4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 * The Original Code is Copyright (C) 2008 Blender Foundation.
21 * All rights reserved.
23 * Contributor(s): Blender Foundation, Joshua Leung
25 * ***** END GPL LICENSE BLOCK *****
32 #include "MEM_guardedalloc.h"
34 #include "DNA_scene_types.h"
35 #include "DNA_screen_types.h"
36 #include "DNA_space_types.h"
37 #include "DNA_userdef_types.h"
38 #include "DNA_view2d_types.h"
40 #include "BLI_blenlib.h"
42 #include "BKE_context.h"
43 #include "BKE_global.h"
44 #include "BKE_utildefines.h"
49 #include "BIF_glutil.h"
53 #include "ED_screen.h"
55 #include "UI_interface.h"
56 #include "UI_resources.h"
57 #include "UI_view2d.h"
59 #include "interface_intern.h"
61 /* *********************************************************************** */
63 /* helper to allow scrollbars to dynamically hide */
64 static int view2d_scroll_mapped(int scroll)
66 if(scroll & V2D_SCROLL_HORIZONTAL_HIDE)
67 scroll &= ~(V2D_SCROLL_HORIZONTAL);
68 if(scroll & V2D_SCROLL_VERTICAL_HIDE)
69 scroll &= ~(V2D_SCROLL_VERTICAL);
73 /* called each time cur changes, to dynamically update masks */
74 static void view2d_masks(View2D *v2d)
78 /* mask - view frame */
79 v2d->mask.xmin= v2d->mask.ymin= 0;
80 v2d->mask.xmax= v2d->winx - 1; /* -1 yes! masks are pixels */
81 v2d->mask.ymax= v2d->winy - 1;
84 v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE|V2D_SCROLL_VERTICAL_HIDE);
86 if (v2d->scroll & V2D_SCROLL_HORIZONTAL)
87 if(!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL))
88 if (v2d->tot.xmax-v2d->tot.xmin <= v2d->cur.xmax-v2d->cur.xmin)
89 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
90 if (v2d->scroll & V2D_SCROLL_VERTICAL)
91 if(!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL))
92 if (v2d->tot.ymax-v2d->tot.ymin <= v2d->cur.ymax-v2d->cur.ymin)
93 v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE;
95 scroll= view2d_scroll_mapped(v2d->scroll);
97 /* scrollers shrink mask area, but should be based off regionsize
98 * - they can only be on one to two edges of the region they define
99 * - if they overlap, they must not occupy the corners (which are reserved for other widgets)
102 /* vertical scroller */
103 if (scroll & V2D_SCROLL_LEFT) {
104 /* on left-hand edge of region */
105 v2d->vert= v2d->mask;
106 v2d->vert.xmax= V2D_SCROLL_WIDTH;
107 v2d->mask.xmin= v2d->vert.xmax + 1;
109 else if (scroll & V2D_SCROLL_RIGHT) {
110 /* on right-hand edge of region */
111 v2d->vert= v2d->mask;
112 v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
113 v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
114 v2d->mask.xmax= v2d->vert.xmin - 1;
117 /* horizontal scroller */
118 if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
119 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
121 v2d->hor.ymax= V2D_SCROLL_HEIGHT;
122 v2d->mask.ymin= v2d->hor.ymax + 1;
124 else if (scroll & V2D_SCROLL_TOP) {
125 /* on upper edge of region */
127 v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
128 v2d->mask.ymax= v2d->hor.ymin - 1;
131 /* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
132 if (scroll & V2D_SCROLL_VERTICAL) {
133 /* just set y min/max for vertical scroller to y min/max of mask as appropriate */
134 if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
135 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
136 v2d->vert.ymin= v2d->mask.ymin;
138 else if (scroll & V2D_SCROLL_TOP) {
139 /* on upper edge of region */
140 v2d->vert.ymax= v2d->mask.ymax;
147 /* Refresh and Validation */
149 /* Initialise all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize
150 * - for some of these presets, it is expected that the region will have defined some
151 * additional settings necessary for the customisation of the 2D viewport to its requirements
152 * - this function should only be called from region init() callbacks, where it is expected that
153 * this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialised.
155 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
157 short tot_changed= 0;
158 uiStyle *style= U.uistyles.first;
160 /* initialise data if there is a need for such */
161 if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
162 /* set initialised flag so that View2D doesn't get reinitialised next time again */
163 v2d->flag |= V2D_IS_INITIALISED;
165 /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
167 /* 'standard view' - optimum setup for 'standard' view behaviour, that should be used new views as basis for their
168 * own unique View2D settings, which should be used instead of this in most cases...
170 case V2D_COMMONVIEW_STANDARD:
172 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
173 v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
175 v2d->maxzoom= 1000.0f;
177 /* tot rect and cur should be same size, and aligned using 'standard' OpenGL coordinates for now
178 * - region can resize 'tot' later to fit other data
179 * - keeptot is only within bounds, as strict locking is not that critical
180 * - view is aligned for (0,0) -> (winx-1, winy-1) setup
182 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
183 v2d->keeptot= V2D_KEEPTOT_BOUNDS;
185 v2d->tot.xmin= v2d->tot.ymin= 0.0f;
186 v2d->tot.xmax= (float)(winx - 1);
187 v2d->tot.ymax= (float)(winy - 1);
191 /* scrollers - should we have these by default? */
192 // XXX for now, we don't override this, or set it either!
196 /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
197 case V2D_COMMONVIEW_LIST:
199 /* zoom + aspect ratio are locked */
200 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
201 v2d->minzoom= v2d->maxzoom= 1.0f;
203 /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
204 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
205 v2d->keeptot = V2D_KEEPTOT_STRICT;
208 /* scroller settings are currently not set here... that is left for regions... */
212 /* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead.
213 * zoom, aspect ratio, and alignment restrictions are set here */
214 case V2D_COMMONVIEW_STACK:
216 /* zoom + aspect ratio are locked */
217 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
218 v2d->minzoom= v2d->maxzoom= 1.0f;
220 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
221 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
222 v2d->keeptot = V2D_KEEPTOT_STRICT;
225 /* scroller settings are currently not set here... that is left for regions... */
229 /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
230 case V2D_COMMONVIEW_HEADER:
232 /* zoom + aspect ratio are locked */
233 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
234 v2d->minzoom= v2d->maxzoom= 1.0f;
235 v2d->min[0]= v2d->max[0]= (float)(winx-1);
236 v2d->min[1]= v2d->max[1]= (float)(winy-1);
238 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
239 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
240 v2d->keeptot = V2D_KEEPTOT_STRICT;
243 /* panning in y-axis is prohibited */
244 v2d->keepofs= V2D_LOCKOFS_Y;
246 /* absolutely no scrollers allowed */
249 /* pixel offsets need to be applied for smooth UI controls */
250 v2d->flag |= (V2D_PIXELOFS_X|V2D_PIXELOFS_Y);
254 /* panels view, with horizontal/vertical align */
255 case V2D_COMMONVIEW_PANELS_UI:
257 float panelzoom= (style) ? style->panelzoom : 1.0f;
259 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
260 v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
264 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
265 v2d->keeptot= V2D_KEEPTOT_BOUNDS;
267 v2d->scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
273 v2d->tot.ymin= -winy;
276 /* bad workaround for keeping zoom level with scrollers */
277 v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom;
280 /* bad workaround for keeping zoom level with scrollers */
281 v2d->cur.ymin= (-winy + V2D_SCROLL_HEIGHT)*panelzoom;
285 /* other view types are completely defined using their own settings already */
287 /* we don't do anything here, as settings should be fine, but just make sure that rect */
292 /* store view size */
299 /* set 'tot' rect before setting cur? */
301 UI_view2d_totRect_set(v2d, winx, winy);
303 UI_view2d_curRect_validate(v2d);
307 /* Ensure View2D rects remain in a viable configuration
308 * - cur is not allowed to be: larger than max, smaller than min, or outside of tot
310 // XXX pre2.5 -> this used to be called test_view2d()
311 void UI_view2d_curRect_validate(View2D *v2d)
313 float totwidth, totheight, curwidth, curheight, width, height;
317 /* use mask as size of region that View2D resides in, as it takes into account scrollbars already */
318 winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
319 winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
321 /* get pointers to rcts for less typing */
325 /* we must satisfy the following constraints (in decreasing order of importance):
326 * - alignment restrictions are respected
327 * - cur must not fall outside of tot
328 * - axis locks (zoom and offset) must be maintained
329 * - zoom must not be excessive (check either sizes or zoom values)
330 * - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
333 /* Step 1: if keepzoom, adjust the sizes of the rects only
334 * - firstly, we calculate the sizes of the rects
335 * - curwidth and curheight are saved as reference... modify width and height values here
337 totwidth= tot->xmax - tot->xmin;
338 totheight= tot->ymax - tot->ymin;
339 curwidth= width= cur->xmax - cur->xmin;
340 curheight= height= cur->ymax - cur->ymin;
342 /* if zoom is locked, size on the appropriate axis is reset to mask size */
343 if (v2d->keepzoom & V2D_LOCKZOOM_X)
345 if (v2d->keepzoom & V2D_LOCKZOOM_Y)
348 /* values used to divide, so make it safe */
349 if(width<1) width= 1;
350 if(height<1) height= 1;
354 /* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits
355 * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
357 if (v2d->keepzoom & V2D_KEEPZOOM) {
360 /* check if excessive zoom on x-axis */
361 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
363 if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
364 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
369 /* check if excessive zoom on y-axis */
370 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
372 if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
373 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
379 /* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
380 CLAMP(width, v2d->min[0], v2d->max[0]);
381 CLAMP(height, v2d->min[1], v2d->max[1]);
384 /* check if we should restore aspect ratio (if view size changed) */
385 if (v2d->keepzoom & V2D_KEEPASPECT) {
386 short do_x=0, do_y=0, do_cur, do_win;
387 float curRatio, winRatio;
389 /* when a window edge changes, the aspect ratio can't be used to
390 * find which is the best new 'cur' rect. thats why it stores 'old'
392 if (winx != v2d->oldwinx) do_x= 1;
393 if (winy != v2d->oldwiny) do_y= 1;
395 curRatio= height / width;
396 winRatio= winy / winx;
398 /* both sizes change (area/region maximised) */
401 /* here is 1,1 case, so all others must be 0,0 */
402 if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
405 else if (winRatio > 1.0f) do_x= 0;
412 if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) {
413 /* special exception for Outliner (and later channel-lists):
414 * - The view may be moved left to avoid contents being pushed out of view when view shrinks.
415 * - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
416 * - width is not adjusted for changed ratios here...
418 if (winx < v2d->oldwinx) {
419 float temp = v2d->oldwinx - winx;
424 /* width does not get modified, as keepaspect here is just set to make
425 * sure visible area adjusts to changing view shape!
430 /* portrait window: correct for x */
431 width= height / winRatio;
435 if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) {
436 /* special exception for Outliner (and later channel-lists):
437 * - Currently, no actions need to be taken here...
440 if (winy < v2d->oldwiny) {
441 float temp = v2d->oldwiny - winy;
449 /* landscape window: correct for y */
450 height = width * winRatio;
454 /* store region size for next time */
455 v2d->oldwinx= (short)winx;
456 v2d->oldwiny= (short)winy;
459 /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
460 if ((width != curwidth) || (height != curheight)) {
463 /* resize from centerpoint */
464 if (width != curwidth) {
465 if (v2d->keepofs & V2D_LOCKOFS_X) {
466 cur->xmax += width - (cur->xmax - cur->xmin);
469 temp= (cur->xmax + cur->xmin) * 0.5f;
472 cur->xmin = temp - dh;
473 cur->xmax = temp + dh;
476 if (height != curheight) {
477 if (v2d->keepofs & V2D_LOCKOFS_Y) {
478 cur->ymax += height - (cur->ymax - cur->ymin);
481 temp= (cur->ymax + cur->ymin) * 0.5f;
484 cur->ymin = temp - dh;
485 cur->ymax = temp + dh;
490 /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
494 /* recalculate extents of cur */
495 curwidth= cur->xmax - cur->xmin;
496 curheight= cur->ymax - cur->ymin;
499 if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
500 /* if zoom doesn't have to be maintained, just clamp edges */
501 if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
502 if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
504 else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
505 /* This is an exception for the outliner (and later channel-lists, headers)
506 * - must clamp within tot rect (absolutely no excuses)
507 * --> therefore, cur->xmin must not be less than tot->xmin
509 if (cur->xmin < tot->xmin) {
510 /* move cur across so that it sits at minimum of tot */
511 temp= tot->xmin - cur->xmin;
516 else if (cur->xmax > tot->xmax) {
517 /* - only offset by difference of cur-xmax and tot-xmax if that would not move
518 * cur-xmin to lie past tot-xmin
519 * - otherwise, simply shift to tot-xmin???
521 temp= cur->xmax - tot->xmax;
523 if ((cur->xmin - temp) < tot->xmin) {
524 /* only offset by difference from cur-min and tot-min */
525 temp= cur->xmin - tot->xmin;
537 /* This here occurs when:
538 * - width too big, but maintaining zoom (i.e. widths cannot be changed)
539 * - width is OK, but need to check if outside of boundaries
541 * So, resolution is to just shift view by the gap between the extremities.
542 * We favour moving the 'minimum' across, as that's origin for most things
543 * (XXX - in the past, max was favoured... if there are bugs, swap!)
545 if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
546 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
547 temp= (tot->ymax + tot->ymin) * 0.5f;
548 diff= curheight * 0.5f;
550 cur->ymin= temp - diff;
551 cur->ymax= temp + diff;
553 else if (cur->xmin < tot->xmin) {
554 /* move cur across so that it sits at minimum of tot */
555 temp= tot->xmin - cur->xmin;
560 else if (cur->xmax > tot->xmax) {
561 /* - only offset by difference of cur-xmax and tot-xmax if that would not move
562 * cur-xmin to lie past tot-xmin
563 * - otherwise, simply shift to tot-xmin???
565 temp= cur->xmax - tot->xmax;
567 if ((cur->xmin - temp) < tot->xmin) {
568 /* only offset by difference from cur-min and tot-min */
569 temp= cur->xmin - tot->xmin;
582 if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
583 /* if zoom doesn't have to be maintained, just clamp edges */
584 if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
585 if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
588 /* This here occurs when:
589 * - height too big, but maintaining zoom (i.e. heights cannot be changed)
590 * - height is OK, but need to check if outside of boundaries
592 * So, resolution is to just shift view by the gap between the extremities.
593 * We favour moving the 'minimum' across, as that's origin for most things
595 if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
596 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
597 temp= (tot->ymax + tot->ymin) * 0.5f;
598 diff= curheight * 0.5f;
600 cur->ymin= temp - diff;
601 cur->ymax= temp + diff;
603 else if (cur->ymin < tot->ymin) {
604 /* there's still space remaining, so shift up */
605 temp= tot->ymin - cur->ymin;
610 else if (cur->ymax > tot->ymax) {
611 /* there's still space remaining, so shift down */
612 temp= cur->ymax - tot->ymax;
620 /* Step 4: Make sure alignment restrictions are respected */
622 /* If alignment flags are set (but keeptot is not), they must still be respected, as although
623 * they don't specify any particular bounds to stay within, they do define ranges which are
626 * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these
627 * invalid zones, otherwise we offset.
630 /* handle width - posx and negx flags are mutually exclusive, so watch out */
631 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
632 /* width is in negative-x half */
633 if (v2d->cur.xmax > 0) {
634 v2d->cur.xmin -= v2d->cur.xmax;
638 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
639 /* width is in positive-x half */
640 if (v2d->cur.xmin < 0) {
641 v2d->cur.xmax -= v2d->cur.xmin;
642 v2d->cur.xmin = 0.0f;
646 /* handle height - posx and negx flags are mutually exclusive, so watch out */
647 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
648 /* height is in negative-y half */
649 if (v2d->cur.ymax > 0) {
650 v2d->cur.ymin -= v2d->cur.ymax;
651 v2d->cur.ymax = 0.0f;
654 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
655 /* height is in positive-y half */
656 if (v2d->cur.ymin < 0) {
657 v2d->cur.ymax -= v2d->cur.ymin;
658 v2d->cur.ymin = 0.0f;
667 /* ------------------ */
669 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
670 void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
675 /* don't continue if no view syncing to be done */
676 if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME|V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
679 /* check if doing within area syncing (i.e. channels/vertical) */
680 if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
681 for (ar= area->regionbase.first; ar; ar= ar->next) {
682 /* don't operate on self */
683 if (v2dcur != &ar->v2d) {
684 /* only if view has vertical locks enabled */
685 if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
686 if (flag == V2D_LOCK_COPY) {
687 /* other views with locks on must copy active */
688 ar->v2d.cur.ymin= v2dcur->cur.ymin;
689 ar->v2d.cur.ymax= v2dcur->cur.ymax;
691 else { /* V2D_LOCK_SET */
692 /* active must copy others */
693 v2dcur->cur.ymin= ar->v2d.cur.ymin;
694 v2dcur->cur.ymax= ar->v2d.cur.ymax;
697 /* region possibly changed, so refresh */
698 ED_region_tag_redraw(ar);
704 /* check if doing whole screen syncing (i.e. time/horizontal) */
705 if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
706 for (sa= screen->areabase.first; sa; sa= sa->next) {
707 for (ar= sa->regionbase.first; ar; ar= ar->next) {
708 /* don't operate on self */
709 if (v2dcur != &ar->v2d) {
710 /* only if view has horizontal locks enabled */
711 if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
712 if (flag == V2D_LOCK_COPY) {
713 /* other views with locks on must copy active */
714 ar->v2d.cur.xmin= v2dcur->cur.xmin;
715 ar->v2d.cur.xmax= v2dcur->cur.xmax;
717 else { /* V2D_LOCK_SET */
718 /* active must copy others */
719 v2dcur->cur.xmin= ar->v2d.cur.xmin;
720 v2dcur->cur.xmax= ar->v2d.cur.xmax;
723 /* region possibly changed, so refresh */
724 ED_region_tag_redraw(ar);
733 /* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot)
734 * This does not take into account if zooming the view on an axis will improve the view (if allowed)
736 void UI_view2d_curRect_reset (View2D *v2d)
740 /* assume width and height of 'cur' rect by default, should be same size as mask */
741 width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
742 height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
744 /* handle width - posx and negx flags are mutually exclusive, so watch out */
745 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
746 /* width is in negative-x half */
747 v2d->cur.xmin= (float)-width;
750 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
751 /* width is in positive-x half */
753 v2d->cur.xmax= (float)width;
756 /* width is centered around x==0 */
757 const float dx= (float)width / 2.0f;
763 /* handle height - posx and negx flags are mutually exclusive, so watch out */
764 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
765 /* height is in negative-y half */
766 v2d->cur.ymin= (float)-height;
769 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
770 /* height is in positive-y half */
772 v2d->cur.ymax= (float)height;
775 /* height is centered around y==0 */
776 const float dy= (float)height / 2.0f;
783 /* ------------------ */
785 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */
786 void UI_view2d_totRect_set (View2D *v2d, int width, int height)
788 int scroll= view2d_scroll_mapped(v2d->scroll);
790 /* don't do anything if either value is 0 */
795 if(scroll & V2D_SCROLL_HORIZONTAL)
796 width -= V2D_SCROLL_WIDTH;
797 if(scroll & V2D_SCROLL_VERTICAL)
798 height -= V2D_SCROLL_HEIGHT;
800 if (ELEM3(0, v2d, width, height)) {
801 printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", v2d, width, height); // XXX temp debug info
805 /* handle width - posx and negx flags are mutually exclusive, so watch out */
806 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
807 /* width is in negative-x half */
808 v2d->tot.xmin= (float)-width;
811 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
812 /* width is in positive-x half */
814 v2d->tot.xmax= (float)width;
817 /* width is centered around x==0 */
818 const float dx= (float)width / 2.0f;
824 /* handle height - posx and negx flags are mutually exclusive, so watch out */
825 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
826 /* height is in negative-y half */
827 v2d->tot.ymin= (float)-height;
830 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
831 /* height is in positive-y half */
833 v2d->tot.ymax= (float)height;
836 /* height is centered around y==0 */
837 const float dy= (float)height / 2.0f;
843 /* make sure that 'cur' rect is in a valid state as a result of these changes */
844 UI_view2d_curRect_validate(v2d);
847 /* *********************************************************************** */
848 /* View Matrix Setup */
850 /* mapping function to ensure 'cur' draws extended over the area where sliders are */
851 static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
853 *curmasked= v2d->cur;
855 if (view2d_scroll_mapped(v2d->scroll)) {
856 float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
857 float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
859 if (v2d->mask.xmin != 0)
860 curmasked->xmin -= dx*(float)v2d->mask.xmin;
861 if (v2d->mask.xmax+1 != v2d->winx)
862 curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
864 if (v2d->mask.ymin != 0)
865 curmasked->ymin -= dy*(float)v2d->mask.ymin;
866 if (v2d->mask.ymax+1 != v2d->winy)
867 curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
872 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
873 void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
878 /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing,
879 * but only applied where requsted
881 /* XXX ton: fix this! */
882 xofs= 0.0; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
883 yofs= 0.0; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
885 /* XXX brecht: instead of zero at least use a tiny offset, otherwise
886 * pixel rounding is effectively random due to float inaccuracy */
890 /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
891 view2d_map_cur_using_mask(v2d, &curmasked);
893 /* set matrix on all appropriate axes */
894 wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
896 /* XXX is this necessary? */
900 /* Set view matrices to only use one axis of 'cur' only
901 * - xaxis = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
903 void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
905 ARegion *ar= CTX_wm_region(C);
909 /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing,
910 * but only applied where requsted
913 xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
914 yofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
916 /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
917 view2d_map_cur_using_mask(v2d, &curmasked);
919 /* only set matrix with 'cur' coordinates on relevant axes */
921 wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, -yofs, ar->winy-yofs);
923 wmOrtho2(-xofs, ar->winx-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
925 /* XXX is this necessary? */
930 /* Restore view matrices after drawing */
931 void UI_view2d_view_restore(const bContext *C)
933 ARegion *ar= CTX_wm_region(C);
934 int width= ar->winrct.xmax-ar->winrct.xmin+1;
935 int height= ar->winrct.ymax-ar->winrct.ymin+1;
937 wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
940 // ED_region_pixelspace(CTX_wm_region(C));
943 /* *********************************************************************** */
946 /* minimum pixels per gridstep */
947 #define MINGRIDSTEP 35
949 /* View2DGrid is typedef'd in UI_view2d.h */
951 float dx, dy; /* stepsize (in pixels) between gridlines */
952 float startx, starty; /* initial coordinates to start drawing grid from */
953 int powerx, powery; /* step as power of 10 */
956 /* --------------- */
958 /* try to write step as a power of 10 */
959 static void step_to_grid(float *step, int *power, int unit)
961 const float loga= (float)log10(*step);
966 rem= loga - (*power);
967 rem= (float)pow(10.0, rem);
970 if (rem < 0.2f) rem= 0.2f;
971 else if(rem < 0.5f) rem= 0.5f;
974 *step= rem * (float)pow(10.0, (*power));
976 /* for frames, we want 1.0 frame intervals only */
977 if (unit == V2D_UNIT_FRAMES) {
982 /* prevents printing 1.0 2.0 3.0 etc */
983 if (rem == 1.0f) (*power)++;
986 if (rem < 2.0f) rem= 2.0f;
987 else if(rem < 5.0f) rem= 5.0f;
990 *step= rem * (float)pow(10.0, (*power));
993 /* prevents printing 1.0, 2.0, 3.0, etc. */
994 if (rem == 10.0f) (*power)++;
998 /* Intialise settings necessary for drawing gridlines in a 2d-view
999 * - Currently, will return pointer to View2DGrid struct that needs to
1000 * be freed with UI_view2d_grid_free()
1001 * - Is used for scrollbar drawing too (for units drawing)
1002 * - Units + clamping args will be checked, to make sure they are valid values that can be used
1003 * so it is very possible that we won't return grid at all!
1005 * - xunits,yunits = V2D_UNIT_* grid steps in seconds or frames
1006 * - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
1007 * - winx = width of region we're drawing to
1008 * - winy = height of region we're drawing into
1010 View2DGrid *UI_view2d_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
1012 Scene *scene= CTX_data_scene(C);
1014 float space, pixels, seconddiv;
1017 /* check that there are at least some workable args */
1018 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
1021 /* grid here is allocated... */
1022 grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
1024 /* rule: gridstep is minimal GRIDSTEP pixels */
1025 if (xunits == V2D_UNIT_SECONDS) {
1027 seconddiv= (float)(0.01 * FPS);
1034 /* calculate x-axis grid scale (only if both args are valid) */
1035 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1036 space= v2d->cur.xmax - v2d->cur.xmin;
1037 pixels= (float)(v2d->mask.xmax - v2d->mask.xmin);
1039 grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
1040 step_to_grid(&grid->dx, &grid->powerx, xunits);
1041 grid->dx *= seconddiv;
1043 if (xclamp == V2D_GRID_CLAMP) {
1044 if (grid->dx < 0.1f) grid->dx= 0.1f;
1046 if (grid->powerx < -2) grid->powerx= -2;
1050 /* calculate y-axis grid scale (only if both args are valid) */
1051 if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1052 space= v2d->cur.ymax - v2d->cur.ymin;
1053 pixels= (float)winy;
1055 grid->dy= MINGRIDSTEP * space / pixels;
1056 step_to_grid(&grid->dy, &grid->powery, yunits);
1058 if (yclamp == V2D_GRID_CLAMP) {
1059 if (grid->dy < 1.0f) grid->dy= 1.0f;
1060 if (grid->powery < 1) grid->powery= 1;
1064 /* calculate start position */
1065 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1066 grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - (float)fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
1067 if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
1070 grid->startx= v2d->cur.xmin;
1072 if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1073 grid->starty= (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy));
1074 if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
1077 grid->starty= v2d->cur.ymin;
1082 /* Draw gridlines in the given 2d-region */
1083 void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
1085 float vec1[2], vec2[2];
1088 /* check for grid first, as it may not exist */
1092 /* vertical lines */
1093 if (flag & V2D_VERTICAL_LINES) {
1094 /* initialise initial settings */
1095 vec1[0]= vec2[0]= grid->startx;
1096 vec1[1]= grid->starty;
1097 vec2[1]= v2d->cur.ymax;
1099 /* minor gridlines */
1100 step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
1101 UI_ThemeColor(TH_GRID);
1103 for (a=0; a<step; a++) {
1104 glBegin(GL_LINE_STRIP);
1109 vec2[0]= vec1[0]+= grid->dx;
1112 /* major gridlines */
1113 vec2[0]= vec1[0]-= 0.5f*grid->dx;
1114 UI_ThemeColorShade(TH_GRID, 16);
1117 for (a=0; a<=step; a++) {
1118 glBegin(GL_LINE_STRIP);
1123 vec2[0]= vec1[0]-= grid->dx;
1127 /* horizontal lines */
1128 if (flag & V2D_HORIZONTAL_LINES) {
1129 /* only major gridlines */
1130 vec1[1]= vec2[1]= grid->starty;
1131 vec1[0]= grid->startx;
1132 vec2[0]= v2d->cur.xmax;
1134 step= (v2d->mask.ymax - v2d->mask.ymin + 1) / MINGRIDSTEP;
1136 UI_ThemeColor(TH_GRID);
1137 for (a=0; a<=step; a++) {
1138 glBegin(GL_LINE_STRIP);
1143 vec2[1]= vec1[1]+= grid->dy;
1146 /* fine grid lines */
1147 vec2[1]= vec1[1]-= 0.5f*grid->dy;
1150 if (flag & V2D_HORIZONTAL_FINELINES) {
1151 UI_ThemeColorShade(TH_GRID, 16);
1152 for (a=0; a<step; a++) {
1153 glBegin(GL_LINE_STRIP);
1158 vec2[1]= vec1[1]-= grid->dy;
1163 /* Axes are drawn as darker lines */
1164 UI_ThemeColorShade(TH_GRID, -50);
1166 /* horizontal axis */
1167 if (flag & V2D_HORIZONTAL_AXIS) {
1168 vec1[0]= v2d->cur.xmin;
1169 vec2[0]= v2d->cur.xmax;
1170 vec1[1]= vec2[1]= 0.0f;
1172 glBegin(GL_LINE_STRIP);
1179 if (flag & V2D_VERTICAL_AXIS) {
1180 vec1[1]= v2d->cur.ymin;
1181 vec2[1]= v2d->cur.ymax;
1182 vec1[0]= vec2[0]= 0.0f;
1184 glBegin(GL_LINE_STRIP);
1191 /* Draw a constant grid in given 2d-region */
1192 void UI_view2d_constant_grid_draw(const bContext *C, View2D *v2d)
1194 float start, step= 25.0f;
1196 UI_ThemeColorShade(TH_BACK, -10);
1198 start= v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
1201 for(; start<v2d->cur.xmax; start+=step) {
1202 glVertex2f(start, v2d->cur.ymin);
1203 glVertex2f(start, v2d->cur.ymax);
1206 start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
1207 for(; start<v2d->cur.ymax; start+=step) {
1208 glVertex2f(v2d->cur.xmin, start);
1209 glVertex2f(v2d->cur.xmax, start);
1213 UI_ThemeColorShade(TH_BACK, -18);
1214 glVertex2f(0.0f, v2d->cur.ymin);
1215 glVertex2f(0.0f, v2d->cur.ymax);
1216 glVertex2f(v2d->cur.xmin, 0.0f);
1217 glVertex2f(v2d->cur.xmax, 0.0f);
1222 /* free temporary memory used for drawing grid */
1223 void UI_view2d_grid_free(View2DGrid *grid)
1225 /* only free if there's a grid */
1230 /* *********************************************************************** */
1233 /* View2DScrollers is typedef'd in UI_view2d.h
1234 * WARNING: the start of this struct must not change, as view2d_ops.c uses this too.
1235 * For now, we don't need to have a separate (internal) header for structs like this...
1237 struct View2DScrollers {
1239 int vert_min, vert_max; /* vertical scrollbar */
1240 int hor_min, hor_max; /* horizontal scrollbar */
1242 rcti hor, vert; /* exact size of slider backdrop */
1243 int horfull, vertfull; /* set if sliders are full, we don't draw them */
1246 View2DGrid *grid; /* grid for coordinate drawing */
1247 short xunits, xclamp; /* units and clamping options for x-axis */
1248 short yunits, yclamp; /* units and clamping options for y-axis */
1251 /* Calculate relevant scroller properties */
1252 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
1254 View2DScrollers *scrollers;
1256 float fac1, fac2, totsize, scrollsize;
1257 int scroll= view2d_scroll_mapped(v2d->scroll);
1259 /* scrollers is allocated here... */
1260 scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
1265 /* slider rects smaller than region */
1268 if (scroll & V2D_SCROLL_BOTTOM)
1273 if (scroll & V2D_SCROLL_LEFT)
1280 /* store in scrollers, used for drawing */
1281 scrollers->vert= vert;
1282 scrollers->hor= hor;
1284 /* scroller 'buttons':
1285 * - These should always remain within the visible region of the scrollbar
1286 * - They represent the region of 'tot' that is visible in 'cur'
1289 /* horizontal scrollers */
1290 if (scroll & V2D_SCROLL_HORIZONTAL) {
1291 /* scroller 'button' extents */
1292 totsize= v2d->tot.xmax - v2d->tot.xmin;
1293 scrollsize= (float)(hor.xmax - hor.xmin);
1295 fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
1297 scrollers->hor_min= hor.xmin;
1299 scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize));
1301 fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
1303 scrollers->hor_max= hor.xmax;
1305 scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize));
1307 if (scrollers->hor_min > scrollers->hor_max)
1308 scrollers->hor_min= scrollers->hor_max;
1310 /* check whether sliders can disappear */
1312 if(fac1 <= 0.0f && fac2 >= 1.0f)
1313 scrollers->horfull= 1;
1316 /* vertical scrollers */
1317 if (scroll & V2D_SCROLL_VERTICAL) {
1318 /* scroller 'button' extents */
1319 totsize= v2d->tot.ymax - v2d->tot.ymin;
1320 scrollsize= (float)(vert.ymax - vert.ymin);
1322 fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
1324 scrollers->vert_min= vert.ymin;
1326 scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize));
1328 fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
1330 scrollers->vert_max= vert.ymax;
1332 scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize));
1334 if (scrollers->vert_min > scrollers->vert_max)
1335 scrollers->vert_min= scrollers->vert_max;
1337 /* check whether sliders can disappear */
1339 if(fac1 <= 0.0f && fac2 >= 1.0f)
1340 scrollers->vertfull= 1;
1343 /* grid markings on scrollbars */
1344 if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
1345 /* store clamping */
1346 scrollers->xclamp= xclamp;
1347 scrollers->xunits= xunits;
1348 scrollers->yclamp= yclamp;
1349 scrollers->yunits= yunits;
1351 scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
1354 /* return scrollers */
1358 /* Print scale marking along a time scrollbar */
1359 static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, float y, float val, int power, short unit, char dir)
1364 /* adjust the scale unit to work ok */
1366 /* here we bump up the power by factor of 10, as
1367 * rotation values (hence 'degrees') are divided by 10 to
1368 * be able to show the curves at the same time
1370 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
1376 /* get string to print */
1377 if (unit == V2D_UNIT_SECONDS) {
1379 * - In general, minutes and seconds should be shown, as most clips will be
1380 * within this length. Hours will only be included if relevant.
1381 * - Only show frames when zoomed in enough for them to be relevant
1382 * (using separator of '!' for frames).
1383 * When showing frames, use slightly different display to avoid confusion with mm:ss format
1384 * TODO: factor into reusable function.
1385 * Meanwhile keep in sync:
1386 * source/blender/editors/animation/anim_draw.c
1387 * source/blender/editors/interface/view2d.c
1389 int hours=0, minutes=0, seconds=0, frames=0;
1394 /* correction for negative values */
1400 /* XXX should we only display a single digit for hours since clips are
1401 * VERY UNLIKELY to be more than 1-2 hours max? However, that would
1402 * go against conventions...
1404 hours= (int)val / 3600;
1405 val= (float)fmod(val, 3600);
1409 minutes= (int)val / 60;
1410 val= (float)fmod(val, 60);
1414 * Frames are derived from 'fraction' of second. We need to perform some additional rounding
1415 * to cope with 'half' frames, etc., which should be fine in most cases
1418 frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
1421 /* seconds (with pixel offset) */
1422 seconds= (int)floor(val + 0.375f);
1425 /* print timecode to temp string buffer */
1427 /* include "frames" in display */
1428 if (hours) sprintf(str, "%s%02d:%02d:%02d!%02d", neg, hours, minutes, seconds, frames);
1429 else if (minutes) sprintf(str, "%s%02d:%02d!%02d", neg, minutes, seconds, frames);
1430 else sprintf(str, "%s%d!%02d", neg, seconds, frames);
1433 /* don't include 'frames' in display */
1434 if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
1435 else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
1439 /* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
1440 if (power <= 0) sprintf(str, "%.*f", 1-power, val);
1441 else sprintf(str, "%d", (int)floor(val + 0.375f));
1444 /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
1447 /* seconds/timecode display has slightly longer strings... */
1448 if (unit == V2D_UNIT_SECONDS)
1454 /* Add degree sympbol to end of string for vertical scrollbar? */
1455 if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
1461 BLF_draw_default(x, y, 0.0f, str);
1464 /* local defines for scrollers drawing */
1465 /* radius of scroller 'button' caps */
1466 #define V2D_SCROLLCAP_RAD 5
1467 /* shading factor for scroller 'bar' */
1468 #define V2D_SCROLLBAR_SHADE 0.1f
1469 /* shading factor for scroller 'button' caps */
1470 #define V2D_SCROLLCAP_SHADE 0.2f
1472 /* Draw scrollbars in the given 2d-region */
1473 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
1475 Scene *scene= CTX_data_scene(C);
1477 int scroll= view2d_scroll_mapped(v2d->scroll);
1479 /* make copies of rects for less typing */
1483 /* horizontal scrollbar */
1484 if (scroll & V2D_SCROLL_HORIZONTAL) {
1486 if(vs->horfull==0) {
1487 bTheme *btheme= U.themes.first;
1488 uiWidgetColors wcol= btheme->tui.wcol_scroll;
1492 slider.xmin= vs->hor_min;
1493 slider.xmax= vs->hor_max;
1494 slider.ymin= hor.ymin;
1495 slider.ymax= hor.ymax;
1497 state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0;
1498 if (!(v2d->keepzoom & V2D_LOCKZOOM_X))
1499 state |= UI_SCROLL_ARROWS;
1500 uiWidgetScrollDraw(&wcol, &hor, &slider, state);
1503 /* scale indicators */
1504 // XXX will need to update the font drawing when the new stuff comes in
1505 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
1506 View2DGrid *grid= vs->grid;
1507 float fac, dfac, fac2, val;
1509 /* the numbers: convert grid->startx and -dx to scroll coordinates
1510 * - fac is x-coordinate to draw to
1511 * - dfac is gap between scale markings
1513 fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1514 fac= (float)hor.xmin + fac*(hor.xmax - hor.xmin);
1516 dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
1517 dfac= dfac * (hor.xmax - hor.xmin);
1519 /* set starting value, and text color */
1520 UI_ThemeColor(TH_TEXT);
1523 /* if we're clamping to whole numbers only, make sure entries won't be repeated */
1524 if (vs->xclamp == V2D_GRID_CLAMP) {
1525 while (grid->dx < 0.9999f) {
1530 if (vs->xunits == V2D_UNIT_FRAMES)
1533 /* draw numbers in the appropriate range */
1535 float h= 2.0f+(float)(hor.ymin);
1537 for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) {
1539 /* make prints look nicer for scrollers */
1540 if(fac < hor.xmin+10)
1543 switch (vs->xunits) {
1544 case V2D_UNIT_FRAMES: /* frames (as whole numbers)*/
1545 scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
1548 case V2D_UNIT_FRAMESCALE: /* frames (not always as whole numbers) */
1549 scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
1552 case V2D_UNIT_SECONDS: /* seconds */
1553 fac2= val/(float)FPS;
1554 scroll_printstr(vs, scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
1557 case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */
1561 fac2= val/(float)FPS;
1562 time= (float)floor(fac2);
1565 scroll_printstr(vs, scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
1569 case V2D_UNIT_DEGREES: /* Graph Editor for rotation Drivers */
1570 /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
1571 scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
1579 /* vertical scrollbar */
1580 if (scroll & V2D_SCROLL_VERTICAL) {
1582 if(vs->vertfull==0) {
1583 bTheme *btheme= U.themes.first;
1584 uiWidgetColors wcol= btheme->tui.wcol_scroll;
1588 slider.xmin= vert.xmin;
1589 slider.xmax= vert.xmax;
1590 slider.ymin= vs->vert_min;
1591 slider.ymax= vs->vert_max;
1593 state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0;
1594 if (!(v2d->keepzoom & V2D_LOCKZOOM_Y))
1595 state |= UI_SCROLL_ARROWS;
1596 uiWidgetScrollDraw(&wcol, &vert, &slider, state);
1600 /* scale indiators */
1601 // XXX will need to update the font drawing when the new stuff comes in
1602 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
1603 View2DGrid *grid= vs->grid;
1604 float fac, dfac, val;
1606 /* the numbers: convert grid->starty and dy to scroll coordinates
1607 * - fac is y-coordinate to draw to
1608 * - dfac is gap between scale markings
1609 * - these involve a correction for horizontal scrollbar
1610 * NOTE: it's assumed that that scrollbar is there if this is involved!
1612 fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1613 fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
1615 dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
1616 dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
1618 /* set starting value, and text color */
1619 UI_ThemeColor(TH_TEXT);
1622 /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
1623 // XXX only relevant to Sequencer, so need to review this when we port that code
1624 if (vs->yclamp == V2D_GRID_CLAMP)
1627 /* draw vertical steps */
1630 BLF_default_rotation(90.0f);
1632 for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) {
1634 /* make prints look nicer for scrollers */
1635 if(fac < vert.ymin+10)
1638 scroll_printstr(vs, scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v');
1641 BLF_default_rotation(0.0f);
1648 /* free temporary memory used for drawing scrollers */
1649 void UI_view2d_scrollers_free(View2DScrollers *scrollers)
1651 /* need to free grid as well... */
1652 if (scrollers->grid) MEM_freeN(scrollers->grid);
1653 MEM_freeN(scrollers);
1656 /* *********************************************************************** */
1657 /* List View Utilities */
1659 /* Get the view-coordinates of the nominated cell
1660 * - columnwidth, rowheight = size of each 'cell'
1661 * - startx, starty = coordinates (in 'tot' rect space) that the list starts from
1662 * This should be (0,0) for most views. However, for those where the starting row was offsetted
1663 * (like for Animation Editor channel lists, to make the first entry more visible), these will be
1664 * the min-coordinates of the first item.
1665 * - column, row = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at
1666 * - rect = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
1668 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)
1671 if ELEM(NULL, v2d, rect)
1673 if ((columnwidth <= 0) && (rowheight <= 0)) {
1674 rect->xmin= rect->xmax= 0.0f;
1675 rect->ymin= rect->ymax= 0.0f;
1680 rect->xmin= startx + (float)(columnwidth * column);
1681 rect->xmax= startx + (float)(columnwidth * (column + 1));
1683 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
1684 /* simply negate the values for the coordinates if in negative half */
1685 rect->xmin = -rect->xmin;
1686 rect->xmax = -rect->xmax;
1690 rect->ymin= starty + (float)(rowheight * row);
1691 rect->ymax= starty + (float)(rowheight * (row + 1));
1693 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
1694 /* simply negate the values for the coordinates if in negative half */
1695 rect->ymin = -rect->ymin;
1696 rect->ymax = -rect->ymax;
1700 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
1701 * - columnwidth, rowheight = size of each 'cell'
1702 * - startx, starty = coordinates (in 'tot' rect space) that the list starts from
1703 * This should be (0,0) for most views. However, for those where the starting row was offsetted
1704 * (like for Animation Editor channel lists, to make the first entry more visible), these will be
1705 * the min-coordinates of the first item.
1706 * - viewx, viewy = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
1707 * - column, row = the 'coordinates' of the relevant 'cell'
1709 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
1710 float viewx, float viewy, int *column, int *row)
1712 /* adjust view coordinates to be all positive ints, corrected for the start offset */
1713 const int x= (int)(floor(fabs(viewx) + 0.5f) - startx);
1714 const int y= (int)(floor(fabs(viewy) + 0.5f) - starty);
1716 /* sizes must not be negative */
1717 if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) {
1718 if (column) *column= 0;
1725 if ((column) && (columnwidth > 0))
1726 *column= x / columnwidth;
1731 if ((row) && (rowheight > 0))
1732 *row= y / rowheight;
1737 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect
1738 * - columnwidth, rowheight = size of each 'cell'
1739 * - startx, starty = coordinates that the list starts from, which should be (0,0) for most views
1740 * - column/row_min/max = the starting and ending column/row indices
1742 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
1743 int *column_min, int *column_max, int *row_min, int *row_max)
1745 /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
1748 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
1749 v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
1752 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
1753 v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
1757 /* *********************************************************************** */
1758 /* Coordinate Conversions */
1760 /* Convert from screen/region space to 2d-View space
1762 * - x,y = coordinates to convert
1763 * - viewx,viewy = resultant coordinates
1765 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
1770 div= (float)(v2d->mask.xmax - v2d->mask.xmin);
1771 ofs= (float)v2d->mask.xmin;
1773 *viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
1777 div= (float)(v2d->mask.ymax - v2d->mask.ymin);
1778 ofs= (float)v2d->mask.ymin;
1780 *viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
1784 /* Convert from 2d-View space to screen/region space
1785 * - Coordinates are clamped to lie within bounds of region
1787 * - x,y = coordinates to convert
1788 * - regionx,regiony = resultant coordinates
1790 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
1792 /* set initial value in case coordinate lies outside of bounds */
1794 *regionx= V2D_IS_CLIPPED;
1796 *regiony= V2D_IS_CLIPPED;
1798 /* express given coordinates as proportional values */
1799 x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1800 y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1802 /* check if values are within bounds */
1803 if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
1805 *regionx= (int)(v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin));
1807 *regiony= (int)(v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin));
1811 /* Convert from 2d-view space to screen/region space
1812 * - Coordinates are NOT clamped to lie within bounds of region
1814 * - x,y = coordinates to convert
1815 * - regionx,regiony = resultant coordinates
1817 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
1819 /* step 1: express given coordinates as proportional values */
1820 x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1821 y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1823 /* step 2: convert proportional distances to screen coordinates */
1824 x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
1825 y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
1827 /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
1829 if (x < INT_MIN) *regionx= INT_MIN;
1830 else if(x > INT_MAX) *regionx= INT_MAX;
1831 else *regionx= (int)x;
1834 if (y < INT_MIN) *regiony= INT_MIN;
1835 else if(y > INT_MAX) *regiony= INT_MAX;
1836 else *regiony= (int)y;
1840 /* *********************************************************************** */
1843 /* View2D data by default resides in region, so get from region stored in context */
1844 View2D *UI_view2d_fromcontext(const bContext *C)
1846 ScrArea *area= CTX_wm_area(C);
1847 ARegion *region= CTX_wm_region(C);
1849 if (area == NULL) return NULL;
1850 if (region == NULL) return NULL;
1851 return &(region->v2d);
1854 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
1855 View2D *UI_view2d_fromcontext_rwin(const bContext *C)
1857 ScrArea *area= CTX_wm_area(C);
1858 ARegion *region= CTX_wm_region(C);
1860 if (area == NULL) return NULL;
1861 if (region == NULL) return NULL;
1862 if (region->regiontype!=RGN_TYPE_WINDOW) {
1863 ARegion *ar= area->regionbase.first;
1864 for(; ar; ar= ar->next)
1865 if(ar->regiontype==RGN_TYPE_WINDOW)
1869 return &(region->v2d);
1873 /* Calculate the scale per-axis of the drawing-area
1874 * - Is used to inverse correct drawing of icons, etc. that need to follow view
1875 * but not be affected by scale
1877 * - x,y = scale on each axis
1879 void UI_view2d_getscale(View2D *v2d, float *x, float *y)
1881 if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1882 if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1885 /* Check if mouse is within scrollers
1886 * - Returns appropriate code for match
1887 * 'h' = in horizontal scroller
1888 * 'v' = in vertical scroller
1889 * 0 = not in scroller
1891 * - x,y = mouse coordinates in screen (not region) space
1893 short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y)
1895 ARegion *ar= CTX_wm_region(C);
1897 int scroll= view2d_scroll_mapped(v2d->scroll);
1899 /* clamp x,y to region-coordinates first */
1900 co[0]= x - ar->winrct.xmin;
1901 co[1]= y - ar->winrct.ymin;
1903 /* check if within scrollbars */
1904 if (scroll & V2D_SCROLL_HORIZONTAL) {
1905 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
1907 if (scroll & V2D_SCROLL_VERTICAL) {
1908 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
1915 /* ******************* view2d text drawing cache ******************** */
1917 /* assumes caches are used correctly, so for time being no local storage in v2d */
1918 static ListBase strings= {NULL, NULL};
1920 typedef struct View2DString {
1921 struct View2DString *next, *prev;
1929 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)
1933 UI_view2d_view_to_region(v2d, x, y, mval, mval+1);
1935 if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) {
1936 /* use calloc, rect has to be zeroe'd */
1937 View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
1939 BLI_addtail(&strings, v2s);
1940 BLI_strncpy(v2s->str, str, 128);
1941 v2s->mval[0]= mval[0];
1942 v2s->mval[1]= mval[1];
1943 glGetFloatv(GL_CURRENT_COLOR, v2s->col);
1948 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)
1950 View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
1952 UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
1953 UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
1955 BLI_addtail(&strings, v2s);
1956 BLI_strncpy(v2s->str, str, 128);
1957 glGetFloatv(GL_CURRENT_COLOR, v2s->col);
1961 void UI_view2d_text_cache_draw(ARegion *ar)
1966 ED_region_pixelspace(ar);
1968 for(v2s= strings.first; v2s; v2s= v2s->next) {
1969 glColor3fv(v2s->col);
1970 if(v2s->rect.xmin==v2s->rect.xmax)
1971 BLF_draw_default((float)v2s->mval[0], (float)v2s->mval[1], 0.0, v2s->str);
1975 yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28")));
1978 BLF_clipping(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4);
1979 BLF_enable(BLF_CLIPPING);
1981 BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, v2s->str);
1983 BLF_disable(BLF_CLIPPING);
1990 BLI_freelistN(&strings);
1994 /* ******************************************************** */