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Blender
V2.59
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00001 /* 00002 * $Id: view2d.c 37615 2011-06-18 09:01:26Z campbellbarton $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2008 Blender Foundation. 00021 * All rights reserved. 00022 * 00023 * Contributor(s): Blender Foundation, Joshua Leung 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include <float.h> 00034 #include <limits.h> 00035 #include <math.h> 00036 #include <string.h> 00037 00038 #include "MEM_guardedalloc.h" 00039 00040 #include "DNA_scene_types.h" 00041 #include "DNA_userdef_types.h" 00042 00043 #include "BLI_blenlib.h" 00044 #include "BLI_utildefines.h" 00045 00046 #include "BKE_context.h" 00047 #include "BKE_screen.h" 00048 #include "BKE_global.h" 00049 00050 00051 #include "WM_api.h" 00052 00053 #include "BIF_gl.h" 00054 00055 #include "BLF_api.h" 00056 00057 #include "ED_anim_api.h" 00058 #include "ED_screen.h" 00059 00060 #include "UI_interface.h" 00061 #include "UI_view2d.h" 00062 00063 #include "interface_intern.h" 00064 00065 /* *********************************************************************** */ 00066 00067 /* XXX still unresolved: scrolls hide/unhide vs region mask handling */ 00068 /* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */ 00069 00070 /* helper to allow scrollbars to dynamically hide 00071 * - returns a copy of the scrollbar settings with the flags to display 00072 * horizontal/vertical scrollbars removed 00073 * - input scroll value is the v2d->scroll var 00074 * - hide flags are set per region at drawtime 00075 */ 00076 static int view2d_scroll_mapped(int scroll) 00077 { 00078 if(scroll & V2D_SCROLL_HORIZONTAL_HIDE) 00079 scroll &= ~(V2D_SCROLL_HORIZONTAL); 00080 if(scroll & V2D_SCROLL_VERTICAL_HIDE) 00081 scroll &= ~(V2D_SCROLL_VERTICAL); 00082 return scroll; 00083 } 00084 00085 /* called each time cur changes, to dynamically update masks */ 00086 static void view2d_masks(View2D *v2d) 00087 { 00088 int scroll; 00089 00090 /* mask - view frame */ 00091 v2d->mask.xmin= v2d->mask.ymin= 0; 00092 v2d->mask.xmax= v2d->winx - 1; /* -1 yes! masks are pixels */ 00093 v2d->mask.ymax= v2d->winy - 1; 00094 00095 #if 0 00096 // XXX see above 00097 v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE|V2D_SCROLL_VERTICAL_HIDE); 00098 /* check size if: */ 00099 if (v2d->scroll & V2D_SCROLL_HORIZONTAL) 00100 if(!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL)) 00101 if (v2d->tot.xmax-v2d->tot.xmin <= v2d->cur.xmax-v2d->cur.xmin) 00102 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE; 00103 if (v2d->scroll & V2D_SCROLL_VERTICAL) 00104 if(!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL)) 00105 if (v2d->tot.ymax-v2d->tot.ymin <= v2d->cur.ymax-v2d->cur.ymin) 00106 v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE; 00107 #endif 00108 scroll= view2d_scroll_mapped(v2d->scroll); 00109 00110 /* scrollers shrink mask area, but should be based off regionsize 00111 * - they can only be on one to two edges of the region they define 00112 * - if they overlap, they must not occupy the corners (which are reserved for other widgets) 00113 */ 00114 if (scroll) { 00115 /* vertical scroller */ 00116 if (scroll & V2D_SCROLL_LEFT) { 00117 /* on left-hand edge of region */ 00118 v2d->vert= v2d->mask; 00119 v2d->vert.xmax= V2D_SCROLL_WIDTH; 00120 v2d->mask.xmin= v2d->vert.xmax + 1; 00121 } 00122 else if (scroll & V2D_SCROLL_RIGHT) { 00123 /* on right-hand edge of region */ 00124 v2d->vert= v2d->mask; 00125 v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */ 00126 v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH; 00127 v2d->mask.xmax= v2d->vert.xmin - 1; 00128 } 00129 00130 /* horizontal scroller */ 00131 if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) { 00132 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */ 00133 v2d->hor= v2d->mask; 00134 v2d->hor.ymax= V2D_SCROLL_HEIGHT; 00135 v2d->mask.ymin= v2d->hor.ymax + 1; 00136 } 00137 else if (scroll & V2D_SCROLL_TOP) { 00138 /* on upper edge of region */ 00139 v2d->hor= v2d->mask; 00140 v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT; 00141 v2d->mask.ymax= v2d->hor.ymin - 1; 00142 } 00143 00144 /* adjust vertical scroller if there's a horizontal scroller, to leave corner free */ 00145 if (scroll & V2D_SCROLL_VERTICAL) { 00146 /* just set y min/max for vertical scroller to y min/max of mask as appropriate */ 00147 if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) { 00148 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */ 00149 v2d->vert.ymin= v2d->mask.ymin; 00150 } 00151 else if (scroll & V2D_SCROLL_TOP) { 00152 /* on upper edge of region */ 00153 v2d->vert.ymax= v2d->mask.ymax; 00154 } 00155 } 00156 } 00157 00158 } 00159 00160 /* Refresh and Validation */ 00161 00162 /* Initialise all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize 00163 * - for some of these presets, it is expected that the region will have defined some 00164 * additional settings necessary for the customisation of the 2D viewport to its requirements 00165 * - this function should only be called from region init() callbacks, where it is expected that 00166 * this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialised. 00167 */ 00168 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy) 00169 { 00170 short tot_changed= 0, init= 0; 00171 uiStyle *style= U.uistyles.first; 00172 00173 /* initialise data if there is a need for such */ 00174 if ((v2d->flag & V2D_IS_INITIALISED) == 0) { 00175 /* set initialised flag so that View2D doesn't get reinitialised next time again */ 00176 v2d->flag |= V2D_IS_INITIALISED; 00177 00178 init= 1; 00179 00180 /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */ 00181 switch (type) { 00182 /* 'standard view' - optimum setup for 'standard' view behaviour, that should be used new views as basis for their 00183 * own unique View2D settings, which should be used instead of this in most cases... 00184 */ 00185 case V2D_COMMONVIEW_STANDARD: 00186 { 00187 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */ 00188 v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM); 00189 v2d->minzoom= 0.01f; 00190 v2d->maxzoom= 1000.0f; 00191 00192 /* tot rect and cur should be same size, and aligned using 'standard' OpenGL coordinates for now 00193 * - region can resize 'tot' later to fit other data 00194 * - keeptot is only within bounds, as strict locking is not that critical 00195 * - view is aligned for (0,0) -> (winx-1, winy-1) setup 00196 */ 00197 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y); 00198 v2d->keeptot= V2D_KEEPTOT_BOUNDS; 00199 00200 v2d->tot.xmin= v2d->tot.ymin= 0.0f; 00201 v2d->tot.xmax= (float)(winx - 1); 00202 v2d->tot.ymax= (float)(winy - 1); 00203 00204 v2d->cur= v2d->tot; 00205 00206 /* scrollers - should we have these by default? */ 00207 // XXX for now, we don't override this, or set it either! 00208 } 00209 break; 00210 00211 /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */ 00212 case V2D_COMMONVIEW_LIST: 00213 { 00214 /* zoom + aspect ratio are locked */ 00215 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT); 00216 v2d->minzoom= v2d->maxzoom= 1.0f; 00217 00218 /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */ 00219 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y); 00220 v2d->keeptot = V2D_KEEPTOT_STRICT; 00221 tot_changed= 1; 00222 00223 /* scroller settings are currently not set here... that is left for regions... */ 00224 } 00225 break; 00226 00227 /* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead. 00228 * zoom, aspect ratio, and alignment restrictions are set here */ 00229 case V2D_COMMONVIEW_STACK: 00230 { 00231 /* zoom + aspect ratio are locked */ 00232 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT); 00233 v2d->minzoom= v2d->maxzoom= 1.0f; 00234 00235 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */ 00236 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y); 00237 v2d->keeptot = V2D_KEEPTOT_STRICT; 00238 tot_changed= 1; 00239 00240 /* scroller settings are currently not set here... that is left for regions... */ 00241 } 00242 break; 00243 00244 /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */ 00245 case V2D_COMMONVIEW_HEADER: 00246 { 00247 /* zoom + aspect ratio are locked */ 00248 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT); 00249 v2d->minzoom= v2d->maxzoom= 1.0f; 00250 v2d->min[0]= v2d->max[0]= (float)(winx-1); 00251 v2d->min[1]= v2d->max[1]= (float)(winy-1); 00252 00253 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */ 00254 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y); 00255 v2d->keeptot = V2D_KEEPTOT_STRICT; 00256 tot_changed= 1; 00257 00258 /* panning in y-axis is prohibited */ 00259 v2d->keepofs= V2D_LOCKOFS_Y; 00260 00261 /* absolutely no scrollers allowed */ 00262 v2d->scroll= 0; 00263 00264 } 00265 break; 00266 00267 /* panels view, with horizontal/vertical align */ 00268 case V2D_COMMONVIEW_PANELS_UI: 00269 { 00270 float panelzoom= (style) ? style->panelzoom : 1.0f; 00271 00272 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */ 00273 v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM|V2D_KEEPZOOM); 00274 v2d->minzoom= 0.5f; 00275 v2d->maxzoom= 2.0f; 00276 //tot_changed= 1; 00277 00278 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y); 00279 v2d->keeptot= V2D_KEEPTOT_BOUNDS; 00280 00281 v2d->scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM); 00282 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE; 00283 v2d->scroll &= ~V2D_SCROLL_VERTICAL_HIDE; 00284 00285 v2d->tot.xmin= 0.0f; 00286 v2d->tot.xmax= winx; 00287 00288 v2d->tot.ymax= 0.0f; 00289 v2d->tot.ymin= -winy; 00290 00291 v2d->cur.xmin= 0.0f; 00292 /* bad workaround for keeping zoom level with scrollers */ 00293 v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom; 00294 00295 v2d->cur.ymax= 0.0f; 00296 v2d->cur.ymin= (-winy)*panelzoom; 00297 } 00298 break; 00299 00300 /* other view types are completely defined using their own settings already */ 00301 default: 00302 /* we don't do anything here, as settings should be fine, but just make sure that rect */ 00303 break; 00304 } 00305 } 00306 00307 /* store view size */ 00308 v2d->winx= winx; 00309 v2d->winy= winy; 00310 00311 /* set masks */ 00312 view2d_masks(v2d); 00313 00314 /* set 'tot' rect before setting cur? */ 00315 if (tot_changed) 00316 UI_view2d_totRect_set_resize(v2d, winx, winy, !init); 00317 else 00318 UI_view2d_curRect_validate_resize(v2d, !init); 00319 } 00320 00321 /* Ensure View2D rects remain in a viable configuration 00322 * - cur is not allowed to be: larger than max, smaller than min, or outside of tot 00323 */ 00324 // XXX pre2.5 -> this used to be called test_view2d() 00325 void UI_view2d_curRect_validate_resize(View2D *v2d, int resize) 00326 { 00327 float totwidth, totheight, curwidth, curheight, width, height; 00328 float winx, winy; 00329 rctf *cur, *tot; 00330 00331 /* use mask as size of region that View2D resides in, as it takes into account scrollbars already */ 00332 winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1); 00333 winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1); 00334 00335 /* get pointers to rcts for less typing */ 00336 cur= &v2d->cur; 00337 tot= &v2d->tot; 00338 00339 /* we must satisfy the following constraints (in decreasing order of importance): 00340 * - alignment restrictions are respected 00341 * - cur must not fall outside of tot 00342 * - axis locks (zoom and offset) must be maintained 00343 * - zoom must not be excessive (check either sizes or zoom values) 00344 * - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too) 00345 */ 00346 00347 /* Step 1: if keepzoom, adjust the sizes of the rects only 00348 * - firstly, we calculate the sizes of the rects 00349 * - curwidth and curheight are saved as reference... modify width and height values here 00350 */ 00351 totwidth= tot->xmax - tot->xmin; 00352 totheight= tot->ymax - tot->ymin; 00353 curwidth= width= cur->xmax - cur->xmin; 00354 curheight= height= cur->ymax - cur->ymin; 00355 00356 /* if zoom is locked, size on the appropriate axis is reset to mask size */ 00357 if (v2d->keepzoom & V2D_LOCKZOOM_X) 00358 width= winx; 00359 if (v2d->keepzoom & V2D_LOCKZOOM_Y) 00360 height= winy; 00361 00362 /* values used to divide, so make it safe 00363 * NOTE: width and height must use FLT_MIN instead of 1, otherwise it is impossible to 00364 * get enough resolution in Graph Editor for editing some curves 00365 */ 00366 if(width < FLT_MIN) width= 1; 00367 if(height < FLT_MIN) height= 1; 00368 if(winx < 1) winx= 1; 00369 if(winy < 1) winy= 1; 00370 00371 /* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */ 00372 if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) { 00373 float zoom, oldzoom; 00374 00375 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) { 00376 zoom= winx / width; 00377 oldzoom= v2d->oldwinx / curwidth; 00378 00379 if(oldzoom != zoom) 00380 width *= zoom/oldzoom; 00381 } 00382 00383 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) { 00384 zoom= winy / height; 00385 oldzoom= v2d->oldwiny / curheight; 00386 00387 if(oldzoom != zoom) 00388 height *= zoom/oldzoom; 00389 } 00390 } 00391 /* keepzoom (V2D_LIMITZOOM set), indicates that zoom level on each axis must not exceed limits 00392 * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this 00393 */ 00394 else if (v2d->keepzoom & V2D_LIMITZOOM) { 00395 float zoom, fac; 00396 00397 /* check if excessive zoom on x-axis */ 00398 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) { 00399 zoom= winx / width; 00400 if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) { 00401 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom); 00402 width *= fac; 00403 } 00404 } 00405 00406 /* check if excessive zoom on y-axis */ 00407 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) { 00408 zoom= winy / height; 00409 if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) { 00410 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom); 00411 height *= fac; 00412 } 00413 } 00414 } 00415 else { 00416 /* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */ 00417 CLAMP(width, v2d->min[0], v2d->max[0]); 00418 CLAMP(height, v2d->min[1], v2d->max[1]); 00419 } 00420 00421 /* check if we should restore aspect ratio (if view size changed) */ 00422 if (v2d->keepzoom & V2D_KEEPASPECT) { 00423 short do_x=0, do_y=0, do_cur, do_win; 00424 float curRatio, winRatio; 00425 00426 /* when a window edge changes, the aspect ratio can't be used to 00427 * find which is the best new 'cur' rect. thats why it stores 'old' 00428 */ 00429 if (winx != v2d->oldwinx) do_x= 1; 00430 if (winy != v2d->oldwiny) do_y= 1; 00431 00432 curRatio= height / width; 00433 winRatio= winy / winx; 00434 00435 /* both sizes change (area/region maximised) */ 00436 if (do_x == do_y) { 00437 if (do_x && do_y) { 00438 /* here is 1,1 case, so all others must be 0,0 */ 00439 if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0; 00440 else do_x= 0; 00441 } 00442 else if (winRatio > 1.0f) do_x= 0; 00443 else do_x= 1; 00444 } 00445 do_cur= do_x; 00446 do_win= do_y; 00447 00448 if (do_cur) { 00449 if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) { 00450 /* special exception for Outliner (and later channel-lists): 00451 * - The view may be moved left to avoid contents being pushed out of view when view shrinks. 00452 * - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed) 00453 * - width is not adjusted for changed ratios here... 00454 */ 00455 if (winx < v2d->oldwinx) { 00456 float temp = v2d->oldwinx - winx; 00457 00458 cur->xmin -= temp; 00459 cur->xmax -= temp; 00460 00461 /* width does not get modified, as keepaspect here is just set to make 00462 * sure visible area adjusts to changing view shape! 00463 */ 00464 } 00465 } 00466 else { 00467 /* portrait window: correct for x */ 00468 width= height / winRatio; 00469 } 00470 } 00471 else { 00472 if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) { 00473 /* special exception for Outliner (and later channel-lists): 00474 * - Currently, no actions need to be taken here... 00475 */ 00476 00477 if (winy < v2d->oldwiny) { 00478 float temp = v2d->oldwiny - winy; 00479 00480 cur->ymin += temp; 00481 cur->ymax += temp; 00482 } 00483 00484 } 00485 else { 00486 /* landscape window: correct for y */ 00487 height = width * winRatio; 00488 } 00489 } 00490 00491 /* store region size for next time */ 00492 v2d->oldwinx= (short)winx; 00493 v2d->oldwiny= (short)winy; 00494 } 00495 00496 /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */ 00497 if ((width != curwidth) || (height != curheight)) { 00498 float temp, dh; 00499 00500 /* resize from centerpoint, unless otherwise specified */ 00501 if (width != curwidth) { 00502 if (v2d->keepofs & V2D_LOCKOFS_X) { 00503 cur->xmax += width - (cur->xmax - cur->xmin); 00504 } 00505 else if (v2d->keepofs & V2D_KEEPOFS_X) { 00506 if(v2d->align & V2D_ALIGN_NO_POS_X) 00507 cur->xmin -= width - (cur->xmax - cur->xmin); 00508 else 00509 cur->xmax += width - (cur->xmax - cur->xmin); 00510 } 00511 else { 00512 temp= (cur->xmax + cur->xmin) * 0.5f; 00513 dh= width * 0.5f; 00514 00515 cur->xmin = temp - dh; 00516 cur->xmax = temp + dh; 00517 } 00518 } 00519 if (height != curheight) { 00520 if (v2d->keepofs & V2D_LOCKOFS_Y) { 00521 cur->ymax += height - (cur->ymax - cur->ymin); 00522 } 00523 else if (v2d->keepofs & V2D_KEEPOFS_Y) { 00524 if(v2d->align & V2D_ALIGN_NO_POS_Y) 00525 cur->ymin -= height - (cur->ymax - cur->ymin); 00526 else 00527 cur->ymax += height - (cur->ymax - cur->ymin); 00528 } 00529 else { 00530 temp= (cur->ymax + cur->ymin) * 0.5f; 00531 dh= height * 0.5f; 00532 00533 cur->ymin = temp - dh; 00534 cur->ymax = temp + dh; 00535 } 00536 } 00537 } 00538 00539 /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */ 00540 if (v2d->keeptot) { 00541 float temp, diff; 00542 00543 /* recalculate extents of cur */ 00544 curwidth= cur->xmax - cur->xmin; 00545 curheight= cur->ymax - cur->ymin; 00546 00547 /* width */ 00548 if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X|V2D_LIMITZOOM)) ) { 00549 /* if zoom doesn't have to be maintained, just clamp edges */ 00550 if (cur->xmin < tot->xmin) cur->xmin= tot->xmin; 00551 if (cur->xmax > tot->xmax) cur->xmax= tot->xmax; 00552 } 00553 else if (v2d->keeptot == V2D_KEEPTOT_STRICT) { 00554 /* This is an exception for the outliner (and later channel-lists, headers) 00555 * - must clamp within tot rect (absolutely no excuses) 00556 * --> therefore, cur->xmin must not be less than tot->xmin 00557 */ 00558 if (cur->xmin < tot->xmin) { 00559 /* move cur across so that it sits at minimum of tot */ 00560 temp= tot->xmin - cur->xmin; 00561 00562 cur->xmin += temp; 00563 cur->xmax += temp; 00564 } 00565 else if (cur->xmax > tot->xmax) { 00566 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 00567 * cur-xmin to lie past tot-xmin 00568 * - otherwise, simply shift to tot-xmin??? 00569 */ 00570 temp= cur->xmax - tot->xmax; 00571 00572 if ((cur->xmin - temp) < tot->xmin) { 00573 /* only offset by difference from cur-min and tot-min */ 00574 temp= cur->xmin - tot->xmin; 00575 00576 cur->xmin -= temp; 00577 cur->xmax -= temp; 00578 } 00579 else { 00580 cur->xmin -= temp; 00581 cur->xmax -= temp; 00582 } 00583 } 00584 } 00585 else { 00586 /* This here occurs when: 00587 * - width too big, but maintaining zoom (i.e. widths cannot be changed) 00588 * - width is OK, but need to check if outside of boundaries 00589 * 00590 * So, resolution is to just shift view by the gap between the extremities. 00591 * We favour moving the 'minimum' across, as that's origin for most things 00592 * (XXX - in the past, max was favoured... if there are bugs, swap!) 00593 */ 00594 if ((cur->xmin < tot->xmin) && (cur->xmax > tot->xmax)) { 00595 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */ 00596 temp= (tot->xmax + tot->xmin) * 0.5f; 00597 diff= curheight * 0.5f; 00598 00599 cur->xmin= temp - diff; 00600 cur->xmax= temp + diff; 00601 } 00602 else if (cur->xmin < tot->xmin) { 00603 /* move cur across so that it sits at minimum of tot */ 00604 temp= tot->xmin - cur->xmin; 00605 00606 cur->xmin += temp; 00607 cur->xmax += temp; 00608 } 00609 else if (cur->xmax > tot->xmax) { 00610 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 00611 * cur-xmin to lie past tot-xmin 00612 * - otherwise, simply shift to tot-xmin??? 00613 */ 00614 temp= cur->xmax - tot->xmax; 00615 00616 if ((cur->xmin - temp) < tot->xmin) { 00617 /* only offset by difference from cur-min and tot-min */ 00618 temp= cur->xmin - tot->xmin; 00619 00620 cur->xmin -= temp; 00621 cur->xmax -= temp; 00622 } 00623 else { 00624 cur->xmin -= temp; 00625 cur->xmax -= temp; 00626 } 00627 } 00628 } 00629 00630 /* height */ 00631 if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y|V2D_LIMITZOOM)) ) { 00632 /* if zoom doesn't have to be maintained, just clamp edges */ 00633 if (cur->ymin < tot->ymin) cur->ymin= tot->ymin; 00634 if (cur->ymax > tot->ymax) cur->ymax= tot->ymax; 00635 } 00636 else { 00637 /* This here occurs when: 00638 * - height too big, but maintaining zoom (i.e. heights cannot be changed) 00639 * - height is OK, but need to check if outside of boundaries 00640 * 00641 * So, resolution is to just shift view by the gap between the extremities. 00642 * We favour moving the 'minimum' across, as that's origin for most things 00643 */ 00644 if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) { 00645 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */ 00646 temp= (tot->ymax + tot->ymin) * 0.5f; 00647 diff= curheight * 0.5f; 00648 00649 cur->ymin= temp - diff; 00650 cur->ymax= temp + diff; 00651 } 00652 else if (cur->ymin < tot->ymin) { 00653 /* there's still space remaining, so shift up */ 00654 temp= tot->ymin - cur->ymin; 00655 00656 cur->ymin += temp; 00657 cur->ymax += temp; 00658 } 00659 else if (cur->ymax > tot->ymax) { 00660 /* there's still space remaining, so shift down */ 00661 temp= cur->ymax - tot->ymax; 00662 00663 cur->ymin -= temp; 00664 cur->ymax -= temp; 00665 } 00666 } 00667 } 00668 00669 /* Step 4: Make sure alignment restrictions are respected */ 00670 if (v2d->align) { 00671 /* If alignment flags are set (but keeptot is not), they must still be respected, as although 00672 * they don't specify any particular bounds to stay within, they do define ranges which are 00673 * invalid. 00674 * 00675 * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these 00676 * invalid zones, otherwise we offset. 00677 */ 00678 00679 /* handle width - posx and negx flags are mutually exclusive, so watch out */ 00680 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) { 00681 /* width is in negative-x half */ 00682 if (v2d->cur.xmax > 0) { 00683 v2d->cur.xmin -= v2d->cur.xmax; 00684 v2d->cur.xmax= 0.0f; 00685 } 00686 } 00687 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) { 00688 /* width is in positive-x half */ 00689 if (v2d->cur.xmin < 0) { 00690 v2d->cur.xmax -= v2d->cur.xmin; 00691 v2d->cur.xmin = 0.0f; 00692 } 00693 } 00694 00695 /* handle height - posx and negx flags are mutually exclusive, so watch out */ 00696 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) { 00697 /* height is in negative-y half */ 00698 if (v2d->cur.ymax > 0) { 00699 v2d->cur.ymin -= v2d->cur.ymax; 00700 v2d->cur.ymax = 0.0f; 00701 } 00702 } 00703 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) { 00704 /* height is in positive-y half */ 00705 if (v2d->cur.ymin < 0) { 00706 v2d->cur.ymax -= v2d->cur.ymin; 00707 v2d->cur.ymin = 0.0f; 00708 } 00709 } 00710 } 00711 00712 /* set masks */ 00713 view2d_masks(v2d); 00714 } 00715 00716 void UI_view2d_curRect_validate(View2D *v2d) 00717 { 00718 UI_view2d_curRect_validate_resize(v2d, 0); 00719 } 00720 00721 /* ------------------ */ 00722 00723 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */ 00724 void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag) 00725 { 00726 ScrArea *sa; 00727 ARegion *ar; 00728 00729 /* don't continue if no view syncing to be done */ 00730 if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME|V2D_VIEWSYNC_AREA_VERTICAL)) == 0) 00731 return; 00732 00733 /* check if doing within area syncing (i.e. channels/vertical) */ 00734 if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) { 00735 for (ar= area->regionbase.first; ar; ar= ar->next) { 00736 /* don't operate on self */ 00737 if (v2dcur != &ar->v2d) { 00738 /* only if view has vertical locks enabled */ 00739 if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) { 00740 if (flag == V2D_LOCK_COPY) { 00741 /* other views with locks on must copy active */ 00742 ar->v2d.cur.ymin= v2dcur->cur.ymin; 00743 ar->v2d.cur.ymax= v2dcur->cur.ymax; 00744 } 00745 else { /* V2D_LOCK_SET */ 00746 /* active must copy others */ 00747 v2dcur->cur.ymin= ar->v2d.cur.ymin; 00748 v2dcur->cur.ymax= ar->v2d.cur.ymax; 00749 } 00750 00751 /* region possibly changed, so refresh */ 00752 ED_region_tag_redraw(ar); 00753 } 00754 } 00755 } 00756 } 00757 00758 /* check if doing whole screen syncing (i.e. time/horizontal) */ 00759 if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) { 00760 for (sa= screen->areabase.first; sa; sa= sa->next) { 00761 for (ar= sa->regionbase.first; ar; ar= ar->next) { 00762 /* don't operate on self */ 00763 if (v2dcur != &ar->v2d) { 00764 /* only if view has horizontal locks enabled */ 00765 if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) { 00766 if (flag == V2D_LOCK_COPY) { 00767 /* other views with locks on must copy active */ 00768 ar->v2d.cur.xmin= v2dcur->cur.xmin; 00769 ar->v2d.cur.xmax= v2dcur->cur.xmax; 00770 } 00771 else { /* V2D_LOCK_SET */ 00772 /* active must copy others */ 00773 v2dcur->cur.xmin= ar->v2d.cur.xmin; 00774 v2dcur->cur.xmax= ar->v2d.cur.xmax; 00775 } 00776 00777 /* region possibly changed, so refresh */ 00778 ED_region_tag_redraw(ar); 00779 } 00780 } 00781 } 00782 } 00783 } 00784 } 00785 00786 00787 /* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) 00788 * This does not take into account if zooming the view on an axis will improve the view (if allowed) 00789 */ 00790 void UI_view2d_curRect_reset (View2D *v2d) 00791 { 00792 float width, height; 00793 00794 /* assume width and height of 'cur' rect by default, should be same size as mask */ 00795 width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1); 00796 height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1); 00797 00798 /* handle width - posx and negx flags are mutually exclusive, so watch out */ 00799 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) { 00800 /* width is in negative-x half */ 00801 v2d->cur.xmin= (float)-width; 00802 v2d->cur.xmax= 0.0f; 00803 } 00804 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) { 00805 /* width is in positive-x half */ 00806 v2d->cur.xmin= 0.0f; 00807 v2d->cur.xmax= (float)width; 00808 } 00809 else { 00810 /* width is centered around x==0 */ 00811 const float dx= (float)width / 2.0f; 00812 00813 v2d->cur.xmin= -dx; 00814 v2d->cur.xmax= dx; 00815 } 00816 00817 /* handle height - posx and negx flags are mutually exclusive, so watch out */ 00818 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) { 00819 /* height is in negative-y half */ 00820 v2d->cur.ymin= (float)-height; 00821 v2d->cur.ymax= 0.0f; 00822 } 00823 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) { 00824 /* height is in positive-y half */ 00825 v2d->cur.ymin= 0.0f; 00826 v2d->cur.ymax= (float)height; 00827 } 00828 else { 00829 /* height is centered around y==0 */ 00830 const float dy= (float)height / 2.0f; 00831 00832 v2d->cur.ymin= -dy; 00833 v2d->cur.ymax= dy; 00834 } 00835 } 00836 00837 /* ------------------ */ 00838 00839 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */ 00840 void UI_view2d_totRect_set_resize (View2D *v2d, int width, int height, int resize) 00841 { 00842 int scroll= view2d_scroll_mapped(v2d->scroll); 00843 00844 /* don't do anything if either value is 0 */ 00845 width= abs(width); 00846 height= abs(height); 00847 00848 /* hrumf! */ 00849 /* XXX: there are work arounds for this in the panel and file browse code. */ 00850 if(scroll & V2D_SCROLL_HORIZONTAL) 00851 width -= V2D_SCROLL_WIDTH; 00852 if(scroll & V2D_SCROLL_VERTICAL) 00853 height -= V2D_SCROLL_HEIGHT; 00854 00855 if (ELEM3(0, v2d, width, height)) { 00856 if (G.f & G_DEBUG) 00857 printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", (void *)v2d, width, height); // XXX temp debug info 00858 return; 00859 } 00860 00861 /* handle width - posx and negx flags are mutually exclusive, so watch out */ 00862 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) { 00863 /* width is in negative-x half */ 00864 v2d->tot.xmin= (float)-width; 00865 v2d->tot.xmax= 0.0f; 00866 } 00867 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) { 00868 /* width is in positive-x half */ 00869 v2d->tot.xmin= 0.0f; 00870 v2d->tot.xmax= (float)width; 00871 } 00872 else { 00873 /* width is centered around x==0 */ 00874 const float dx= (float)width / 2.0f; 00875 00876 v2d->tot.xmin= -dx; 00877 v2d->tot.xmax= dx; 00878 } 00879 00880 /* handle height - posx and negx flags are mutually exclusive, so watch out */ 00881 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) { 00882 /* height is in negative-y half */ 00883 v2d->tot.ymin= (float)-height; 00884 v2d->tot.ymax= 0.0f; 00885 } 00886 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) { 00887 /* height is in positive-y half */ 00888 v2d->tot.ymin= 0.0f; 00889 v2d->tot.ymax= (float)height; 00890 } 00891 else { 00892 /* height is centered around y==0 */ 00893 const float dy= (float)height / 2.0f; 00894 00895 v2d->tot.ymin= -dy; 00896 v2d->tot.ymax= dy; 00897 } 00898 00899 /* make sure that 'cur' rect is in a valid state as a result of these changes */ 00900 UI_view2d_curRect_validate_resize(v2d, resize); 00901 } 00902 00903 void UI_view2d_totRect_set(View2D *v2d, int width, int height) 00904 { 00905 UI_view2d_totRect_set_resize(v2d, width, height, 0); 00906 } 00907 00908 int UI_view2d_tab_set(View2D *v2d, int tab) 00909 { 00910 float default_offset[2]= {0.0f, 0.0f}; 00911 float *offset, *new_offset; 00912 int changed= 0; 00913 00914 /* if tab changed, change offset */ 00915 if(tab != v2d->tab_cur && v2d->tab_offset) { 00916 if(tab < v2d->tab_num) 00917 offset= &v2d->tab_offset[tab*2]; 00918 else 00919 offset= default_offset; 00920 00921 v2d->cur.xmax += offset[0] - v2d->cur.xmin; 00922 v2d->cur.xmin= offset[0]; 00923 00924 v2d->cur.ymin += offset[1] - v2d->cur.ymax; 00925 v2d->cur.ymax= offset[1]; 00926 00927 /* validation should happen in subsequent totRect_set */ 00928 00929 changed= 1; 00930 } 00931 00932 /* resize array if needed */ 00933 if(tab >= v2d->tab_num) { 00934 new_offset= MEM_callocN(sizeof(float)*(tab+1)*2, "view2d tab offset"); 00935 00936 if(v2d->tab_offset) { 00937 memcpy(new_offset, v2d->tab_offset, sizeof(float)*v2d->tab_num*2); 00938 MEM_freeN(v2d->tab_offset); 00939 } 00940 00941 v2d->tab_offset= new_offset; 00942 v2d->tab_num= tab+1; 00943 } 00944 00945 /* set current tab and offset */ 00946 v2d->tab_cur= tab; 00947 v2d->tab_offset[2*tab+0]= v2d->cur.xmin; 00948 v2d->tab_offset[2*tab+1]= v2d->cur.ymax; 00949 00950 return changed; 00951 } 00952 00953 /* *********************************************************************** */ 00954 /* View Matrix Setup */ 00955 00956 /* mapping function to ensure 'cur' draws extended over the area where sliders are */ 00957 static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked) 00958 { 00959 *curmasked= v2d->cur; 00960 00961 if (view2d_scroll_mapped(v2d->scroll)) { 00962 float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1)); 00963 float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1)); 00964 00965 if (v2d->mask.xmin != 0) 00966 curmasked->xmin -= dx*(float)v2d->mask.xmin; 00967 if (v2d->mask.xmax+1 != v2d->winx) 00968 curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1); 00969 00970 if (v2d->mask.ymin != 0) 00971 curmasked->ymin -= dy*(float)v2d->mask.ymin; 00972 if (v2d->mask.ymax+1 != v2d->winy) 00973 curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1); 00974 00975 } 00976 } 00977 00978 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */ 00979 void UI_view2d_view_ortho(View2D *v2d) 00980 { 00981 rctf curmasked; 00982 float xofs, yofs; 00983 00984 /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 00985 * but only applied where requsted 00986 */ 00987 /* XXX brecht: instead of zero at least use a tiny offset, otherwise 00988 * pixel rounding is effectively random due to float inaccuracy */ 00989 xofs= 0.001f*(v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin); 00990 yofs= 0.001f*(v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin); 00991 00992 /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */ 00993 view2d_map_cur_using_mask(v2d, &curmasked); 00994 00995 curmasked.xmin-= xofs; curmasked.xmax-=xofs; 00996 curmasked.ymin-= yofs; curmasked.ymax-=yofs; 00997 00998 /* XXX ton: this flag set by outliner, for icons */ 00999 if(v2d->flag & V2D_PIXELOFS_X) { 01000 curmasked.xmin= floorf(curmasked.xmin) - 0.001f; 01001 curmasked.xmax= floorf(curmasked.xmax) - 0.001f; 01002 } 01003 if(v2d->flag & V2D_PIXELOFS_Y) { 01004 curmasked.ymin= floorf(curmasked.ymin) - 0.001f; 01005 curmasked.ymax= floorf(curmasked.ymax) - 0.001f; 01006 } 01007 01008 /* set matrix on all appropriate axes */ 01009 wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs); 01010 01011 /* XXX is this necessary? */ 01012 glLoadIdentity(); 01013 } 01014 01015 /* Set view matrices to only use one axis of 'cur' only 01016 * - xaxis = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x) 01017 */ 01018 void UI_view2d_view_orthoSpecial(ARegion *ar, View2D *v2d, short xaxis) 01019 { 01020 rctf curmasked; 01021 float xofs, yofs; 01022 01023 /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 01024 * but only applied where requsted 01025 */ 01026 /* XXX temp (ton) */ 01027 xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f; 01028 yofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f; 01029 01030 /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */ 01031 view2d_map_cur_using_mask(v2d, &curmasked); 01032 01033 /* only set matrix with 'cur' coordinates on relevant axes */ 01034 if (xaxis) 01035 wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, -yofs, ar->winy-yofs); 01036 else 01037 wmOrtho2(-xofs, ar->winx-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs); 01038 01039 /* XXX is this necessary? */ 01040 glLoadIdentity(); 01041 } 01042 01043 01044 /* Restore view matrices after drawing */ 01045 void UI_view2d_view_restore(const bContext *C) 01046 { 01047 ARegion *ar= CTX_wm_region(C); 01048 int width= ar->winrct.xmax-ar->winrct.xmin+1; 01049 int height= ar->winrct.ymax-ar->winrct.ymin+1; 01050 01051 wmOrtho2(0.0f, (float)width, 0.0f, (float)height); 01052 glLoadIdentity(); 01053 01054 // ED_region_pixelspace(CTX_wm_region(C)); 01055 } 01056 01057 /* *********************************************************************** */ 01058 /* Gridlines */ 01059 01060 /* View2DGrid is typedef'd in UI_view2d.h */ 01061 struct View2DGrid { 01062 float dx, dy; /* stepsize (in pixels) between gridlines */ 01063 float startx, starty; /* initial coordinates to start drawing grid from */ 01064 int powerx, powery; /* step as power of 10 */ 01065 }; 01066 01067 /* --------------- */ 01068 01069 /* try to write step as a power of 10 */ 01070 static void step_to_grid(float *step, int *power, int unit) 01071 { 01072 const float loga= (float)log10(*step); 01073 float rem; 01074 01075 *power= (int)(loga); 01076 01077 rem= loga - (*power); 01078 rem= (float)pow(10.0, rem); 01079 01080 if (loga < 0.0f) { 01081 if (rem < 0.2f) rem= 0.2f; 01082 else if(rem < 0.5f) rem= 0.5f; 01083 else rem= 1.0f; 01084 01085 *step= rem * (float)pow(10.0, (*power)); 01086 01087 /* for frames, we want 1.0 frame intervals only */ 01088 if (unit == V2D_UNIT_FRAMES) { 01089 rem = 1.0f; 01090 *step = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */ 01091 } 01092 01093 /* prevents printing 1.0 2.0 3.0 etc */ 01094 if (rem == 1.0f) (*power)++; 01095 } 01096 else { 01097 if (rem < 2.0f) rem= 2.0f; 01098 else if(rem < 5.0f) rem= 5.0f; 01099 else rem= 10.0f; 01100 01101 *step= rem * (float)pow(10.0, (*power)); 01102 01103 (*power)++; 01104 /* prevents printing 1.0, 2.0, 3.0, etc. */ 01105 if (rem == 10.0f) (*power)++; 01106 } 01107 } 01108 01109 /* Intialise settings necessary for drawing gridlines in a 2d-view 01110 * - Currently, will return pointer to View2DGrid struct that needs to 01111 * be freed with UI_view2d_grid_free() 01112 * - Is used for scrollbar drawing too (for units drawing) 01113 * - Units + clamping args will be checked, to make sure they are valid values that can be used 01114 * so it is very possible that we won't return grid at all! 01115 * 01116 * - xunits,yunits = V2D_UNIT_* grid steps in seconds or frames 01117 * - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals 01118 * - winx = width of region we're drawing to, note: not used but keeping for completeness. 01119 * - winy = height of region we're drawing into 01120 */ 01121 View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy) 01122 { 01123 01124 View2DGrid *grid; 01125 float space, pixels, seconddiv; 01126 01127 /* check that there are at least some workable args */ 01128 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp)) 01129 return NULL; 01130 01131 /* grid here is allocated... */ 01132 grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid"); 01133 01134 /* rule: gridstep is minimal GRIDSTEP pixels */ 01135 if (xunits == V2D_UNIT_SECONDS) { 01136 seconddiv= (float)(0.01 * FPS); 01137 } 01138 else { 01139 seconddiv= 1.0f; 01140 } 01141 01142 /* calculate x-axis grid scale (only if both args are valid) */ 01143 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) { 01144 space= v2d->cur.xmax - v2d->cur.xmin; 01145 pixels= (float)(v2d->mask.xmax - v2d->mask.xmin); 01146 01147 if(pixels!=0.0f) { 01148 grid->dx= (U.v2d_min_gridsize * space) / (seconddiv * pixels); 01149 step_to_grid(&grid->dx, &grid->powerx, xunits); 01150 grid->dx *= seconddiv; 01151 } 01152 01153 if (xclamp == V2D_GRID_CLAMP) { 01154 if (grid->dx < 0.1f) grid->dx= 0.1f; 01155 grid->powerx-= 2; 01156 if (grid->powerx < -2) grid->powerx= -2; 01157 } 01158 } 01159 01160 /* calculate y-axis grid scale (only if both args are valid) */ 01161 if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) { 01162 space= v2d->cur.ymax - v2d->cur.ymin; 01163 pixels= (float)winy; 01164 01165 grid->dy= U.v2d_min_gridsize * space / pixels; 01166 step_to_grid(&grid->dy, &grid->powery, yunits); 01167 01168 if (yclamp == V2D_GRID_CLAMP) { 01169 if (grid->dy < 1.0f) grid->dy= 1.0f; 01170 if (grid->powery < 1) grid->powery= 1; 01171 } 01172 } 01173 01174 /* calculate start position */ 01175 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) { 01176 grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - (float)fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv)); 01177 if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx; 01178 } 01179 else 01180 grid->startx= v2d->cur.xmin; 01181 01182 if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) { 01183 grid->starty= (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy)); 01184 if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy; 01185 } 01186 else 01187 grid->starty= v2d->cur.ymin; 01188 01189 return grid; 01190 } 01191 01192 /* Draw gridlines in the given 2d-region */ 01193 void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag) 01194 { 01195 float vec1[2], vec2[2]; 01196 int a, step; 01197 01198 /* check for grid first, as it may not exist */ 01199 if (grid == NULL) 01200 return; 01201 01202 /* vertical lines */ 01203 if (flag & V2D_VERTICAL_LINES) { 01204 /* initialise initial settings */ 01205 vec1[0]= vec2[0]= grid->startx; 01206 vec1[1]= grid->starty; 01207 vec2[1]= v2d->cur.ymax; 01208 01209 /* minor gridlines */ 01210 step= (v2d->mask.xmax - v2d->mask.xmin + 1) / U.v2d_min_gridsize; 01211 UI_ThemeColor(TH_GRID); 01212 01213 for (a=0; a<step; a++) { 01214 glBegin(GL_LINE_STRIP); 01215 glVertex2fv(vec1); 01216 glVertex2fv(vec2); 01217 glEnd(); 01218 01219 vec2[0]= vec1[0]+= grid->dx; 01220 } 01221 01222 /* major gridlines */ 01223 vec2[0]= vec1[0]-= 0.5f*grid->dx; 01224 UI_ThemeColorShade(TH_GRID, 16); 01225 01226 step++; 01227 for (a=0; a<=step; a++) { 01228 glBegin(GL_LINE_STRIP); 01229 glVertex2fv(vec1); 01230 glVertex2fv(vec2); 01231 glEnd(); 01232 01233 vec2[0]= vec1[0]-= grid->dx; 01234 } 01235 } 01236 01237 /* horizontal lines */ 01238 if (flag & V2D_HORIZONTAL_LINES) { 01239 /* only major gridlines */ 01240 vec1[1]= vec2[1]= grid->starty; 01241 vec1[0]= grid->startx; 01242 vec2[0]= v2d->cur.xmax; 01243 01244 step= (v2d->mask.ymax - v2d->mask.ymin + 1) / U.v2d_min_gridsize; 01245 01246 UI_ThemeColor(TH_GRID); 01247 for (a=0; a<=step; a++) { 01248 glBegin(GL_LINE_STRIP); 01249 glVertex2fv(vec1); 01250 glVertex2fv(vec2); 01251 glEnd(); 01252 01253 vec2[1]= vec1[1]+= grid->dy; 01254 } 01255 01256 /* fine grid lines */ 01257 vec2[1]= vec1[1]-= 0.5f*grid->dy; 01258 step++; 01259 01260 if (flag & V2D_HORIZONTAL_FINELINES) { 01261 UI_ThemeColorShade(TH_GRID, 16); 01262 for (a=0; a<step; a++) { 01263 glBegin(GL_LINE_STRIP); 01264 glVertex2fv(vec1); 01265 glVertex2fv(vec2); 01266 glEnd(); 01267 01268 vec2[1]= vec1[1]-= grid->dy; 01269 } 01270 } 01271 } 01272 01273 /* Axes are drawn as darker lines */ 01274 UI_ThemeColorShade(TH_GRID, -50); 01275 01276 /* horizontal axis */ 01277 if (flag & V2D_HORIZONTAL_AXIS) { 01278 vec1[0]= v2d->cur.xmin; 01279 vec2[0]= v2d->cur.xmax; 01280 vec1[1]= vec2[1]= 0.0f; 01281 01282 glBegin(GL_LINE_STRIP); 01283 glVertex2fv(vec1); 01284 glVertex2fv(vec2); 01285 glEnd(); 01286 } 01287 01288 /* vertical axis */ 01289 if (flag & V2D_VERTICAL_AXIS) { 01290 vec1[1]= v2d->cur.ymin; 01291 vec2[1]= v2d->cur.ymax; 01292 vec1[0]= vec2[0]= 0.0f; 01293 01294 glBegin(GL_LINE_STRIP); 01295 glVertex2fv(vec1); 01296 glVertex2fv(vec2); 01297 glEnd(); 01298 } 01299 } 01300 01301 /* Draw a constant grid in given 2d-region */ 01302 void UI_view2d_constant_grid_draw(View2D *v2d) 01303 { 01304 float start, step= 25.0f; 01305 01306 UI_ThemeColorShade(TH_BACK, -10); 01307 01308 start= v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step); 01309 01310 glBegin(GL_LINES); 01311 for(; start<v2d->cur.xmax; start+=step) { 01312 glVertex2f(start, v2d->cur.ymin); 01313 glVertex2f(start, v2d->cur.ymax); 01314 } 01315 01316 start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step); 01317 for(; start<v2d->cur.ymax; start+=step) { 01318 glVertex2f(v2d->cur.xmin, start); 01319 glVertex2f(v2d->cur.xmax, start); 01320 } 01321 01322 /* X and Y axis */ 01323 UI_ThemeColorShade(TH_BACK, -18); 01324 glVertex2f(0.0f, v2d->cur.ymin); 01325 glVertex2f(0.0f, v2d->cur.ymax); 01326 glVertex2f(v2d->cur.xmin, 0.0f); 01327 glVertex2f(v2d->cur.xmax, 0.0f); 01328 01329 glEnd(); 01330 } 01331 01332 /* the price we pay for not exposting structs :( */ 01333 void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy) 01334 { 01335 *r_dx= grid->dx; 01336 *r_dy= grid->dy; 01337 } 01338 01339 /* free temporary memory used for drawing grid */ 01340 void UI_view2d_grid_free(View2DGrid *grid) 01341 { 01342 /* only free if there's a grid */ 01343 if (grid) 01344 MEM_freeN(grid); 01345 } 01346 01347 /* *********************************************************************** */ 01348 /* Scrollers */ 01349 01350 /* View2DScrollers is typedef'd in UI_view2d.h 01351 * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 01352 * For now, we don't need to have a separate (internal) header for structs like this... 01353 */ 01354 struct View2DScrollers { 01355 /* focus bubbles */ 01356 int vert_min, vert_max; /* vertical scrollbar */ 01357 int hor_min, hor_max; /* horizontal scrollbar */ 01358 01359 rcti hor, vert; /* exact size of slider backdrop */ 01360 int horfull, vertfull; /* set if sliders are full, we don't draw them */ 01361 01362 /* scales */ 01363 View2DGrid *grid; /* grid for coordinate drawing */ 01364 short xunits, xclamp; /* units and clamping options for x-axis */ 01365 short yunits, yclamp; /* units and clamping options for y-axis */ 01366 }; 01367 01368 /* Calculate relevant scroller properties */ 01369 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp) 01370 { 01371 View2DScrollers *scrollers; 01372 rcti vert, hor; 01373 float fac1, fac2, totsize, scrollsize; 01374 int scroll= view2d_scroll_mapped(v2d->scroll); 01375 01376 /* scrollers is allocated here... */ 01377 scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers"); 01378 01379 vert= v2d->vert; 01380 hor= v2d->hor; 01381 01382 /* slider rects need to be smaller than region */ 01383 hor.xmin+=4; 01384 hor.xmax-=4; 01385 if (scroll & V2D_SCROLL_BOTTOM) 01386 hor.ymin+=4; 01387 else 01388 hor.ymax-=4; 01389 01390 if (scroll & V2D_SCROLL_LEFT) 01391 vert.xmin+=4; 01392 else 01393 vert.xmax-=4; 01394 vert.ymin+=4; 01395 vert.ymax-=4; 01396 01397 CLAMP(vert.ymin, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE); 01398 CLAMP(hor.xmin, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE); 01399 01400 /* store in scrollers, used for drawing */ 01401 scrollers->vert= vert; 01402 scrollers->hor= hor; 01403 01404 /* scroller 'buttons': 01405 * - These should always remain within the visible region of the scrollbar 01406 * - They represent the region of 'tot' that is visible in 'cur' 01407 */ 01408 01409 /* horizontal scrollers */ 01410 if (scroll & V2D_SCROLL_HORIZONTAL) { 01411 /* scroller 'button' extents */ 01412 totsize= v2d->tot.xmax - v2d->tot.xmin; 01413 scrollsize= (float)(hor.xmax - hor.xmin); 01414 if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */ 01415 01416 fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize; 01417 if(fac1<=0.0f) 01418 scrollers->hor_min= hor.xmin; 01419 else 01420 scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize)); 01421 01422 fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize; 01423 if(fac2>=1.0f) 01424 scrollers->hor_max= hor.xmax; 01425 else 01426 scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize)); 01427 01428 /* prevent inverted sliders */ 01429 if (scrollers->hor_min > scrollers->hor_max) 01430 scrollers->hor_min= scrollers->hor_max; 01431 /* prevent sliders from being too small, and disappearing */ 01432 if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE) { 01433 scrollers->hor_max= scrollers->hor_min + V2D_SCROLLER_HANDLE_SIZE; 01434 01435 CLAMP(scrollers->hor_max, hor.xmin+V2D_SCROLLER_HANDLE_SIZE, hor.xmax); 01436 CLAMP(scrollers->hor_min, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE); 01437 } 01438 01439 /* check whether sliders can disappear due to the full-range being used */ 01440 if(v2d->keeptot) { 01441 if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { 01442 v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR; 01443 scrollers->horfull= 1; 01444 } 01445 else 01446 v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR; 01447 } 01448 } 01449 01450 /* vertical scrollers */ 01451 if (scroll & V2D_SCROLL_VERTICAL) { 01452 /* scroller 'button' extents */ 01453 totsize= v2d->tot.ymax - v2d->tot.ymin; 01454 scrollsize= (float)(vert.ymax - vert.ymin); 01455 if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */ 01456 01457 fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize; 01458 if(fac1<=0.0f) 01459 scrollers->vert_min= vert.ymin; 01460 else 01461 scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize)); 01462 01463 fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize; 01464 if(fac2>=1.0f) 01465 scrollers->vert_max= vert.ymax; 01466 else 01467 scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize)); 01468 01469 /* prevent inverted sliders */ 01470 if (scrollers->vert_min > scrollers->vert_max) 01471 scrollers->vert_min= scrollers->vert_max; 01472 /* prevent sliders from being too small, and disappearing */ 01473 if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE) { 01474 01475 scrollers->vert_max= scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE; 01476 01477 CLAMP(scrollers->vert_max, vert.ymin+V2D_SCROLLER_HANDLE_SIZE, vert.ymax); 01478 CLAMP(scrollers->vert_min, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE); 01479 } 01480 01481 /* check whether sliders can disappear due to the full-range being used */ 01482 if(v2d->keeptot) { 01483 if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { 01484 v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR; 01485 scrollers->vertfull= 1; 01486 } 01487 else 01488 v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR; 01489 } 01490 } 01491 01492 /* grid markings on scrollbars */ 01493 if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) { 01494 /* store clamping */ 01495 scrollers->xclamp= xclamp; 01496 scrollers->xunits= xunits; 01497 scrollers->yclamp= yclamp; 01498 scrollers->yunits= yunits; 01499 01500 scrollers->grid= UI_view2d_grid_calc(CTX_data_scene(C), v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin)); 01501 } 01502 01503 /* return scrollers */ 01504 return scrollers; 01505 } 01506 01507 /* Print scale marking along a time scrollbar */ 01508 static void scroll_printstr(Scene *scene, float x, float y, float val, int power, short unit, char dir) 01509 { 01510 int len; 01511 char str[32]; 01512 01513 /* adjust the scale unit to work ok */ 01514 if (dir == 'v') { 01515 /* here we bump up the power by factor of 10, as 01516 * rotation values (hence 'degrees') are divided by 10 to 01517 * be able to show the curves at the same time 01518 */ 01519 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) { 01520 power += 1; 01521 val *= 10; 01522 } 01523 } 01524 01525 /* get string to print */ 01526 ANIM_timecode_string_from_frame(str, scene, power, (unit == V2D_UNIT_SECONDS), val); 01527 01528 /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */ 01529 len= strlen(str); 01530 if (dir == 'h') { 01531 /* seconds/timecode display has slightly longer strings... */ 01532 if (unit == V2D_UNIT_SECONDS) 01533 x-= 3*len; 01534 else 01535 x-= 4*len; 01536 } 01537 01538 /* Add degree sympbol to end of string for vertical scrollbar? */ 01539 if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) { 01540 str[len]= 186; 01541 str[len+1]= 0; 01542 } 01543 01544 /* draw it */ 01545 BLF_draw_default_ascii(x, y, 0.0f, str, sizeof(str)-1); 01546 } 01547 01548 /* Draw scrollbars in the given 2d-region */ 01549 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs) 01550 { 01551 Scene *scene= CTX_data_scene(C); 01552 rcti vert, hor; 01553 int scroll= view2d_scroll_mapped(v2d->scroll); 01554 01555 /* make copies of rects for less typing */ 01556 vert= vs->vert; 01557 hor= vs->hor; 01558 01559 /* horizontal scrollbar */ 01560 if (scroll & V2D_SCROLL_HORIZONTAL) { 01561 /* only draw scrollbar when it doesn't fill the entire space */ 01562 if(vs->horfull==0) { 01563 bTheme *btheme= U.themes.first; 01564 uiWidgetColors wcol= btheme->tui.wcol_scroll; 01565 rcti slider; 01566 int state; 01567 01568 slider.xmin= vs->hor_min; 01569 slider.xmax= vs->hor_max; 01570 slider.ymin= hor.ymin; 01571 slider.ymax= hor.ymax; 01572 01573 state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0; 01574 01575 /* show zoom handles if: 01576 * - zooming on x-axis is allowed (no scroll otherwise) 01577 * - slider bubble is large enough (no overdraw confusion) 01578 * - scale is shown on the scroller 01579 * (workaround to make sure that button windows don't show these, 01580 * and only the time-grids with their zoomability can do so) 01581 */ 01582 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0 && 01583 (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) && 01584 (slider.xmax - slider.xmin > V2D_SCROLLER_HANDLE_SIZE)) 01585 { 01586 state |= UI_SCROLL_ARROWS; 01587 } 01588 01589 UI_ThemeColor(TH_BACK); 01590 glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax); 01591 01592 uiWidgetScrollDraw(&wcol, &hor, &slider, state); 01593 } 01594 01595 /* scale indicators */ 01596 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) { 01597 View2DGrid *grid= vs->grid; 01598 float fac, dfac, fac2, val; 01599 01600 /* the numbers: convert grid->startx and -dx to scroll coordinates 01601 * - fac is x-coordinate to draw to 01602 * - dfac is gap between scale markings 01603 */ 01604 fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin); 01605 fac= (float)hor.xmin + fac*(hor.xmax - hor.xmin); 01606 01607 dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin); 01608 dfac= dfac * (hor.xmax - hor.xmin); 01609 01610 /* set starting value, and text color */ 01611 UI_ThemeColor(TH_TEXT); 01612 val= grid->startx; 01613 01614 /* if we're clamping to whole numbers only, make sure entries won't be repeated */ 01615 if (vs->xclamp == V2D_GRID_CLAMP) { 01616 while (grid->dx < 0.9999f) { 01617 grid->dx *= 2.0f; 01618 dfac *= 2.0f; 01619 } 01620 } 01621 if (vs->xunits == V2D_UNIT_FRAMES) 01622 grid->powerx= 1; 01623 01624 /* draw numbers in the appropriate range */ 01625 if (dfac > 0.0f) { 01626 float h= 2.0f+(float)(hor.ymin); 01627 01628 for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) { 01629 01630 /* make prints look nicer for scrollers */ 01631 if(fac < hor.xmin+10) 01632 continue; 01633 01634 switch (vs->xunits) { 01635 case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/ 01636 scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h'); 01637 break; 01638 01639 case V2D_UNIT_FRAMESCALE: /* frames (not always as whole numbers) */ 01640 scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h'); 01641 break; 01642 01643 case V2D_UNIT_SECONDS: /* seconds */ 01644 fac2= val/(float)FPS; 01645 scroll_printstr(scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h'); 01646 break; 01647 01648 case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */ 01649 { 01650 float time; 01651 01652 fac2= val/(float)FPS; 01653 time= (float)floor(fac2); 01654 fac2= fac2-time; 01655 01656 scroll_printstr(scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h'); 01657 } 01658 break; 01659 01660 case V2D_UNIT_DEGREES: /* Graph Editor for rotation Drivers */ 01661 /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */ 01662 scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v'); 01663 break; 01664 } 01665 } 01666 } 01667 } 01668 } 01669 01670 /* vertical scrollbar */ 01671 if (scroll & V2D_SCROLL_VERTICAL) { 01672 /* only draw scrollbar when it doesn't fill the entire space */ 01673 if(vs->vertfull==0) { 01674 bTheme *btheme= U.themes.first; 01675 uiWidgetColors wcol= btheme->tui.wcol_scroll; 01676 rcti slider; 01677 int state; 01678 01679 slider.xmin= vert.xmin; 01680 slider.xmax= vert.xmax; 01681 slider.ymin= vs->vert_min; 01682 slider.ymax= vs->vert_max; 01683 01684 state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0; 01685 01686 /* show zoom handles if: 01687 * - zooming on y-axis is allowed (no scroll otherwise) 01688 * - slider bubble is large enough (no overdraw confusion) 01689 * - scale is shown on the scroller 01690 * (workaround to make sure that button windows don't show these, 01691 * and only the time-grids with their zoomability can do so) 01692 */ 01693 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0 && 01694 (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) && 01695 (slider.ymax - slider.ymin > V2D_SCROLLER_HANDLE_SIZE)) 01696 { 01697 state |= UI_SCROLL_ARROWS; 01698 } 01699 01700 UI_ThemeColor(TH_BACK); 01701 glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax); 01702 01703 uiWidgetScrollDraw(&wcol, &vert, &slider, state); 01704 } 01705 01706 01707 /* scale indiators */ 01708 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) { 01709 View2DGrid *grid= vs->grid; 01710 float fac, dfac, val; 01711 01712 /* the numbers: convert grid->starty and dy to scroll coordinates 01713 * - fac is y-coordinate to draw to 01714 * - dfac is gap between scale markings 01715 * - these involve a correction for horizontal scrollbar 01716 * NOTE: it's assumed that that scrollbar is there if this is involved! 01717 */ 01718 fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin); 01719 fac= vert.ymin + fac*(vert.ymax - vert.ymin); 01720 01721 dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin); 01722 dfac= dfac * (vert.ymax - vert.ymin); 01723 01724 /* set starting value, and text color */ 01725 UI_ThemeColor(TH_TEXT); 01726 val= grid->starty; 01727 01728 /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */ 01729 if (vs->yclamp == V2D_GRID_CLAMP) 01730 fac += 0.5f * dfac; 01731 01732 /* draw vertical steps */ 01733 if (dfac > 0.0f) { 01734 01735 BLF_rotation_default(90.0f); 01736 BLF_enable_default(BLF_ROTATION); 01737 01738 for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) { 01739 01740 /* make prints look nicer for scrollers */ 01741 if(fac < vert.ymin+10) 01742 continue; 01743 01744 scroll_printstr(scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v'); 01745 } 01746 01747 BLF_disable_default(BLF_ROTATION); 01748 } 01749 } 01750 } 01751 01752 } 01753 01754 /* free temporary memory used for drawing scrollers */ 01755 void UI_view2d_scrollers_free(View2DScrollers *scrollers) 01756 { 01757 /* need to free grid as well... */ 01758 if (scrollers->grid) MEM_freeN(scrollers->grid); 01759 MEM_freeN(scrollers); 01760 } 01761 01762 /* *********************************************************************** */ 01763 /* List View Utilities */ 01764 01765 /* Get the view-coordinates of the nominated cell 01766 * - columnwidth, rowheight = size of each 'cell' 01767 * - startx, starty = coordinates (in 'tot' rect space) that the list starts from 01768 * This should be (0,0) for most views. However, for those where the starting row was offsetted 01769 * (like for Animation Editor channel lists, to make the first entry more visible), these will be 01770 * the min-coordinates of the first item. 01771 * - column, row = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at 01772 * - rect = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way) 01773 */ 01774 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect) 01775 { 01776 /* sanity checks */ 01777 if ELEM(NULL, v2d, rect) 01778 return; 01779 if ((columnwidth <= 0) && (rowheight <= 0)) { 01780 rect->xmin= rect->xmax= 0.0f; 01781 rect->ymin= rect->ymax= 0.0f; 01782 return; 01783 } 01784 01785 /* x-coordinates */ 01786 rect->xmin= startx + (float)(columnwidth * column); 01787 rect->xmax= startx + (float)(columnwidth * (column + 1)); 01788 01789 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) { 01790 /* simply negate the values for the coordinates if in negative half */ 01791 rect->xmin = -rect->xmin; 01792 rect->xmax = -rect->xmax; 01793 } 01794 01795 /* y-coordinates */ 01796 rect->ymin= starty + (float)(rowheight * row); 01797 rect->ymax= starty + (float)(rowheight * (row + 1)); 01798 01799 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) { 01800 /* simply negate the values for the coordinates if in negative half */ 01801 rect->ymin = -rect->ymin; 01802 rect->ymax = -rect->ymax; 01803 } 01804 } 01805 01806 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in. 01807 * - columnwidth, rowheight = size of each 'cell' 01808 * - startx, starty = coordinates (in 'tot' rect space) that the list starts from 01809 * This should be (0,0) for most views. However, for those where the starting row was offsetted 01810 * (like for Animation Editor channel lists, to make the first entry more visible), these will be 01811 * the min-coordinates of the first item. 01812 * - viewx, viewy = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for 01813 * - column, row = the 'coordinates' of the relevant 'cell' 01814 */ 01815 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 01816 float viewx, float viewy, int *column, int *row) 01817 { 01818 /* adjust view coordinates to be all positive ints, corrected for the start offset */ 01819 const int x= (int)(floorf(fabsf(viewx) + 0.5f) - startx); 01820 const int y= (int)(floorf(fabsf(viewy) + 0.5f) - starty); 01821 01822 /* sizes must not be negative */ 01823 if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) { 01824 if (column) *column= 0; 01825 if (row) *row= 0; 01826 01827 return; 01828 } 01829 01830 /* get column */ 01831 if ((column) && (columnwidth > 0)) 01832 *column= x / columnwidth; 01833 else if (column) 01834 *column= 0; 01835 01836 /* get row */ 01837 if ((row) && (rowheight > 0)) 01838 *row= y / rowheight; 01839 else if (row) 01840 *row= 0; 01841 } 01842 01843 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect 01844 * - columnwidth, rowheight = size of each 'cell' 01845 * - startx, starty = coordinates that the list starts from, which should be (0,0) for most views 01846 * - column/row_min/max = the starting and ending column/row indices 01847 */ 01848 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 01849 int *column_min, int *column_max, int *row_min, int *row_max) 01850 { 01851 /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */ 01852 if (v2d) { 01853 /* min */ 01854 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 01855 v2d->cur.xmin, v2d->cur.ymin, column_min, row_min); 01856 01857 /* max*/ 01858 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 01859 v2d->cur.xmax, v2d->cur.ymax, column_max, row_max); 01860 } 01861 } 01862 01863 /* *********************************************************************** */ 01864 /* Coordinate Conversions */ 01865 01866 /* Convert from screen/region space to 2d-View space 01867 * 01868 * - x,y = coordinates to convert 01869 * - viewx,viewy = resultant coordinates 01870 */ 01871 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy) 01872 { 01873 float div, ofs; 01874 01875 if (viewx) { 01876 div= (float)(v2d->mask.xmax - v2d->mask.xmin); 01877 ofs= (float)v2d->mask.xmin; 01878 01879 *viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div; 01880 } 01881 01882 if (viewy) { 01883 div= (float)(v2d->mask.ymax - v2d->mask.ymin); 01884 ofs= (float)v2d->mask.ymin; 01885 01886 *viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div; 01887 } 01888 } 01889 01890 /* Convert from 2d-View space to screen/region space 01891 * - Coordinates are clamped to lie within bounds of region 01892 * 01893 * - x,y = coordinates to convert 01894 * - regionx,regiony = resultant coordinates 01895 */ 01896 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony) 01897 { 01898 /* set initial value in case coordinate lies outside of bounds */ 01899 if (regionx) 01900 *regionx= V2D_IS_CLIPPED; 01901 if (regiony) 01902 *regiony= V2D_IS_CLIPPED; 01903 01904 /* express given coordinates as proportional values */ 01905 x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin); 01906 y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin); 01907 01908 /* check if values are within bounds */ 01909 if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) { 01910 if (regionx) 01911 *regionx= (int)(v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin)); 01912 if (regiony) 01913 *regiony= (int)(v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin)); 01914 } 01915 } 01916 01917 /* Convert from 2d-view space to screen/region space 01918 * - Coordinates are NOT clamped to lie within bounds of region 01919 * 01920 * - x,y = coordinates to convert 01921 * - regionx,regiony = resultant coordinates 01922 */ 01923 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony) 01924 { 01925 /* step 1: express given coordinates as proportional values */ 01926 x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin); 01927 y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin); 01928 01929 /* step 2: convert proportional distances to screen coordinates */ 01930 x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin); 01931 y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin); 01932 01933 /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */ 01934 if (regionx) { 01935 if (x < INT_MIN) *regionx= INT_MIN; 01936 else if(x > INT_MAX) *regionx= INT_MAX; 01937 else *regionx= (int)x; 01938 } 01939 if (regiony) { 01940 if (y < INT_MIN) *regiony= INT_MIN; 01941 else if(y > INT_MAX) *regiony= INT_MAX; 01942 else *regiony= (int)y; 01943 } 01944 } 01945 01946 /* *********************************************************************** */ 01947 /* Utilities */ 01948 01949 /* View2D data by default resides in region, so get from region stored in context */ 01950 View2D *UI_view2d_fromcontext(const bContext *C) 01951 { 01952 ScrArea *area= CTX_wm_area(C); 01953 ARegion *region= CTX_wm_region(C); 01954 01955 if (area == NULL) return NULL; 01956 if (region == NULL) return NULL; 01957 return &(region->v2d); 01958 } 01959 01960 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */ 01961 View2D *UI_view2d_fromcontext_rwin(const bContext *C) 01962 { 01963 ScrArea *sa= CTX_wm_area(C); 01964 ARegion *region= CTX_wm_region(C); 01965 01966 if (sa == NULL) return NULL; 01967 if (region == NULL) return NULL; 01968 if (region->regiontype!=RGN_TYPE_WINDOW) { 01969 ARegion *ar= BKE_area_find_region_type(sa, RGN_TYPE_WINDOW); 01970 return ar ? &(ar->v2d) : NULL; 01971 } 01972 return &(region->v2d); 01973 } 01974 01975 01976 /* Calculate the scale per-axis of the drawing-area 01977 * - Is used to inverse correct drawing of icons, etc. that need to follow view 01978 * but not be affected by scale 01979 * 01980 * - x,y = scale on each axis 01981 */ 01982 void UI_view2d_getscale(View2D *v2d, float *x, float *y) 01983 { 01984 if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin); 01985 if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin); 01986 } 01987 01988 /* Check if mouse is within scrollers 01989 * - Returns appropriate code for match 01990 * 'h' = in horizontal scroller 01991 * 'v' = in vertical scroller 01992 * 0 = not in scroller 01993 * 01994 * - x,y = mouse coordinates in screen (not region) space 01995 */ 01996 short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y) 01997 { 01998 ARegion *ar= CTX_wm_region(C); 01999 int co[2]; 02000 int scroll= view2d_scroll_mapped(v2d->scroll); 02001 02002 /* clamp x,y to region-coordinates first */ 02003 co[0]= x - ar->winrct.xmin; 02004 co[1]= y - ar->winrct.ymin; 02005 02006 /* check if within scrollbars */ 02007 if (scroll & V2D_SCROLL_HORIZONTAL) { 02008 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h'; 02009 } 02010 if (scroll & V2D_SCROLL_VERTICAL) { 02011 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v'; 02012 } 02013 02014 /* not found */ 02015 return 0; 02016 } 02017 02018 /* ******************* view2d text drawing cache ******************** */ 02019 02020 /* assumes caches are used correctly, so for time being no local storage in v2d */ 02021 static ListBase strings= {NULL, NULL}; 02022 02023 typedef struct View2DString { 02024 struct View2DString *next, *prev; 02025 union { 02026 unsigned char ub[4]; 02027 int pack; 02028 } col; 02029 int mval[2]; 02030 rcti rect; 02031 } View2DString; 02032 02033 02034 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4]) 02035 { 02036 int mval[2]; 02037 02038 UI_view2d_view_to_region(v2d, x, y, mval, mval+1); 02039 02040 if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) { 02041 int len= strlen(str)+1; 02042 /* use calloc, rect has to be zeroe'd */ 02043 View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString"); 02044 char *v2s_str= (char *)(v2s+1); 02045 memcpy(v2s_str, str, len); 02046 02047 BLI_addtail(&strings, v2s); 02048 v2s->col.pack= *((int *)col); 02049 v2s->mval[0]= mval[0]; 02050 v2s->mval[1]= mval[1]; 02051 } 02052 } 02053 02054 /* no clip (yet) */ 02055 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4]) 02056 { 02057 int len= strlen(str)+1; 02058 View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString"); 02059 char *v2s_str= (char *)(v2s+1); 02060 memcpy(v2s_str, str, len); 02061 02062 UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin); 02063 UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax); 02064 02065 v2s->col.pack= *((int *)col); 02066 v2s->mval[0]= v2s->rect.xmin; 02067 v2s->mval[1]= v2s->rect.ymin; 02068 02069 BLI_addtail(&strings, v2s); 02070 } 02071 02072 02073 void UI_view2d_text_cache_draw(ARegion *ar) 02074 { 02075 View2DString *v2s; 02076 int col_pack_prev= 0; 02077 02078 // glMatrixMode(GL_PROJECTION); 02079 // glPushMatrix(); 02080 // glMatrixMode(GL_MODELVIEW); 02081 // glPushMatrix(); 02082 ED_region_pixelspace(ar); 02083 02084 for(v2s= strings.first; v2s; v2s= v2s->next) { 02085 const char *str= (const char *)(v2s+1); 02086 int xofs=0, yofs; 02087 02088 yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28"))); 02089 if(yofs<1) yofs= 1; 02090 02091 if(col_pack_prev != v2s->col.pack) { 02092 glColor3ubv(v2s->col.ub); 02093 col_pack_prev= v2s->col.pack; 02094 } 02095 02096 if(v2s->rect.xmin >= v2s->rect.xmax) 02097 BLF_draw_default((float)v2s->mval[0]+xofs, (float)v2s->mval[1]+yofs, 0.0, str, 65535); 02098 else { 02099 BLF_clipping_default(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4); 02100 BLF_enable_default(BLF_CLIPPING); 02101 BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, str, 65535); 02102 BLF_disable_default(BLF_CLIPPING); 02103 } 02104 } 02105 02106 // glMatrixMode(GL_PROJECTION); 02107 // glPopMatrix(); 02108 // glMatrixMode(GL_MODELVIEW); 02109 // glPopMatrix(); 02110 02111 if(strings.first) 02112 BLI_freelistN(&strings); 02113 } 02114 02115 02116 /* ******************************************************** */ 02117 02118