (power <= 0) sprintf(str, "%.*f", 1-power, val);
		else sprintf(str, "%d", (int)floor(val + 0.375f));
	}
	
	/* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
	len= strlen(str);
	if (dir == 'h') {
		/* seconds/timecode display has slightly longer strings... */
		if (unit == V2D_UNIT_SECONDS)
			x-= 3*len;
		else
			x-= 4*len;
	}
	
	/* Add degree sympbol to end of string for vertical scrollbar? */
	if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
		str[len]= 186;
		str[len+1]= 0;
	}
	
	/* draw it */
	ui_rasterpos_safe(x, y, 1.0);
	UI_DrawString(G.fonts, str, 0); // XXX check this again when new text-drawing api is done
}

/* local defines for scrollers drawing */
	/* radius of scroller 'button' caps */
#define V2D_SCROLLCAP_RAD		5
	/* shading factor for scroller 'bar' */
#define V2D_SCROLLBAR_SHADE		0.1f
	/* shading factor for scroller 'button' caps */
#define V2D_SCROLLCAP_SHADE		0.2f

/* Draw scrollbars in the given 2d-region */
void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
{
	const short darker= -50, dark= -10, light= 20, lighter= 50;
	rcti vert, hor, corner;
	
	/* make copies of rects for less typing */
	vert= v2d->vert;
	hor= v2d->hor;
	
	/* horizontal scrollbar */
	if (v2d->scroll & (V2D_SCROLL_HORIZONTAL|V2D_SCROLL_HORIZONTAL_O)) {
		/* scroller backdrop */
		UI_ThemeColorShade(TH_SHADE1, light);
		glRecti(hor.xmin,  hor.ymin,  hor.xmax,  hor.ymax);
		
		/* scroller 'button' 
		 *	- if view is zoomable in x, draw handles too 
		 *	- handles are drawn darker
		 */
		if (v2d->keepzoom & V2D_LOCKZOOM_X) {
			/* draw base bar as rounded shape */
			UI_ThemeColorShade(TH_SHADE1, dark);
			uiSetRoundBox(15);
			
			/* check that box is large enough for round drawing */
			if ((vs->hor_max - vs->hor_min) < (V2D_SCROLLCAP_RAD * 2)) {
				/* Rounded box still gets drawn at the minimum size limit
				 * This doesn't represent extreme scaling well, but looks nicer...
				 */
				float mid= 0.5f * (vs->hor_max + vs->hor_min);
				
				gl_round_box_shade(GL_POLYGON, 
					mid-V2D_SCROLLCAP_RAD, hor.ymin+2, 
					mid+V2D_SCROLLCAP_RAD, hor.ymax-2, 
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
			}
			else {
				/* draw rounded box as per normal */
				gl_round_box_shade(GL_POLYGON, 
					vs->hor_min, hor.ymin+2, 
					vs->hor_max, hor.ymax-2, 
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
			}
		}
		else {
			/* base bar drawn as shaded rect */
			UI_ThemeColorShade(TH_SHADE1, dark);
			uiSetRoundBox(0);
			gl_round_box_shade(GL_POLYGON, 
				vs->hor_min, hor.ymin+2, 
				vs->hor_max, hor.ymax-2, 
				V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
			
			/* 'minimum' handle */
			uiSetRoundBox(9);
			UI_ThemeColorShade(TH_SHADE1, darker);
			
			gl_round_box_shade(GL_POLYGON, 
				vs->hor_min-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2, 
				vs->hor_min+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2, 
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
			
			/* maximum handle */
			uiSetRoundBox(6);
			UI_ThemeColorShade(TH_SHADE1, darker);
			
			gl_round_box_shade(GL_POLYGON, 
				vs->hor_max-V2D_SCROLLER_HANDLE_SIZE, hor.ymin+2, 
				vs->hor_max+V2D_SCROLLER_HANDLE_SIZE, hor.ymax-2, 
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
		}
		
		/* scale indicators */
		// XXX will need to update the font drawing when the new stuff comes in
		if ((v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
			View2DGrid *grid= vs->grid;
			float fac, dfac, fac2, val;
			
			/* the numbers: convert grid->startx and -dx to scroll coordinates 
			 *	- fac is x-coordinate to draw to
			 *	- dfac is gap between scale markings
			 */
			fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
			fac= hor.xmin + fac*(hor.xmax - hor.xmin);
			
			dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
			dfac= dfac * (hor.xmax - hor.xmin);
			
			/* set starting value, and text color */
			UI_ThemeColor(TH_TEXT);
			val= grid->startx;
			
			/* if we're clamping to whole numbers only, make sure entries won't be repeated */
			if (vs->xclamp == V2D_GRID_CLAMP) {
				while (grid->dx < 0.9999f) {
					grid->dx *= 2.0f;
					dfac *= 2.0f;
				}
			}
			if (vs->xunits == V2D_UNIT_FRAMES)
				grid->powerx= 1;
			
			/* draw numbers in the appropriate range */
			if (dfac != 0.0f) {
				for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
					switch (vs->xunits) {
						case V2D_UNIT_FRAMES:		/* frames (as whole numbers)*/
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
							break;
						
						case V2D_UNIT_SECONDS:		/* seconds */
							fac2= val/FPS;
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
							break;
							
						case V2D_UNIT_SECONDSSEQ:	/* seconds with special calculations (only used for sequencer only) */
						{
							float time;
							
							fac2= val/FPS;
							time= floor(fac2);
							fac2= fac2-time;
							
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), time+FPS*fac2/100.0, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
						}
							break;
							
						case V2D_UNIT_DEGREES:		/* IPO-Editor for rotation IPO-Drivers */
							/* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
							scroll_printstr(vs, fac, 3.0+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_DEGREES, 'v');
							break;
					}
				}
			}
		}
		
		/* decoration outer bevel line */
		UI_ThemeColorShade(TH_SHADE1, lighter);
		if (v2d->scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O))
			sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
		else if (v2d->scroll & V2D_SCROLL_TOP)
			sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
	}
	
	/* vertical scrollbar */
	if (v2d->scroll & V2D_SCROLL_VERTICAL) {
		/* scroller backdrop  */
		UI_ThemeColorShade(TH_SHADE1, light);
		glRecti(vert.xmin,  vert.ymin,  vert.xmax,  vert.ymax);
		
		/* scroller 'button' 
		 *	- if view is zoomable in y, draw handles too 
		 *	- handles are drawn darker
		 */
		if (v2d->keepzoom & V2D_LOCKZOOM_Y) {
			/* draw base bar as rounded shape */
			UI_ThemeColorShade(TH_SHADE1, dark);
			uiSetRoundBox(15);
			
			/* check that box is large enough for round drawing */
			if ((vs->vert_max - vs->vert_min) < (V2D_SCROLLCAP_RAD * 2)) {
				/* Rounded box still gets drawn at the minimum size limit
				 * This doesn't represent extreme scaling well, but looks nicer...
				 */
				float mid= 0.5f * (vs->vert_max + vs->vert_min);
				
				gl_round_box_vertical_shade(GL_POLYGON, 
					vert.xmin+2, mid-V2D_SCROLLCAP_RAD, 
					vert.xmax-2, mid+V2D_SCROLLCAP_RAD, 
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
			}
			else {
				/* draw rounded box as per normal */
				gl_round_box_vertical_shade(GL_POLYGON, 
					vert.xmin+2, vs->vert_min, 
					vert.xmax-2, vs->vert_max, 
					V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
			}
		}
		else {
			/* base bar drawn as shaded rect */
			UI_ThemeColorShade(TH_SHADE1, dark);
			uiSetRoundBox(0);
			gl_round_box_vertical_shade(GL_POLYGON, 
				vert.xmin+2, vs->vert_min, 
				vert.xmax-2, vs->vert_max,
				V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
			
			/* 'minimum' handle */
			UI_ThemeColorShade(TH_SHADE1, darker);
			uiSetRoundBox(12);
			
			gl_round_box_vertical_shade(GL_POLYGON, 
				vert.xmin+2, vs->vert_min-V2D_SCROLLER_HANDLE_SIZE, 
				vert.xmax-2, vs->vert_min+V2D_SCROLLER_HANDLE_SIZE, 
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
			
			/* maximum handle */
			UI_ThemeColorShade(TH_SHADE1, darker);
			uiSetRoundBox(3);
			
			gl_round_box_vertical_shade(GL_POLYGON, 
				vert.xmin+2, vs->vert_max-V2D_SCROLLER_HANDLE_SIZE, 
				vert.xmax-2, vs->vert_max+V2D_SCROLLER_HANDLE_SIZE, 
				V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
		}
		
		/* scale indiators */
		// XXX will need to update the font drawing when the new stuff comes in
		if ((v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
			View2DGrid *grid= vs->grid;
			float fac, dfac, val;
			
			/* the numbers: convert grid->starty and dy to scroll coordinates 
			 *	- fac is y-coordinate to draw to
			 *	- dfac is gap between scale markings
			 *	- these involve a correction for horizontal scrollbar
			 *	  NOTE: it's assumed that that scrollbar is there if this is involved!
			 */
			fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
			fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
			
			dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
			dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
			
			/* set starting value, and text color */
			UI_ThemeColor(TH_TEXT);
			val= grid->starty;
			
			/* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
			// XXX only relevant to Sequencer, so need to review this when we port that code
			if (vs->yclamp == V2D_GRID_CLAMP)
				fac += 0.5f * dfac;
				
			/* draw vertical steps */
			for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
				scroll_printstr(vs, (float)(vert.xmax)-14.0, fac, val, grid->powery, vs->yunits, 'v');
			}			
		}	
		
		/* decoration outer bevel line */
		UI_ThemeColorShade(TH_SHADE1, lighter);
		if (v2d->scroll & V2D_SCROLL_RIGHT)
			sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
		else if (v2d->scroll & V2D_SCROLL_LEFT)
			sdrawline(vert.xmax, vert.ymin, vert.xmax, vert.ymax);
	}
	
	/* draw a 'sunken square' to cover up any overlapping corners resulting from intersection of overflowing scroller data */
	if ((v2d->scroll & V2D_SCROLL_VERTICAL) && (v2d->scroll & V2D_SCROLL_HORIZONTAL)) {
		/* set bounds (these should be right) */
		corner.xmin= vert.xmin;
		corner.xmax= vert.xmax;
		corner.ymin= hor.ymin;
		corner.ymax= hor.ymax;
		
		/* firstly, draw using background color to cover up any overlapping junk */
		UI_ThemeColor(TH_SHADE1);
		glRecti(corner.xmin, corner.ymin, corner.xmax, corner.ymax);
		
		/* now, draw suggestive highlighting... */
			/* first, dark lines on top to suggest scrollers overlap box */
		UI_ThemeColorShade(TH_SHADE1, darker);
		sdrawline(corner.xmin, corner.ymin, corner.xmin, corner.ymax);
		sdrawline(corner.xmin, corner.ymax, corner.xmax, corner.ymax);
			/* now, light lines on bottom to show box is sunken in */
		UI_ThemeColorShade(TH_SHADE1, lighter);
		sdrawline(corner.xmax, corner.ymin, corner.xmax, corner.ymax);
		sdrawline(corner.xmin, corner.ymin, corner.xmax, corner.ymin);
	}
}

/* free temporary memory used for drawing scrollers */
void UI_view2d_scrollers_free(View2DScrollers *scrollers)
{
	/* need to free grid as well... */
	if (scrollers->grid) MEM_freeN(scrollers->grid);
	MEM_freeN(scrollers);
}

/* *********************************************************************** */
/* Coordinate Conversions */

/* Convert from screen/region space to 2d-View space 
 *	
 *	- x,y 			= coordinates to convert
 *	- viewx,viewy		= resultant coordinates
 */
void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
{
	float div, ofs;

	if (viewx) {
		div= v2d->mask.xmax - v2d->mask.xmin;
		ofs= v2d->mask.xmin;
		
		*viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
	}

	if (viewy) {
		div= v2d->mask.ymax - v2d->mask.ymin;
		ofs= v2d->mask.ymin;
		
		*viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
	}
}

/* Convert from 2d-View space to screen/region space
 *	- Coordinates are clamped to lie within bounds of region
 *
 *	- x,y 				= coordinates to convert
 *	- regionx,regiony 	= resultant coordinates 
 */
void UI_view2d_view_to_region(View2D *v2d, float x, float y, short *regionx, short *regiony)
{
	/* set initial value in case coordinate lies outside of bounds */
	if (regionx)
		*regionx= V2D_IS_CLIPPED;
	if (regiony)
		*regiony= V2D_IS_CLIPPED;
	
	/* express given coordinates as proportional values */
	x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
	y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
	
	/* check if values are within bounds */
	if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
		if (regionx)
			*regionx= v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin);
		if (regiony)
			*regiony= v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin);
	}
}

/* Convert from 2d-view space to screen/region space
 *	- Coordinates are NOT clamped to lie within bounds of region
 *
 *	- x,y 				= coordinates to convert
 *	- regionx,regiony 	= resultant coordinates 
 */
void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, short *regionx, short *regiony)
{
	/* step 1: express given coordinates as proportional values */
	x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
	y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
	
	/* step 2: convert proportional distances to screen coordinates  */
	x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
	y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
	
	/* although we don't clamp to lie within region bounds, we must avoid exceeding size of shorts */
	if (regionx) {
		if (x < -32760) *regionx= -32760;
		else if(x > 32760) *regionx= 32760;
		else *regionx= x;
	}
	if (regiony) {
		if (y < -32760) *regiony= -32760;
		else if(y > 32760) *regiony= 32760;
		else *regiony= y;
	}
}

/* *********************************************************************** */
/* Utilities */

/* View2D data by default resides in region, so get from region stored in context */
View2D *UI_view2d_fromcontext(const bContext *C)
{
	if (C->area == NULL) return NULL;
	if (C->region == NULL) return NULL;
	return &(C->region->v2d);
}

/* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
View2D *UI_view2d_fromcontext_rwin(const bContext *C)
{
	if (C->area == NULL) return NULL;
	if (C->region == NULL) return NULL;
	if (C->region->regiontype!=RGN_TYPE_WINDOW) {
		ARegion *ar= C->area->regionbase.first;
		for(; ar; ar= ar->next)
			if(ar->regiontype==RGN_TYPE_WINDOW)
				return &(ar->v2d);
		return NULL;
	}
	return &(C->region->v2d);
}


/* Calculate the scale per-axis of the drawing-area
 *	- Is used to inverse correct drawing of icons, etc. that need to follow view 
 *	  but not be affected by scale
 *
 *	- x,y	= scale on each axis
 */
void UI_view2d_getscale(View2D *v2d, float *x, float *y) 
{
	if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
	if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
}