Holiday coding log :)
[blender.git] / source / blender / editors / interface / view2d.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version. 
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2008 Blender Foundation.
19  * All rights reserved.
20  * 
21  * Contributor(s): Blender Foundation, Joshua Leung
22  *
23  * ***** END GPL LICENSE BLOCK *****
24  */
25
26 /** \file blender/editors/interface/view2d.c
27  *  \ingroup edinterface
28  */
29
30
31 #include <float.h>
32 #include <limits.h>
33 #include <math.h>
34 #include <string.h>
35
36 #include "MEM_guardedalloc.h"
37
38 #include "DNA_scene_types.h"
39 #include "DNA_userdef_types.h"
40
41 #include "BLI_blenlib.h"
42 #include "BLI_utildefines.h"
43
44 #include "BKE_context.h"
45 #include "BKE_screen.h"
46 #include "BKE_global.h"
47
48
49 #include "WM_api.h"
50
51 #include "BIF_gl.h"
52
53 #include "BLF_api.h"
54
55 #include "ED_anim_api.h"
56 #include "ED_screen.h"
57
58 #include "UI_interface.h"
59 #include "UI_view2d.h"
60
61 #include "interface_intern.h"
62
63 /* *********************************************************************** */
64
65 /* XXX still unresolved: scrolls hide/unhide vs region mask handling */
66 /* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */
67
68 /* helper to allow scrollbars to dynamically hide
69  *  - returns a copy of the scrollbar settings with the flags to display
70  *        horizontal/vertical scrollbars removed
71  *      - input scroll value is the v2d->scroll var
72  *      - hide flags are set per region at drawtime
73  */
74 static int view2d_scroll_mapped(int scroll)
75 {
76         if (scroll & V2D_SCROLL_HORIZONTAL_HIDE)
77                 scroll &= ~(V2D_SCROLL_HORIZONTAL);
78         if (scroll & V2D_SCROLL_VERTICAL_HIDE)
79                 scroll &= ~(V2D_SCROLL_VERTICAL);
80         return scroll;
81 }
82
83 /* called each time cur changes, to dynamically update masks */
84 static void view2d_masks(View2D *v2d)
85 {
86         int scroll;
87         
88         /* mask - view frame */
89         v2d->mask.xmin = v2d->mask.ymin = 0;
90         v2d->mask.xmax = v2d->winx - 1; /* -1 yes! masks are pixels */
91         v2d->mask.ymax = v2d->winy - 1;
92
93 #if 0
94         /* XXX see above */
95         v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE | V2D_SCROLL_VERTICAL_HIDE);
96         /* check size if: */
97         if (v2d->scroll & V2D_SCROLL_HORIZONTAL)
98                 if (!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL))
99                         if (BLI_rctf_size_x(&v2d->tot) <= BLI_rcti_size_x(&v2d->cur))
100                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
101         if (v2d->scroll & V2D_SCROLL_VERTICAL)
102                 if (!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL))
103                         if (BLI_rctf_size_y(&v2d->tot) <= BLI_rctf_size_y(&v2d->cur))
104                                 v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE;
105 #endif
106         scroll = view2d_scroll_mapped(v2d->scroll);
107         
108         /* scrollers shrink mask area, but should be based off regionsize 
109          *      - they can only be on one to two edges of the region they define
110          *      - if they overlap, they must not occupy the corners (which are reserved for other widgets)
111          */
112         if (scroll) {
113                 /* vertical scroller */
114                 if (scroll & V2D_SCROLL_LEFT) {
115                         /* on left-hand edge of region */
116                         v2d->vert = v2d->mask;
117                         v2d->vert.xmax = V2D_SCROLL_WIDTH;
118                         v2d->mask.xmin = v2d->vert.xmax + 1;
119                 }
120                 else if (scroll & V2D_SCROLL_RIGHT) {
121                         /* on right-hand edge of region */
122                         v2d->vert = v2d->mask;
123                         v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
124                         v2d->vert.xmin = v2d->vert.xmax - V2D_SCROLL_WIDTH;
125                         v2d->mask.xmax = v2d->vert.xmin - 1;
126                 }
127                 
128                 /* horizontal scroller */
129                 if (scroll & (V2D_SCROLL_BOTTOM | V2D_SCROLL_BOTTOM_O)) {
130                         /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
131                         v2d->hor = v2d->mask;
132                         v2d->hor.ymax = V2D_SCROLL_HEIGHT;
133                         v2d->mask.ymin = v2d->hor.ymax + 1;
134                 }
135                 else if (scroll & V2D_SCROLL_TOP) {
136                         /* on upper edge of region */
137                         v2d->hor = v2d->mask;
138                         v2d->hor.ymin = v2d->hor.ymax - V2D_SCROLL_HEIGHT;
139                         v2d->mask.ymax = v2d->hor.ymin - 1;
140                 }
141                 
142                 /* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
143                 if (scroll & V2D_SCROLL_VERTICAL) {
144                         /* just set y min/max for vertical scroller to y min/max of mask as appropriate */
145                         if (scroll & (V2D_SCROLL_BOTTOM | V2D_SCROLL_BOTTOM_O)) {
146                                 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
147                                 v2d->vert.ymin = v2d->mask.ymin;
148                         }
149                         else if (scroll & V2D_SCROLL_TOP) {
150                                 /* on upper edge of region */
151                                 v2d->vert.ymax = v2d->mask.ymax;
152                         }
153                 }
154         }
155         
156 }
157
158 /* Refresh and Validation */
159
160 /* Initialize all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize
161  *      - for some of these presets, it is expected that the region will have defined some
162  *    additional settings necessary for the customization of the 2D viewport to its requirements
163  *      - this function should only be called from region init() callbacks, where it is expected that
164  *        this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialized. 
165  */
166 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
167 {
168         short tot_changed = 0, init = 0;
169         uiStyle *style = UI_GetStyle();
170
171         /* initialize data if there is a need for such */
172         if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
173                 /* set initialized flag so that View2D doesn't get reinitialised next time again */
174                 v2d->flag |= V2D_IS_INITIALISED;
175
176                 init = 1;
177                 
178                 /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
179                 switch (type) {
180                         /* 'standard view' - optimum setup for 'standard' view behavior,
181                          *  that should be used new views as basis for their
182                          *  own unique View2D settings, which should be used instead of this in most cases...
183                          */
184                         case V2D_COMMONVIEW_STANDARD:
185                         {
186                                 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
187                                 v2d->keepzoom = (V2D_KEEPASPECT | V2D_LIMITZOOM);
188                                 v2d->minzoom = 0.01f;
189                                 v2d->maxzoom = 1000.0f;
190                                 
191                                 /* tot rect and cur should be same size, and aligned using 'standard' OpenGL coordinates for now 
192                                  *      - region can resize 'tot' later to fit other data
193                                  *      - keeptot is only within bounds, as strict locking is not that critical
194                                  *      - view is aligned for (0,0) -> (winx-1, winy-1) setup
195                                  */
196                                 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
197                                 v2d->keeptot = V2D_KEEPTOT_BOUNDS;
198                                 
199                                 v2d->tot.xmin = v2d->tot.ymin = 0.0f;
200                                 v2d->tot.xmax = (float)(winx - 1);
201                                 v2d->tot.ymax = (float)(winy - 1);
202                                 
203                                 v2d->cur = v2d->tot;
204                                 
205                                 /* scrollers - should we have these by default? */
206                                 /* XXX for now, we don't override this, or set it either! */
207                         }
208                         break;
209                         
210                         /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
211                         case V2D_COMMONVIEW_LIST:
212                         {
213                                 /* zoom + aspect ratio are locked */
214                                 v2d->keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
215                                 v2d->minzoom = v2d->maxzoom = 1.0f;
216                                 
217                                 /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
218                                 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
219                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
220                                 tot_changed = 1;
221                                 
222                                 /* scroller settings are currently not set here... that is left for regions... */
223                         }
224                         break;
225                                 
226                         /* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead. 
227                          *  zoom, aspect ratio, and alignment restrictions are set here */
228                         case V2D_COMMONVIEW_STACK:
229                         {
230                                 /* zoom + aspect ratio are locked */
231                                 v2d->keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
232                                 v2d->minzoom = v2d->maxzoom = 1.0f;
233                                 
234                                 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
235                                 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
236                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
237                                 tot_changed = 1;
238                                 
239                                 /* scroller settings are currently not set here... that is left for regions... */
240                         }
241                         break;
242                                 
243                         /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
244                         case V2D_COMMONVIEW_HEADER:
245                         {
246                                 /* zoom + aspect ratio are locked */
247                                 v2d->keepzoom = (V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y | V2D_LIMITZOOM | V2D_KEEPASPECT);
248                                 v2d->minzoom = v2d->maxzoom = 1.0f;
249                                 v2d->min[0] = v2d->max[0] = (float)(winx - 1);
250                                 v2d->min[1] = v2d->max[1] = (float)(winy - 1);
251                                 
252                                 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
253                                 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
254                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
255                                 tot_changed = 1;
256                                 
257                                 /* panning in y-axis is prohibited */
258                                 v2d->keepofs = V2D_LOCKOFS_Y;
259                                 
260                                 /* absolutely no scrollers allowed */
261                                 v2d->scroll = 0;
262                                 
263                         }
264                         break;
265                         
266                         /* panels view, with horizontal/vertical align */
267                         case V2D_COMMONVIEW_PANELS_UI:
268                         {
269                                 float panelzoom = (style) ? style->panelzoom : 1.0f;
270                                 
271                                 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
272                                 v2d->keepzoom = (V2D_KEEPASPECT | V2D_LIMITZOOM | V2D_KEEPZOOM);
273                                 v2d->minzoom = 0.5f;
274                                 v2d->maxzoom = 2.0f;
275                                 //tot_changed = 1;
276                                 
277                                 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
278                                 v2d->keeptot = V2D_KEEPTOT_BOUNDS;
279                                 
280                                 v2d->scroll |= (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
281                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
282                                 v2d->scroll &= ~V2D_SCROLL_VERTICAL_HIDE;
283
284                                 v2d->tot.xmin = 0.0f;
285                                 v2d->tot.xmax = winx;
286                                 
287                                 v2d->tot.ymax = 0.0f;
288                                 v2d->tot.ymin = -winy;
289                                 
290                                 v2d->cur.xmin = 0.0f;
291                                 /* bad workaround for keeping zoom level with scrollers */
292                                 v2d->cur.xmax = (winx - V2D_SCROLL_WIDTH) * panelzoom;
293                                 
294                                 v2d->cur.ymax = 0.0f;
295                                 v2d->cur.ymin = (-winy) * panelzoom;
296                         }
297                         break;
298                                 
299                         /* other view types are completely defined using their own settings already */
300                         default:
301                                 /* we don't do anything here, as settings should be fine, but just make sure that rect */
302                                 break;
303                 }
304         }
305         
306         /* store view size */
307         v2d->winx = winx;
308         v2d->winy = winy;
309         
310         /* set masks */
311         view2d_masks(v2d);
312         
313         /* set 'tot' rect before setting cur? */
314         if (tot_changed) 
315                 UI_view2d_totRect_set_resize(v2d, winx, winy, !init);
316         else
317                 UI_view2d_curRect_validate_resize(v2d, !init);
318 }
319
320 /* Ensure View2D rects remain in a viable configuration 
321  *      - cur is not allowed to be: larger than max, smaller than min, or outside of tot
322  */
323 // XXX pre2.5 -> this used to be called  test_view2d()
324 void UI_view2d_curRect_validate_resize(View2D *v2d, int resize)
325 {
326         float totwidth, totheight, curwidth, curheight, width, height;
327         float winx, winy;
328         rctf *cur, *tot;
329         
330         /* use mask as size of region that View2D resides in, as it takes into account scrollbars already  */
331         winx = (float)(BLI_rcti_size_x(&v2d->mask) + 1);
332         winy = (float)(BLI_rcti_size_y(&v2d->mask) + 1);
333         
334         /* get pointers to rcts for less typing */
335         cur = &v2d->cur;
336         tot = &v2d->tot;
337         
338         /* we must satisfy the following constraints (in decreasing order of importance):
339          *      - alignment restrictions are respected
340          *      - cur must not fall outside of tot
341          *      - axis locks (zoom and offset) must be maintained
342          *      - zoom must not be excessive (check either sizes or zoom values)
343          *      - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
344          */
345         
346         /* Step 1: if keepzoom, adjust the sizes of the rects only
347          *      - firstly, we calculate the sizes of the rects
348          *      - curwidth and curheight are saved as reference... modify width and height values here
349          */
350         totwidth  = BLI_rctf_size_x(tot);
351         totheight = BLI_rctf_size_y(tot);
352         curwidth  = width  = BLI_rctf_size_x(cur);
353         curheight = height = BLI_rctf_size_y(cur);
354         
355         /* if zoom is locked, size on the appropriate axis is reset to mask size */
356         if (v2d->keepzoom & V2D_LOCKZOOM_X)
357                 width = winx;
358         if (v2d->keepzoom & V2D_LOCKZOOM_Y)
359                 height = winy;
360                 
361         /* values used to divide, so make it safe 
362          * NOTE: width and height must use FLT_MIN instead of 1, otherwise it is impossible to
363          *       get enough resolution in Graph Editor for editing some curves
364          */
365         if (width < FLT_MIN) width = 1;
366         if (height < FLT_MIN) height = 1;
367         if (winx < 1) winx = 1;
368         if (winy < 1) winy = 1;
369         
370         /* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */
371         if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) {
372                 float zoom, oldzoom;
373
374                 if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) {
375                         zoom = winx / width;
376                         oldzoom = v2d->oldwinx / curwidth;
377
378                         if (oldzoom != zoom)
379                                 width *= zoom / oldzoom;
380                 }
381
382                 if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0) {
383                         zoom = winy / height;
384                         oldzoom = v2d->oldwiny / curheight;
385
386                         if (oldzoom != zoom)
387                                 height *= zoom / oldzoom;
388                 }
389         }
390         /* keepzoom (V2D_LIMITZOOM set), indicates that zoom level on each axis must not exceed limits 
391          * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
392          */
393         else if (v2d->keepzoom & V2D_LIMITZOOM) {
394                 float zoom, fac;
395                 
396                 /* check if excessive zoom on x-axis */
397                 if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) {
398                         zoom = winx / width;
399                         if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
400                                 fac = (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
401                                 width *= fac;
402                         }
403                 }
404                 
405                 /* check if excessive zoom on y-axis */
406                 if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0) {
407                         zoom = winy / height;
408                         if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
409                                 fac = (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
410                                 height *= fac;
411                         }
412                 }
413         }
414         else {
415                 /* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
416                 CLAMP(width, v2d->min[0], v2d->max[0]);
417                 CLAMP(height, v2d->min[1], v2d->max[1]);
418         }
419         
420         /* check if we should restore aspect ratio (if view size changed) */
421         if (v2d->keepzoom & V2D_KEEPASPECT) {
422                 short do_x = FALSE, do_y = FALSE, do_cur /* , do_win */ /* UNUSED */;
423                 float /* curRatio, */ /* UNUSED */ winRatio;
424                 
425                 /* when a window edge changes, the aspect ratio can't be used to
426                  * find which is the best new 'cur' rect. thats why it stores 'old' 
427                  */
428                 if (winx != v2d->oldwinx) do_x = TRUE;
429                 if (winy != v2d->oldwiny) do_y = TRUE;
430                 
431                 /* curRatio = height / width; */ /* UNUSED */
432                 winRatio = winy / winx;
433                 
434                 /* both sizes change (area/region maximized)  */
435                 if (do_x == do_y) {
436                         if (do_x && do_y) {
437                                 /* here is 1,1 case, so all others must be 0,0 */
438                                 if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y = FALSE;
439                                 else do_x = FALSE;
440                         }
441                         else if (winRatio > 1.0f) do_x = FALSE;
442                         else do_x = TRUE;
443                 }
444                 do_cur = do_x;
445                 /* do_win = do_y; */ /* UNUSED */
446                 
447                 if (do_cur) {
448                         if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) {
449                                 /* special exception for Outliner (and later channel-lists):
450                                  *  - The view may be moved left to avoid contents being pushed out of view when view shrinks.
451                                  *      - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
452                                  *      - width is not adjusted for changed ratios here...
453                                  */
454                                 if (winx < v2d->oldwinx) {
455                                         float temp = v2d->oldwinx - winx;
456                                         
457                                         cur->xmin -= temp;
458                                         cur->xmax -= temp;
459                                         
460                                         /* width does not get modified, as keepaspect here is just set to make 
461                                          * sure visible area adjusts to changing view shape! 
462                                          */
463                                 }
464                         }
465                         else {
466                                 /* portrait window: correct for x */
467                                 width = height / winRatio;
468                         }
469                 }
470                 else {
471                         if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) {
472                                 /* special exception for Outliner (and later channel-lists):
473                                  *      - Currently, no actions need to be taken here...
474                                  */
475
476                                 if (winy < v2d->oldwiny) {
477                                         float temp = v2d->oldwiny - winy;
478                                         
479                                         if (v2d->align & V2D_ALIGN_NO_NEG_Y) {
480                                                 cur->ymin -= temp;
481                                                 cur->ymax -= temp;
482                                         }
483                                         else { /* Assume V2D_ALIGN_NO_POS_Y or combination */
484                                                 cur->ymin += temp;
485                                                 cur->ymax += temp;
486                                         }
487                                 }
488
489                         }
490                         else {
491                                 /* landscape window: correct for y */
492                                 height = width * winRatio;
493                         }
494                 }
495                 
496                 /* store region size for next time */
497                 v2d->oldwinx = (short)winx;
498                 v2d->oldwiny = (short)winy;
499         }
500         
501         /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
502         if ((width != curwidth) || (height != curheight)) {
503                 float temp, dh;
504                 
505                 /* resize from centerpoint, unless otherwise specified */
506                 if (width != curwidth) {
507                         if (v2d->keepofs & V2D_LOCKOFS_X) {
508                                 cur->xmax += width - BLI_rctf_size_x(cur);
509                         }
510                         else if (v2d->keepofs & V2D_KEEPOFS_X) {
511                                 if (v2d->align & V2D_ALIGN_NO_POS_X)
512                                         cur->xmin -= width - BLI_rctf_size_x(cur);
513                                 else
514                                         cur->xmax += width - BLI_rctf_size_x(cur);
515                         }
516                         else {
517                                 temp = BLI_rctf_cent_x(cur);
518                                 dh = width * 0.5f;
519                                 
520                                 cur->xmin = temp - dh;
521                                 cur->xmax = temp + dh;
522                         }
523                 }
524                 if (height != curheight) {
525                         if (v2d->keepofs & V2D_LOCKOFS_Y) {
526                                 cur->ymax += height - BLI_rctf_size_y(cur);
527                         }
528                         else if (v2d->keepofs & V2D_KEEPOFS_Y) {
529                                 if (v2d->align & V2D_ALIGN_NO_POS_Y)
530                                         cur->ymin -= height - BLI_rctf_size_y(cur);
531                                 else
532                                         cur->ymax += height - BLI_rctf_size_y(cur);
533                         }
534                         else {
535                                 temp = BLI_rctf_cent_y(cur);
536                                 dh = height * 0.5f;
537                                 
538                                 cur->ymin = temp - dh;
539                                 cur->ymax = temp + dh;
540                         }
541                 }
542         }
543         
544         /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
545         if (v2d->keeptot) {
546                 float temp, diff;
547                 
548                 /* recalculate extents of cur */
549                 curwidth  = BLI_rctf_size_x(cur);
550                 curheight = BLI_rctf_size_y(cur);
551                 
552                 /* width */
553                 if ((curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM | V2D_LOCKZOOM_X | V2D_LIMITZOOM))) {
554                         /* if zoom doesn't have to be maintained, just clamp edges */
555                         if (cur->xmin < tot->xmin) cur->xmin = tot->xmin;
556                         if (cur->xmax > tot->xmax) cur->xmax = tot->xmax;
557                 }
558                 else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
559                         /* This is an exception for the outliner (and later channel-lists, headers) 
560                          *      - must clamp within tot rect (absolutely no excuses)
561                          *      --> therefore, cur->xmin must not be less than tot->xmin
562                          */
563                         if (cur->xmin < tot->xmin) {
564                                 /* move cur across so that it sits at minimum of tot */
565                                 temp = tot->xmin - cur->xmin;
566                                 
567                                 cur->xmin += temp;
568                                 cur->xmax += temp;
569                         }
570                         else if (cur->xmax > tot->xmax) {
571                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
572                                  *  cur-xmin to lie past tot-xmin
573                                  * - otherwise, simply shift to tot-xmin???
574                                  */
575                                 temp = cur->xmax - tot->xmax;
576                                 
577                                 if ((cur->xmin - temp) < tot->xmin) {
578                                         /* only offset by difference from cur-min and tot-min */
579                                         temp = cur->xmin - tot->xmin;
580                                         
581                                         cur->xmin -= temp;
582                                         cur->xmax -= temp;
583                                 }
584                                 else {
585                                         cur->xmin -= temp;
586                                         cur->xmax -= temp;
587                                 }
588                         }
589                 }
590                 else {
591                         /* This here occurs when:
592                          *  - width too big, but maintaining zoom (i.e. widths cannot be changed)
593                          *      - width is OK, but need to check if outside of boundaries
594                          * 
595                          * So, resolution is to just shift view by the gap between the extremities.
596                          * We favour moving the 'minimum' across, as that's origin for most things
597                          * (XXX - in the past, max was favored... if there are bugs, swap!)
598                          */
599                         if ((cur->xmin < tot->xmin) && (cur->xmax > tot->xmax)) {
600                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
601                                 temp = BLI_rctf_cent_x(tot);
602                                 diff = curwidth * 0.5f;
603                                 
604                                 cur->xmin = temp - diff;
605                                 cur->xmax = temp + diff;
606                         }
607                         else if (cur->xmin < tot->xmin) {
608                                 /* move cur across so that it sits at minimum of tot */
609                                 temp = tot->xmin - cur->xmin;
610                                 
611                                 cur->xmin += temp;
612                                 cur->xmax += temp;
613                         }
614                         else if (cur->xmax > tot->xmax) {
615                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
616                                  *  cur-xmin to lie past tot-xmin
617                                  * - otherwise, simply shift to tot-xmin???
618                                  */
619                                 temp = cur->xmax - tot->xmax;
620                                 
621                                 if ((cur->xmin - temp) < tot->xmin) {
622                                         /* only offset by difference from cur-min and tot-min */
623                                         temp = cur->xmin - tot->xmin;
624                                         
625                                         cur->xmin -= temp;
626                                         cur->xmax -= temp;
627                                 }
628                                 else {
629                                         cur->xmin -= temp;
630                                         cur->xmax -= temp;
631                                 }
632                         }
633                 }
634                 
635                 /* height */
636                 if ((curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM | V2D_LOCKZOOM_Y | V2D_LIMITZOOM))) {
637                         /* if zoom doesn't have to be maintained, just clamp edges */
638                         if (cur->ymin < tot->ymin) cur->ymin = tot->ymin;
639                         if (cur->ymax > tot->ymax) cur->ymax = tot->ymax;
640                 }
641                 else {
642                         /* This here occurs when:
643                          *  - height too big, but maintaining zoom (i.e. heights cannot be changed)
644                          *      - height is OK, but need to check if outside of boundaries
645                          * 
646                          * So, resolution is to just shift view by the gap between the extremities.
647                          * We favour moving the 'minimum' across, as that's origin for most things
648                          */
649                         if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
650                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
651                                 temp = BLI_rctf_cent_y(tot);
652                                 diff = curheight * 0.5f;
653                                 
654                                 cur->ymin = temp - diff;
655                                 cur->ymax = temp + diff;
656                         }
657                         else if (cur->ymin < tot->ymin) {
658                                 /* there's still space remaining, so shift up */
659                                 temp = tot->ymin - cur->ymin;
660                                 
661                                 cur->ymin += temp;
662                                 cur->ymax += temp;
663                         }
664                         else if (cur->ymax > tot->ymax) {
665                                 /* there's still space remaining, so shift down */
666                                 temp = cur->ymax - tot->ymax;
667                                 
668                                 cur->ymin -= temp;
669                                 cur->ymax -= temp;
670                         }
671                 }
672         }
673         
674         /* Step 4: Make sure alignment restrictions are respected */
675         if (v2d->align) {
676                 /* If alignment flags are set (but keeptot is not), they must still be respected, as although
677                  * they don't specify any particular bounds to stay within, they do define ranges which are 
678                  * invalid.
679                  *
680                  * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these 
681                  * invalid zones, otherwise we offset.
682                  */
683                 
684                 /* handle width - posx and negx flags are mutually exclusive, so watch out */
685                 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
686                         /* width is in negative-x half */
687                         if (v2d->cur.xmax > 0) {
688                                 v2d->cur.xmin -= v2d->cur.xmax;
689                                 v2d->cur.xmax = 0.0f;
690                         }
691                 }
692                 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
693                         /* width is in positive-x half */
694                         if (v2d->cur.xmin < 0) {
695                                 v2d->cur.xmax -= v2d->cur.xmin;
696                                 v2d->cur.xmin = 0.0f;
697                         }
698                 }
699                 
700                 /* handle height - posx and negx flags are mutually exclusive, so watch out */
701                 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
702                         /* height is in negative-y half */
703                         if (v2d->cur.ymax > 0) {
704                                 v2d->cur.ymin -= v2d->cur.ymax;
705                                 v2d->cur.ymax = 0.0f;
706                         }
707                 }
708                 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
709                         /* height is in positive-y half */
710                         if (v2d->cur.ymin < 0) {
711                                 v2d->cur.ymax -= v2d->cur.ymin;
712                                 v2d->cur.ymin = 0.0f;
713                         }
714                 }
715         }
716         
717         /* set masks */
718         view2d_masks(v2d);
719 }
720
721 void UI_view2d_curRect_validate(View2D *v2d)
722 {
723         UI_view2d_curRect_validate_resize(v2d, 0);
724 }
725
726 /* ------------------ */
727
728 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
729 void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
730 {
731         ScrArea *sa;
732         ARegion *ar;
733         
734         /* don't continue if no view syncing to be done */
735         if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME | V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
736                 return;
737                 
738         /* check if doing within area syncing (i.e. channels/vertical) */
739         if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
740                 for (ar = area->regionbase.first; ar; ar = ar->next) {
741                         /* don't operate on self */
742                         if (v2dcur != &ar->v2d) {
743                                 /* only if view has vertical locks enabled */
744                                 if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
745                                         if (flag == V2D_LOCK_COPY) {
746                                                 /* other views with locks on must copy active */
747                                                 ar->v2d.cur.ymin = v2dcur->cur.ymin;
748                                                 ar->v2d.cur.ymax = v2dcur->cur.ymax;
749                                         }
750                                         else { /* V2D_LOCK_SET */
751                                                    /* active must copy others */
752                                                 v2dcur->cur.ymin = ar->v2d.cur.ymin;
753                                                 v2dcur->cur.ymax = ar->v2d.cur.ymax;
754                                         }
755                                         
756                                         /* region possibly changed, so refresh */
757                                         ED_region_tag_redraw(ar);
758                                 }
759                         }
760                 }
761         }
762         
763         /* check if doing whole screen syncing (i.e. time/horizontal) */
764         if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
765                 for (sa = screen->areabase.first; sa; sa = sa->next) {
766                         for (ar = sa->regionbase.first; ar; ar = ar->next) {
767                                 /* don't operate on self */
768                                 if (v2dcur != &ar->v2d) {
769                                         /* only if view has horizontal locks enabled */
770                                         if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
771                                                 if (flag == V2D_LOCK_COPY) {
772                                                         /* other views with locks on must copy active */
773                                                         ar->v2d.cur.xmin = v2dcur->cur.xmin;
774                                                         ar->v2d.cur.xmax = v2dcur->cur.xmax;
775                                                 }
776                                                 else { /* V2D_LOCK_SET */
777                                                            /* active must copy others */
778                                                         v2dcur->cur.xmin = ar->v2d.cur.xmin;
779                                                         v2dcur->cur.xmax = ar->v2d.cur.xmax;
780                                                 }
781                                                 
782                                                 /* region possibly changed, so refresh */
783                                                 ED_region_tag_redraw(ar);
784                                         }
785                                 }
786                         }
787                 }
788         }
789 }
790
791
792 /* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) 
793  * This does not take into account if zooming the view on an axis will improve the view (if allowed)
794  */
795 void UI_view2d_curRect_reset(View2D *v2d)
796 {
797         float width, height;
798         
799         /* assume width and height of 'cur' rect by default, should be same size as mask */
800         width  = (float)(BLI_rcti_size_x(&v2d->mask) + 1);
801         height = (float)(BLI_rcti_size_y(&v2d->mask) + 1);
802         
803         /* handle width - posx and negx flags are mutually exclusive, so watch out */
804         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
805                 /* width is in negative-x half */
806                 v2d->cur.xmin = (float)-width;
807                 v2d->cur.xmax = 0.0f;
808         }
809         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
810                 /* width is in positive-x half */
811                 v2d->cur.xmin = 0.0f;
812                 v2d->cur.xmax = (float)width;
813         }
814         else {
815                 /* width is centered around (x == 0) */
816                 const float dx = (float)width / 2.0f;
817                 
818                 v2d->cur.xmin = -dx;
819                 v2d->cur.xmax = dx;
820         }
821         
822         /* handle height - posx and negx flags are mutually exclusive, so watch out */
823         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
824                 /* height is in negative-y half */
825                 v2d->cur.ymin = (float)-height;
826                 v2d->cur.ymax = 0.0f;
827         }
828         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
829                 /* height is in positive-y half */
830                 v2d->cur.ymin = 0.0f;
831                 v2d->cur.ymax = (float)height;
832         }
833         else {
834                 /* height is centered around (y == 0) */
835                 const float dy = (float)height / 2.0f;
836                 
837                 v2d->cur.ymin = -dy;
838                 v2d->cur.ymax = dy;
839         }
840 }
841
842 /* ------------------ */
843
844 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */
845 void UI_view2d_totRect_set_resize(View2D *v2d, int width, int height, int resize)
846 {
847         int scroll = view2d_scroll_mapped(v2d->scroll);
848         
849         /* don't do anything if either value is 0 */
850         width = abs(width);
851         height = abs(height);
852         
853         /* hrumf! */
854         /* XXX: there are work arounds for this in the panel and file browse code. */
855         if (scroll & V2D_SCROLL_HORIZONTAL) 
856                 width -= V2D_SCROLL_WIDTH;
857         if (scroll & V2D_SCROLL_VERTICAL) 
858                 height -= V2D_SCROLL_HEIGHT;
859         
860         if (ELEM(0, width, height)) {
861                 if (G.debug & G_DEBUG)
862                         printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d\n", (void *)v2d, width, height);  // XXX temp debug info
863                 return;
864         }
865         
866         /* handle width - posx and negx flags are mutually exclusive, so watch out */
867         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
868                 /* width is in negative-x half */
869                 v2d->tot.xmin = (float)-width;
870                 v2d->tot.xmax = 0.0f;
871         }
872         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
873                 /* width is in positive-x half */
874                 v2d->tot.xmin = 0.0f;
875                 v2d->tot.xmax = (float)width;
876         }
877         else {
878                 /* width is centered around (x == 0) */
879                 const float dx = (float)width / 2.0f;
880                 
881                 v2d->tot.xmin = -dx;
882                 v2d->tot.xmax = dx;
883         }
884         
885         /* handle height - posx and negx flags are mutually exclusive, so watch out */
886         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
887                 /* height is in negative-y half */
888                 v2d->tot.ymin = (float)-height;
889                 v2d->tot.ymax = 0.0f;
890         }
891         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
892                 /* height is in positive-y half */
893                 v2d->tot.ymin = 0.0f;
894                 v2d->tot.ymax = (float)height;
895         }
896         else {
897                 /* height is centered around (y == 0) */
898                 const float dy = (float)height / 2.0f;
899                 
900                 v2d->tot.ymin = -dy;
901                 v2d->tot.ymax = dy;
902         }
903         
904         /* make sure that 'cur' rect is in a valid state as a result of these changes */
905         UI_view2d_curRect_validate_resize(v2d, resize);
906 }
907
908 void UI_view2d_totRect_set(View2D *v2d, int width, int height)
909 {
910         UI_view2d_totRect_set_resize(v2d, width, height, 0);
911 }
912
913 int UI_view2d_tab_set(View2D *v2d, int tab)
914 {
915         float default_offset[2] = {0.0f, 0.0f};
916         float *offset, *new_offset;
917         int changed = 0;
918
919         /* if tab changed, change offset */
920         if (tab != v2d->tab_cur && v2d->tab_offset) {
921                 if (tab < v2d->tab_num)
922                         offset = &v2d->tab_offset[tab * 2];
923                 else
924                         offset = default_offset;
925
926                 v2d->cur.xmax += offset[0] - v2d->cur.xmin;
927                 v2d->cur.xmin = offset[0];
928
929                 v2d->cur.ymin += offset[1] - v2d->cur.ymax;
930                 v2d->cur.ymax = offset[1];
931
932                 /* validation should happen in subsequent totRect_set */
933
934                 changed = 1;
935         }
936
937         /* resize array if needed */
938         if (tab >= v2d->tab_num) {
939                 new_offset = MEM_callocN(sizeof(float) * (tab + 1) * 2, "view2d tab offset");
940
941                 if (v2d->tab_offset) {
942                         memcpy(new_offset, v2d->tab_offset, sizeof(float) * v2d->tab_num * 2);
943                         MEM_freeN(v2d->tab_offset);
944                 }
945
946                 v2d->tab_offset = new_offset;
947                 v2d->tab_num = tab + 1;
948         }
949
950         /* set current tab and offset */
951         v2d->tab_cur = tab;
952         v2d->tab_offset[2 * tab + 0] = v2d->cur.xmin;
953         v2d->tab_offset[2 * tab + 1] = v2d->cur.ymax;
954
955         return changed;
956 }
957
958 /* *********************************************************************** */
959 /* View Matrix Setup */
960
961 /* mapping function to ensure 'cur' draws extended over the area where sliders are */
962 static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
963 {
964         *curmasked = v2d->cur;
965         
966         if (view2d_scroll_mapped(v2d->scroll)) {
967                 float dx = BLI_rctf_size_x(&v2d->cur) / ((float)(BLI_rcti_size_x(&v2d->mask) + 1));
968                 float dy = BLI_rctf_size_y(&v2d->cur) / ((float)(BLI_rcti_size_y(&v2d->mask) + 1));
969                 
970                 if (v2d->mask.xmin != 0)
971                         curmasked->xmin -= dx * (float)v2d->mask.xmin;
972                 if (v2d->mask.xmax + 1 != v2d->winx)
973                         curmasked->xmax += dx * (float)(v2d->winx - v2d->mask.xmax - 1);
974                 
975                 if (v2d->mask.ymin != 0)
976                         curmasked->ymin -= dy * (float)v2d->mask.ymin;
977                 if (v2d->mask.ymax + 1 != v2d->winy)
978                         curmasked->ymax += dy * (float)(v2d->winy - v2d->mask.ymax - 1);
979                 
980         }
981 }
982
983 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
984 void UI_view2d_view_ortho(View2D *v2d)
985 {
986         rctf curmasked;
987         float xofs, yofs;
988         
989         /* pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1 correspondence with pixels for smooth UI drawing,
990          * but only applied where requested
991          */
992         /* XXX brecht: instead of zero at least use a tiny offset, otherwise
993          * pixel rounding is effectively random due to float inaccuracy */
994         xofs = 0.001f * BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
995         yofs = 0.001f * BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
996         
997         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
998         view2d_map_cur_using_mask(v2d, &curmasked);
999
1000         BLI_rctf_translate(&curmasked, -xofs, -yofs);
1001         
1002         /* XXX ton: this flag set by outliner, for icons */
1003         if (v2d->flag & V2D_PIXELOFS_X) {
1004                 curmasked.xmin = floorf(curmasked.xmin) - 0.001f;
1005                 curmasked.xmax = floorf(curmasked.xmax) - 0.001f;
1006         }
1007         if (v2d->flag & V2D_PIXELOFS_Y) {
1008                 curmasked.ymin = floorf(curmasked.ymin) - 0.001f;
1009                 curmasked.ymax = floorf(curmasked.ymax) - 0.001f;
1010         }
1011         
1012         /* set matrix on all appropriate axes */
1013         wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
1014
1015         /* XXX is this necessary? */
1016         glLoadIdentity();
1017 }
1018
1019 /* Set view matrices to only use one axis of 'cur' only
1020  *      - xaxis     = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
1021  */
1022 void UI_view2d_view_orthoSpecial(ARegion *ar, View2D *v2d, short xaxis)
1023 {
1024         rctf curmasked;
1025         float xofs, yofs;
1026         
1027         /* pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1 correspondence with pixels for smooth UI drawing,
1028          * but only applied where requested
1029          */
1030         /* XXX temp (ton) */
1031         xofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? GLA_PIXEL_OFS : 0.0f;
1032         yofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? GLA_PIXEL_OFS : 0.0f;
1033         
1034         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
1035         view2d_map_cur_using_mask(v2d, &curmasked);
1036         
1037         /* only set matrix with 'cur' coordinates on relevant axes */
1038         if (xaxis)
1039                 wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, -yofs, ar->winy - yofs);
1040         else
1041                 wmOrtho2(-xofs, ar->winx - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
1042                 
1043         /* XXX is this necessary? */
1044         glLoadIdentity();
1045
1046
1047
1048 /* Restore view matrices after drawing */
1049 void UI_view2d_view_restore(const bContext *C)
1050 {
1051         ARegion *ar = CTX_wm_region(C);
1052         int width  = BLI_rcti_size_x(&ar->winrct) + 1;
1053         int height = BLI_rcti_size_y(&ar->winrct) + 1;
1054         
1055         wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
1056         glLoadIdentity();
1057         
1058         //      ED_region_pixelspace(CTX_wm_region(C));
1059 }
1060
1061 /* *********************************************************************** */
1062 /* Gridlines */
1063
1064 /* View2DGrid is typedef'd in UI_view2d.h */
1065 struct View2DGrid {
1066         float dx, dy;           /* stepsize (in pixels) between gridlines */
1067         float startx, starty;   /* initial coordinates to start drawing grid from */
1068         int powerx, powery;     /* step as power of 10 */
1069 };
1070
1071 /* --------------- */
1072
1073 /* try to write step as a power of 10 */
1074 static void step_to_grid(float *step, int *power, int unit)
1075 {
1076         const float loga = (float)log10(*step);
1077         float rem;
1078         
1079         *power = (int)(loga);
1080         
1081         rem = loga - (*power);
1082         rem = (float)pow(10.0, rem);
1083         
1084         if (loga < 0.0f) {
1085                 if (rem < 0.2f) rem = 0.2f;
1086                 else if (rem < 0.5f) rem = 0.5f;
1087                 else rem = 1.0f;
1088                 
1089                 *step = rem * (float)pow(10.0, (*power));
1090                 
1091                 /* for frames, we want 1.0 frame intervals only */
1092                 if (unit == V2D_UNIT_FRAMES) {
1093                         rem = 1.0f;
1094                         *step = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */
1095                 }
1096                 
1097                 /* prevents printing 1.0 2.0 3.0 etc */
1098                 if (rem == 1.0f) (*power)++;
1099         }
1100         else {
1101                 if (rem < 2.0f) rem = 2.0f;
1102                 else if (rem < 5.0f) rem = 5.0f;
1103                 else rem = 10.0f;
1104                 
1105                 *step = rem * (float)pow(10.0, (*power));
1106                 
1107                 (*power)++;
1108                 /* prevents printing 1.0, 2.0, 3.0, etc. */
1109                 if (rem == 10.0f) (*power)++;
1110         }
1111 }
1112
1113 /* Initialize settings necessary for drawing gridlines in a 2d-view
1114  *      - Currently, will return pointer to View2DGrid struct that needs to 
1115  *        be freed with UI_view2d_grid_free()
1116  *      - Is used for scrollbar drawing too (for units drawing)
1117  *      - Units + clamping args will be checked, to make sure they are valid values that can be used
1118  *        so it is very possible that we won't return grid at all!
1119  *      
1120  *      - xunits,yunits = V2D_UNIT_*  grid steps in seconds or frames 
1121  *      - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
1122  *      - winx                  = width of region we're drawing to, note: not used but keeping for completeness.
1123  *      - winy                  = height of region we're drawing into
1124  */
1125 View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d,
1126                                 short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy)
1127 {
1128
1129         View2DGrid *grid;
1130         float space, pixels, seconddiv;
1131         
1132         /* check that there are at least some workable args */
1133         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
1134                 return NULL;
1135         
1136         /* grid here is allocated... */
1137         grid = MEM_callocN(sizeof(View2DGrid), "View2DGrid");
1138         
1139         /* rule: gridstep is minimal GRIDSTEP pixels */
1140         if (xunits == V2D_UNIT_SECONDS) {
1141                 seconddiv = (float)(0.01 * FPS);
1142         }
1143         else {
1144                 seconddiv = 1.0f;
1145         }
1146         
1147         /* calculate x-axis grid scale (only if both args are valid) */
1148         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1149                 space = BLI_rctf_size_x(&v2d->cur);
1150                 pixels = (float)BLI_rcti_size_x(&v2d->mask);
1151                 
1152                 if (pixels != 0.0f) {
1153                         grid->dx = (U.v2d_min_gridsize * U.pixelsize * space) / (seconddiv * pixels);
1154                         step_to_grid(&grid->dx, &grid->powerx, xunits);
1155                         grid->dx *= seconddiv;
1156                 }
1157                 
1158                 if (xclamp == V2D_GRID_CLAMP) {
1159                         if (grid->dx < 0.1f) grid->dx = 0.1f;
1160                         grid->powerx -= 2;
1161                         if (grid->powerx < -2) grid->powerx = -2;
1162                 }
1163         }
1164         
1165         /* calculate y-axis grid scale (only if both args are valid) */
1166         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1167                 space = BLI_rctf_size_y(&v2d->cur);
1168                 pixels = (float)winy;
1169                 
1170                 grid->dy = U.v2d_min_gridsize * U.pixelsize * space / pixels;
1171                 step_to_grid(&grid->dy, &grid->powery, yunits);
1172                 
1173                 if (yclamp == V2D_GRID_CLAMP) {
1174                         if (grid->dy < 1.0f) grid->dy = 1.0f;
1175                         if (grid->powery < 1) grid->powery = 1;
1176                 }
1177         }
1178         
1179         /* calculate start position */
1180         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1181                 grid->startx = seconddiv * (v2d->cur.xmin / seconddiv - (float)fmod(v2d->cur.xmin / seconddiv, grid->dx / seconddiv));
1182                 if (v2d->cur.xmin < 0.0f) grid->startx -= grid->dx;
1183         }
1184         else
1185                 grid->startx = v2d->cur.xmin;
1186                 
1187         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1188                 grid->starty = (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy));
1189                 if (v2d->cur.ymin < 0.0f) grid->starty -= grid->dy;
1190         }
1191         else
1192                 grid->starty = v2d->cur.ymin;
1193         
1194         return grid;
1195 }
1196
1197 /* Draw gridlines in the given 2d-region */
1198 void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
1199 {
1200         float vec1[2], vec2[2];
1201         int a, step;
1202         
1203         /* check for grid first, as it may not exist */
1204         if (grid == NULL)
1205                 return;
1206         
1207         /* vertical lines */
1208         if (flag & V2D_VERTICAL_LINES) {
1209                 /* initialize initial settings */
1210                 vec1[0] = vec2[0] = grid->startx;
1211                 vec1[1] = grid->starty;
1212                 vec2[1] = v2d->cur.ymax;
1213                 
1214                 /* minor gridlines */
1215                 step = (BLI_rcti_size_x(&v2d->mask) + 1) / (U.v2d_min_gridsize * U.pixelsize);
1216                 UI_ThemeColor(TH_GRID);
1217                 
1218                 for (a = 0; a < step; a++) {
1219                         glBegin(GL_LINE_STRIP);
1220                         glVertex2fv(vec1);
1221                         glVertex2fv(vec2);
1222                         glEnd();
1223                         
1224                         vec2[0] = vec1[0] += grid->dx;
1225                 }
1226                 
1227                 /* major gridlines */
1228                 vec2[0] = vec1[0] -= 0.5f * grid->dx;
1229                 UI_ThemeColorShade(TH_GRID, 16);
1230                 
1231                 step++;
1232                 for (a = 0; a <= step; a++) {
1233                         glBegin(GL_LINE_STRIP);
1234                         glVertex2fv(vec1);
1235                         glVertex2fv(vec2);
1236                         glEnd();
1237                         
1238                         vec2[0] = vec1[0] -= grid->dx;
1239                 }
1240         }
1241         
1242         /* horizontal lines */
1243         if (flag & V2D_HORIZONTAL_LINES) {
1244                 /* only major gridlines */
1245                 vec1[1] = vec2[1] = grid->starty;
1246                 vec1[0] = grid->startx;
1247                 vec2[0] = v2d->cur.xmax;
1248                 
1249                 step = (BLI_rcti_size_y(&v2d->mask) + 1) / (U.v2d_min_gridsize * U.pixelsize);
1250                 
1251                 UI_ThemeColor(TH_GRID);
1252                 for (a = 0; a <= step; a++) {
1253                         glBegin(GL_LINE_STRIP);
1254                         glVertex2fv(vec1);
1255                         glVertex2fv(vec2);
1256                         glEnd();
1257                         
1258                         vec2[1] = vec1[1] += grid->dy;
1259                 }
1260                 
1261                 /* fine grid lines */
1262                 vec2[1] = vec1[1] -= 0.5f * grid->dy;
1263                 step++;
1264                 
1265                 if (flag & V2D_HORIZONTAL_FINELINES) {
1266                         UI_ThemeColorShade(TH_GRID, 16);
1267                         for (a = 0; a < step; a++) {
1268                                 glBegin(GL_LINE_STRIP);
1269                                 glVertex2fv(vec1);
1270                                 glVertex2fv(vec2);
1271                                 glEnd();
1272                                 
1273                                 vec2[1] = vec1[1] -= grid->dy;
1274                         }
1275                 }
1276         }
1277         
1278         /* Axes are drawn as darker lines */
1279         UI_ThemeColorShade(TH_GRID, -50);
1280         
1281         /* horizontal axis */
1282         if (flag & V2D_HORIZONTAL_AXIS) {
1283                 vec1[0] = v2d->cur.xmin;
1284                 vec2[0] = v2d->cur.xmax;
1285                 vec1[1] = vec2[1] = 0.0f;
1286                 
1287                 glBegin(GL_LINE_STRIP);
1288                 glVertex2fv(vec1);
1289                 glVertex2fv(vec2);
1290                 glEnd();
1291         }
1292         
1293         /* vertical axis */
1294         if (flag & V2D_VERTICAL_AXIS) {
1295                 vec1[1] = v2d->cur.ymin;
1296                 vec2[1] = v2d->cur.ymax;
1297                 vec1[0] = vec2[0] = 0.0f;
1298                 
1299                 glBegin(GL_LINE_STRIP);
1300                 glVertex2fv(vec1);
1301                 glVertex2fv(vec2);
1302                 glEnd();
1303         }
1304 }
1305
1306 /* Draw a constant grid in given 2d-region */
1307 void UI_view2d_constant_grid_draw(View2D *v2d)
1308 {
1309         float start, step = 25.0f;
1310
1311         UI_ThemeColorShade(TH_BACK, -10);
1312         
1313         start = v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
1314         
1315         glBegin(GL_LINES);
1316         for (; start < v2d->cur.xmax; start += step) {
1317                 glVertex2f(start, v2d->cur.ymin);
1318                 glVertex2f(start, v2d->cur.ymax);
1319         }
1320
1321         start = v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
1322         for (; start < v2d->cur.ymax; start += step) {
1323                 glVertex2f(v2d->cur.xmin, start);
1324                 glVertex2f(v2d->cur.xmax, start);
1325         }
1326         
1327         /* X and Y axis */
1328         UI_ThemeColorShade(TH_BACK, -18);
1329         glVertex2f(0.0f, v2d->cur.ymin);
1330         glVertex2f(0.0f, v2d->cur.ymax);
1331         glVertex2f(v2d->cur.xmin, 0.0f);
1332         glVertex2f(v2d->cur.xmax, 0.0f);
1333         
1334         glEnd();
1335 }
1336
1337 /* Draw a multi-level grid in given 2d-region */
1338 void UI_view2d_multi_grid_draw(View2D *v2d, float step, int level_size, int totlevels)
1339 {
1340         int offset = -10;
1341         float lstep = step;
1342         int level;
1343         
1344         for (level = 0; level < totlevels; ++level) {
1345                 int i;
1346                 float start;
1347                 
1348                 UI_ThemeColorShade(TH_BACK, offset);
1349                 
1350                 i = (v2d->cur.xmin >= 0.0f ? -(int)(-v2d->cur.xmin / lstep) : (int)(v2d->cur.xmin / lstep));
1351                 start = i * lstep;
1352                 
1353                 glBegin(GL_LINES);
1354                 for (; start < v2d->cur.xmax; start += lstep, ++i) {
1355                         if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
1356                                 continue;
1357                         glVertex2f(start, v2d->cur.ymin);
1358                         glVertex2f(start, v2d->cur.ymax);
1359                 }
1360                 
1361                 i = (v2d->cur.ymin >= 0.0f ? -(int)(-v2d->cur.ymin / lstep) : (int)(v2d->cur.ymin / lstep));
1362                 start = i * lstep;
1363                 
1364                 for (; start < v2d->cur.ymax; start += lstep, ++i) {
1365                         if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
1366                                 continue;
1367                         glVertex2f(v2d->cur.xmin, start);
1368                         glVertex2f(v2d->cur.xmax, start);
1369                 }
1370                 
1371                 /* X and Y axis */
1372                 UI_ThemeColorShade(TH_BACK, offset - 8);
1373                 glVertex2f(0.0f, v2d->cur.ymin);
1374                 glVertex2f(0.0f, v2d->cur.ymax);
1375                 glVertex2f(v2d->cur.xmin, 0.0f);
1376                 glVertex2f(v2d->cur.xmax, 0.0f);
1377                 
1378                 glEnd();
1379                 
1380                 lstep *= level_size;
1381                 offset -= 6;
1382         }
1383 }
1384
1385 /* the price we pay for not exposting structs :( */
1386 void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy)
1387 {
1388         *r_dx = grid->dx;
1389         *r_dy = grid->dy;
1390 }
1391
1392 /* free temporary memory used for drawing grid */
1393 void UI_view2d_grid_free(View2DGrid *grid)
1394 {
1395         /* only free if there's a grid */
1396         if (grid) {
1397                 MEM_freeN(grid);
1398         }
1399 }
1400
1401 /* *********************************************************************** */
1402 /* Scrollers */
1403
1404 /* View2DScrollers is typedef'd in UI_view2d.h 
1405  * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 
1406  *         For now, we don't need to have a separate (internal) header for structs like this...
1407  */
1408 struct View2DScrollers {
1409         /* focus bubbles */
1410         int vert_min, vert_max; /* vertical scrollbar */
1411         int hor_min, hor_max;   /* horizontal scrollbar */
1412         
1413         rcti hor, vert;         /* exact size of slider backdrop */
1414         int horfull, vertfull;  /* set if sliders are full, we don't draw them */
1415         
1416         /* scales */
1417         View2DGrid *grid;       /* grid for coordinate drawing */
1418         short xunits, xclamp;   /* units and clamping options for x-axis */
1419         short yunits, yclamp;   /* units and clamping options for y-axis */
1420 };
1421
1422 /* Calculate relevant scroller properties */
1423 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d,
1424                                           short xunits, short xclamp, short yunits, short yclamp)
1425 {
1426         View2DScrollers *scrollers;
1427         rcti vert, hor;
1428         float fac1, fac2, totsize, scrollsize;
1429         int scroll = view2d_scroll_mapped(v2d->scroll);
1430         int smaller;
1431         
1432         /* scrollers is allocated here... */
1433         scrollers = MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
1434         
1435         vert = v2d->vert;
1436         hor = v2d->hor;
1437         
1438         /* slider rects need to be smaller than region */
1439         smaller = (int)(0.2f * U.widget_unit);
1440         hor.xmin += smaller;
1441         hor.xmax -= smaller;
1442         if (scroll & V2D_SCROLL_BOTTOM)
1443                 hor.ymin += smaller;
1444         else
1445                 hor.ymax -= smaller;
1446         
1447         if (scroll & V2D_SCROLL_LEFT)
1448                 vert.xmin += smaller;
1449         else
1450                 vert.xmax -= smaller;
1451         vert.ymin += smaller;
1452         vert.ymax -= smaller;
1453         
1454         CLAMP(vert.ymin, vert.ymin, vert.ymax - V2D_SCROLLER_HANDLE_SIZE);
1455         CLAMP(hor.xmin, hor.xmin, hor.xmax - V2D_SCROLLER_HANDLE_SIZE);
1456         
1457         /* store in scrollers, used for drawing */
1458         scrollers->vert = vert;
1459         scrollers->hor = hor;
1460         
1461         /* scroller 'buttons':
1462          *      - These should always remain within the visible region of the scrollbar
1463          *      - They represent the region of 'tot' that is visible in 'cur'
1464          */
1465         
1466         /* horizontal scrollers */
1467         if (scroll & V2D_SCROLL_HORIZONTAL) {
1468                 /* scroller 'button' extents */
1469                 totsize = BLI_rctf_size_x(&v2d->tot);
1470                 scrollsize = (float)BLI_rcti_size_x(&hor);
1471                 if (totsize == 0.0f) totsize = 1.0f;  /* avoid divide by zero */
1472
1473                 fac1 = (v2d->cur.xmin - v2d->tot.xmin) / totsize;
1474                 if (fac1 <= 0.0f)
1475                         scrollers->hor_min = hor.xmin;
1476                 else
1477                         scrollers->hor_min = (int)(hor.xmin + (fac1 * scrollsize));
1478                 
1479                 fac2 = (v2d->cur.xmax - v2d->tot.xmin) / totsize;
1480                 if (fac2 >= 1.0f)
1481                         scrollers->hor_max = hor.xmax;
1482                 else
1483                         scrollers->hor_max = (int)(hor.xmin + (fac2 * scrollsize));
1484                 
1485                 /* prevent inverted sliders */
1486                 if (scrollers->hor_min > scrollers->hor_max) 
1487                         scrollers->hor_min = scrollers->hor_max;
1488                 /* prevent sliders from being too small, and disappearing */
1489                 if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE) {
1490                         scrollers->hor_max = scrollers->hor_min + V2D_SCROLLER_HANDLE_SIZE;
1491
1492                         CLAMP(scrollers->hor_max, hor.xmin + V2D_SCROLLER_HANDLE_SIZE, hor.xmax);
1493                         CLAMP(scrollers->hor_min, hor.xmin, hor.xmax - V2D_SCROLLER_HANDLE_SIZE);
1494                 }
1495                 
1496                 /* check whether sliders can disappear due to the full-range being used */
1497                 if (v2d->keeptot) {
1498                         if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) {
1499                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR;
1500                                 scrollers->horfull = 1;
1501                         }
1502                         else
1503                                 v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR;
1504                 }
1505         }
1506         
1507         /* vertical scrollers */
1508         if (scroll & V2D_SCROLL_VERTICAL) {
1509                 /* scroller 'button' extents */
1510                 totsize    =        BLI_rctf_size_y(&v2d->tot);
1511                 scrollsize = (float)BLI_rcti_size_y(&vert);
1512                 if (totsize == 0.0f) totsize = 1.0f;  /* avoid divide by zero */
1513
1514                 fac1 = (v2d->cur.ymin - v2d->tot.ymin) / totsize;
1515                 if (fac1 <= 0.0f)
1516                         scrollers->vert_min = vert.ymin;
1517                 else
1518                         scrollers->vert_min = (int)(vert.ymin + (fac1 * scrollsize));
1519                 
1520                 fac2 = (v2d->cur.ymax - v2d->tot.ymin) / totsize;
1521                 if (fac2 >= 1.0f)
1522                         scrollers->vert_max = vert.ymax;
1523                 else
1524                         scrollers->vert_max = (int)(vert.ymin + (fac2 * scrollsize));
1525                 
1526                 /* prevent inverted sliders */
1527                 if (scrollers->vert_min > scrollers->vert_max) 
1528                         scrollers->vert_min = scrollers->vert_max;
1529                 /* prevent sliders from being too small, and disappearing */
1530                 if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE) {
1531                         
1532                         scrollers->vert_max = scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE;
1533                         
1534                         CLAMP(scrollers->vert_max, vert.ymin + V2D_SCROLLER_HANDLE_SIZE, vert.ymax);
1535                         CLAMP(scrollers->vert_min, vert.ymin, vert.ymax - V2D_SCROLLER_HANDLE_SIZE);
1536                 }
1537
1538                 /* check whether sliders can disappear due to the full-range being used */
1539                 if (v2d->keeptot) {
1540                         if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) {
1541                                 v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR;
1542                                 scrollers->vertfull = 1;
1543                         }
1544                         else
1545                                 v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR;
1546                 }
1547         }
1548         
1549         /* grid markings on scrollbars */
1550         if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL | V2D_SCROLL_SCALE_VERTICAL)) {
1551                 /* store clamping */
1552                 scrollers->xclamp = xclamp;
1553                 scrollers->xunits = xunits;
1554                 scrollers->yclamp = yclamp;
1555                 scrollers->yunits = yunits;
1556                 
1557                 scrollers->grid = UI_view2d_grid_calc(CTX_data_scene(C), v2d,
1558                                                       xunits, xclamp, yunits, yclamp,
1559                                                       BLI_rcti_size_x(&hor), BLI_rcti_size_y(&vert));
1560         }
1561         
1562         /* return scrollers */
1563         return scrollers;
1564 }
1565
1566 /* Print scale marking along a time scrollbar */
1567 static void scroll_printstr(Scene *scene, float x, float y, float val, int power, short unit, char dir)
1568 {
1569         int len;
1570         char timecode_str[32];
1571         
1572         /* adjust the scale unit to work ok */
1573         if (dir == 'v') {
1574                 /* here we bump up the power by factor of 10, as 
1575                  * rotation values (hence 'degrees') are divided by 10 to 
1576                  * be able to show the curves at the same time
1577                  */
1578                 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
1579                         power += 1;
1580                         val *= 10;
1581                 }
1582         }
1583         
1584         /* get string to print */
1585         ANIM_timecode_string_from_frame(timecode_str, scene, power, (unit == V2D_UNIT_SECONDS), val);
1586         
1587         /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
1588         len = strlen(timecode_str);
1589         if (dir == 'h') {
1590                 /* seconds/timecode display has slightly longer strings... */
1591                 if (unit == V2D_UNIT_SECONDS)
1592                         x -= 3 * len;
1593                 else
1594                         x -= 4 * len;
1595         }
1596         
1597         /* Add degree sympbol to end of string for vertical scrollbar? */
1598         if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
1599                 timecode_str[len] = 186;
1600                 timecode_str[len + 1] = 0;
1601         }
1602         
1603         /* draw it */
1604         BLF_draw_default_ascii(x, y, 0.0f, timecode_str, sizeof(timecode_str));
1605 }
1606
1607 /* Draw scrollbars in the given 2d-region */
1608 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
1609 {
1610         Scene *scene = CTX_data_scene(C);
1611         rcti vert, hor;
1612         int scroll = view2d_scroll_mapped(v2d->scroll);
1613         
1614         /* make copies of rects for less typing */
1615         vert = vs->vert;
1616         hor = vs->hor;
1617         
1618         /* horizontal scrollbar */
1619         if (scroll & V2D_SCROLL_HORIZONTAL) {
1620                 /* only draw scrollbar when it doesn't fill the entire space */
1621                 if (vs->horfull == 0) {
1622                         bTheme *btheme = UI_GetTheme();
1623                         uiWidgetColors wcol = btheme->tui.wcol_scroll;
1624                         rcti slider;
1625                         int state;
1626                         unsigned char col[4];
1627                         
1628                         slider.xmin = vs->hor_min;
1629                         slider.xmax = vs->hor_max;
1630                         slider.ymin = hor.ymin;
1631                         slider.ymax = hor.ymax;
1632                         
1633                         state = (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE) ? UI_SCROLL_PRESSED : 0;
1634                         
1635                         /* show zoom handles if:
1636                          *      - zooming on x-axis is allowed (no scroll otherwise)
1637                          *      - slider bubble is large enough (no overdraw confusion)
1638                          *      - scale is shown on the scroller 
1639                          *        (workaround to make sure that button windows don't show these, 
1640                          *              and only the time-grids with their zoomability can do so)
1641                          */
1642                         if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0 &&
1643                             (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) &&
1644                             (BLI_rcti_size_x(&slider) > V2D_SCROLLER_HANDLE_SIZE))
1645                         {
1646                                 state |= UI_SCROLL_ARROWS;
1647                         }
1648                         
1649                         /* clean rect behind slider, but not with transparent background */
1650                         UI_GetThemeColor4ubv(TH_BACK, col);
1651                         if (col[3] == 255) {
1652                                 glColor3ub(col[0], col[1],col[2]);
1653                                 glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
1654                         }
1655                         
1656                         uiWidgetScrollDraw(&wcol, &hor, &slider, state);
1657                 }
1658                 
1659                 /* scale indicators */
1660                 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
1661                         View2DGrid *grid = vs->grid;
1662                         float fac, dfac, fac2, val;
1663                         
1664                         /* the numbers: convert grid->startx and -dx to scroll coordinates 
1665                          *      - fac is x-coordinate to draw to
1666                          *      - dfac is gap between scale markings
1667                          */
1668                         fac = (grid->startx - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
1669                         fac = (float)hor.xmin + fac * BLI_rcti_size_x(&hor);
1670                         
1671                         dfac = grid->dx / BLI_rctf_size_x(&v2d->cur);
1672                         dfac = dfac * BLI_rcti_size_x(&hor);
1673                         
1674                         /* set starting value, and text color */
1675                         UI_ThemeColor(TH_TEXT);
1676                         val = grid->startx;
1677                         
1678                         /* if we're clamping to whole numbers only, make sure entries won't be repeated */
1679                         if (vs->xclamp == V2D_GRID_CLAMP) {
1680                                 while (grid->dx < 0.9999f) {
1681                                         grid->dx *= 2.0f;
1682                                         dfac *= 2.0f;
1683                                 }
1684                         }
1685                         if (vs->xunits == V2D_UNIT_FRAMES)
1686                                 grid->powerx = 1;
1687                         
1688                         /* draw numbers in the appropriate range */
1689                         if (dfac > 0.0f) {
1690                                 float h = 0.1f*UI_UNIT_Y + (float)(hor.ymin);
1691                                 
1692                                 for (; fac < hor.xmax - 0.5f * U.widget_unit; fac += dfac, val += grid->dx) {
1693                                         
1694                                         /* make prints look nicer for scrollers */
1695                                         if (fac < hor.xmin + 0.5f * U.widget_unit)
1696                                                 continue;
1697                                         
1698                                         switch (vs->xunits) {
1699                                                 case V2D_UNIT_FRAMES:       /* frames (as whole numbers)*/
1700                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
1701                                                         break;
1702                                                         
1703                                                 case V2D_UNIT_FRAMESCALE:   /* frames (not always as whole numbers) */
1704                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
1705                                                         break;
1706                                                 
1707                                                 case V2D_UNIT_SECONDS:      /* seconds */
1708                                                         fac2 = val / (float)FPS;
1709                                                         scroll_printstr(scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
1710                                                         break;
1711                                                         
1712                                                 case V2D_UNIT_SECONDSSEQ:   /* seconds with special calculations (only used for sequencer only) */
1713                                                 {
1714                                                         float time;
1715                                                         
1716                                                         fac2 = val / (float)FPS;
1717                                                         time = (float)floor(fac2);
1718                                                         fac2 = fac2 - time;
1719                                                         
1720                                                         scroll_printstr(scene, fac, h, time + (float)FPS * fac2 / 100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
1721                                                 }
1722                                                 break;
1723                                                         
1724                                                 case V2D_UNIT_DEGREES:      /* Graph Editor for rotation Drivers */
1725                                                         /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
1726                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
1727                                                         break;
1728                                         }
1729                                 }
1730                         }
1731                 }
1732         }
1733         
1734         /* vertical scrollbar */
1735         if (scroll & V2D_SCROLL_VERTICAL) {
1736                 /* only draw scrollbar when it doesn't fill the entire space */
1737                 if (vs->vertfull == 0) {
1738                         bTheme *btheme = UI_GetTheme();
1739                         uiWidgetColors wcol = btheme->tui.wcol_scroll;
1740                         rcti slider;
1741                         int state;
1742                         unsigned char col[4];
1743                         
1744                         slider.xmin = vert.xmin;
1745                         slider.xmax = vert.xmax;
1746                         slider.ymin = vs->vert_min;
1747                         slider.ymax = vs->vert_max;
1748                         
1749                         state = (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE) ? UI_SCROLL_PRESSED : 0;
1750                         
1751                         /* show zoom handles if:
1752                          *      - zooming on y-axis is allowed (no scroll otherwise)
1753                          *      - slider bubble is large enough (no overdraw confusion)
1754                          *      - scale is shown on the scroller 
1755                          *        (workaround to make sure that button windows don't show these, 
1756                          *              and only the time-grids with their zoomability can do so)
1757                          */
1758                         if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0 &&
1759                             (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) &&
1760                             (BLI_rcti_size_y(&slider) > V2D_SCROLLER_HANDLE_SIZE))
1761                         {
1762                                 state |= UI_SCROLL_ARROWS;
1763                         }
1764                         
1765                         /* clean rect behind slider, but not with transparent background */
1766                         UI_GetThemeColor4ubv(TH_BACK, col);
1767                         if (col[3] == 255) {
1768                                 glColor3ub(col[0], col[1],col[2]);
1769                                 glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
1770                         }
1771                         
1772                         uiWidgetScrollDraw(&wcol, &vert, &slider, state);
1773                 }
1774                 
1775                 
1776                 /* scale indiators */
1777                 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
1778                         View2DGrid *grid = vs->grid;
1779                         float fac, dfac, val;
1780                         
1781                         /* the numbers: convert grid->starty and dy to scroll coordinates 
1782                          *      - fac is y-coordinate to draw to
1783                          *      - dfac is gap between scale markings
1784                          *      - these involve a correction for horizontal scrollbar
1785                          *        NOTE: it's assumed that that scrollbar is there if this is involved!
1786                          */
1787                         fac = (grid->starty - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
1788                         fac = vert.ymin + fac * BLI_rcti_size_y(&vert);
1789                         
1790                         dfac = grid->dy / BLI_rctf_size_y(&v2d->cur);
1791                         dfac = dfac     * BLI_rcti_size_y(&vert);
1792                         
1793                         /* set starting value, and text color */
1794                         UI_ThemeColor(TH_TEXT);
1795                         val = grid->starty;
1796                         
1797                         /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
1798                         if (vs->yclamp == V2D_GRID_CLAMP)
1799                                 fac += 0.5f * dfac;
1800                                 
1801                         /* draw vertical steps */
1802                         if (dfac > 0.0f) {
1803                                 
1804                                 BLF_rotation_default(90.0f);
1805                                 BLF_enable_default(BLF_ROTATION);
1806
1807                                 for (; fac < vert.ymax - 10; fac += dfac, val += grid->dy) {
1808                                         
1809                                         /* make prints look nicer for scrollers */
1810                                         if (fac < vert.ymin + 10)
1811                                                 continue;
1812                                         
1813                                         scroll_printstr(scene, (float)(vert.xmax) - 2.0f, fac, val, grid->powery, vs->yunits, 'v');
1814                                 }
1815                                 
1816                                 BLF_disable_default(BLF_ROTATION);
1817                         }
1818                 }
1819         }
1820         
1821 }
1822
1823 /* free temporary memory used for drawing scrollers */
1824 void UI_view2d_scrollers_free(View2DScrollers *scrollers)
1825 {
1826         /* need to free grid as well... */
1827         if (scrollers->grid) {
1828                 MEM_freeN(scrollers->grid);
1829         }
1830         MEM_freeN(scrollers);
1831 }
1832
1833 /* *********************************************************************** */
1834 /* List View Utilities */
1835
1836 /* Get the view-coordinates of the nominated cell 
1837  *      - columnwidth, rowheight        = size of each 'cell'
1838  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1839  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1840  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1841  *                                                        the min-coordinates of the first item.
1842  *      - column, row                           = the 2d-coordinates (in 2D-view / 'tot' rect space) the cell exists at
1843  *      - rect                                  = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
1844  */
1845 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight,
1846                                      float startx, float starty,
1847                                      int column, int row, rctf *rect)
1848 {
1849         /* sanity checks */
1850         if (ELEM(NULL, v2d, rect)) {
1851                 return;
1852         }
1853
1854         if ((columnwidth <= 0) && (rowheight <= 0)) {
1855                 rect->xmin = rect->xmax = 0.0f;
1856                 rect->ymin = rect->ymax = 0.0f;
1857                 return;
1858         }
1859         
1860         /* x-coordinates */
1861         rect->xmin = startx + (float)(columnwidth * column);
1862         rect->xmax = startx + (float)(columnwidth * (column + 1));
1863         
1864         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
1865                 /* simply negate the values for the coordinates if in negative half */
1866                 rect->xmin = -rect->xmin;
1867                 rect->xmax = -rect->xmax;
1868         }
1869         
1870         /* y-coordinates */
1871         rect->ymin = starty + (float)(rowheight * row);
1872         rect->ymax = starty + (float)(rowheight * (row + 1));
1873         
1874         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
1875                 /* simply negate the values for the coordinates if in negative half */
1876                 rect->ymin = -rect->ymin;
1877                 rect->ymax = -rect->ymax;
1878         }
1879 }
1880
1881 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
1882  *      - columnwidth, rowheight        = size of each 'cell'
1883  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1884  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1885  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1886  *                                                        the min-coordinates of the first item.
1887  *      - viewx, viewy                  = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
1888  *      - column, row                           = the 'coordinates' of the relevant 'cell'
1889  */
1890 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1891                                      float viewx, float viewy, int *column, int *row)
1892 {
1893         /* adjust view coordinates to be all positive ints, corrected for the start offset */
1894         const int x = (int)(floorf(fabsf(viewx) + 0.5f) - startx);
1895         const int y = (int)(floorf(fabsf(viewy) + 0.5f) - starty);
1896         
1897         /* sizes must not be negative */
1898         if ((v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0))) {
1899                 if (column) *column = 0;
1900                 if (row) *row = 0;
1901                 
1902                 return;
1903         }
1904         
1905         /* get column */
1906         if ((column) && (columnwidth > 0))
1907                 *column = x / columnwidth;
1908         else if (column)
1909                 *column = 0;
1910         
1911         /* get row */
1912         if ((row) && (rowheight > 0))
1913                 *row = y / rowheight;
1914         else if (row)
1915                 *row = 0;
1916 }
1917
1918 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect 
1919  *      - columnwidth, rowheight        = size of each 'cell'
1920  *      - startx, starty                        = coordinates that the list starts from, which should be (0,0) for most views
1921  *      - column/row_min/max            = the starting and ending column/row indices
1922  */
1923 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1924                                       int *column_min, int *column_max, int *row_min, int *row_max)
1925 {
1926         /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
1927         if (v2d) {
1928                 /* min */
1929                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1930                                                 v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
1931                                         
1932                 /* max*/
1933                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1934                                                 v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
1935         }
1936 }
1937
1938 /* *********************************************************************** */
1939 /* Coordinate Conversions */
1940
1941 /* Convert from screen/region space to 2d-View space 
1942  *      
1943  *      - x,y           = coordinates to convert
1944  *      - viewx,viewy           = resultant coordinates
1945  */
1946 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *r_viewx, float *r_viewy)
1947 {
1948         float div, ofs;
1949
1950         if (r_viewx) {
1951                 div = (float)BLI_rcti_size_x(&v2d->mask);
1952                 ofs = (float)v2d->mask.xmin;
1953                 
1954                 *r_viewx = v2d->cur.xmin + BLI_rctf_size_x(&v2d->cur) * ((float)x - ofs) / div;
1955         }
1956
1957         if (r_viewy) {
1958                 div = (float)BLI_rcti_size_y(&v2d->mask);
1959                 ofs = (float)v2d->mask.ymin;
1960                 
1961                 *r_viewy = v2d->cur.ymin + BLI_rctf_size_y(&v2d->cur) * ((float)y - ofs) / div;
1962         }
1963 }
1964
1965 /* Convert from 2d-View space to screen/region space
1966  *      - Coordinates are clamped to lie within bounds of region
1967  *
1968  *      - x,y               = coordinates to convert
1969  *      - regionx,regiony   = resultant coordinates
1970  */
1971 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
1972 {
1973         /* set initial value in case coordinate lies outside of bounds */
1974         if (regionx)
1975                 *regionx = V2D_IS_CLIPPED;
1976         if (regiony)
1977                 *regiony = V2D_IS_CLIPPED;
1978         
1979         /* express given coordinates as proportional values */
1980         x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
1981         y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
1982         
1983         /* check if values are within bounds */
1984         if ((x >= 0.0f) && (x <= 1.0f) && (y >= 0.0f) && (y <= 1.0f)) {
1985                 if (regionx)
1986                         *regionx = (int)(v2d->mask.xmin + x * BLI_rcti_size_x(&v2d->mask));
1987                 if (regiony)
1988                         *regiony = (int)(v2d->mask.ymin + y * BLI_rcti_size_y(&v2d->mask));
1989         }
1990 }
1991
1992 /* Convert from 2d-view space to screen/region space
1993  *      - Coordinates are NOT clamped to lie within bounds of region
1994  *
1995  *      - x,y               = coordinates to convert
1996  *      - regionx,regiony   = resultant coordinates
1997  */
1998 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
1999 {
2000         /* step 1: express given coordinates as proportional values */
2001         x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
2002         y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
2003         
2004         /* step 2: convert proportional distances to screen coordinates  */
2005         x = v2d->mask.xmin + x * BLI_rcti_size_x(&v2d->mask);
2006         y = v2d->mask.ymin + y * BLI_rcti_size_y(&v2d->mask);
2007         
2008         /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
2009         if (regionx) {
2010                 if (x < INT_MIN) *regionx = INT_MIN;
2011                 else if (x > INT_MAX) *regionx = INT_MAX;
2012                 else *regionx = (int)x;
2013         }
2014         if (regiony) {
2015                 if (y < INT_MIN) *regiony = INT_MIN;
2016                 else if (y > INT_MAX) *regiony = INT_MAX;
2017                 else *regiony = (int)y;
2018         }
2019 }
2020
2021 /* *********************************************************************** */
2022 /* Utilities */
2023
2024 /* View2D data by default resides in region, so get from region stored in context */
2025 View2D *UI_view2d_fromcontext(const bContext *C)
2026 {
2027         ScrArea *area = CTX_wm_area(C);
2028         ARegion *region = CTX_wm_region(C);
2029
2030         if (area == NULL) return NULL;
2031         if (region == NULL) return NULL;
2032         return &(region->v2d);
2033 }
2034
2035 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
2036 View2D *UI_view2d_fromcontext_rwin(const bContext *C)
2037 {
2038         ScrArea *sa = CTX_wm_area(C);
2039         ARegion *region = CTX_wm_region(C);
2040
2041         if (sa == NULL) return NULL;
2042         if (region == NULL) return NULL;
2043         if (region->regiontype != RGN_TYPE_WINDOW) {
2044                 ARegion *ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
2045                 return ar ? &(ar->v2d) : NULL;
2046         }
2047         return &(region->v2d);
2048 }
2049
2050
2051 /* Calculate the scale per-axis of the drawing-area
2052  *      - Is used to inverse correct drawing of icons, etc. that need to follow view 
2053  *        but not be affected by scale
2054  *
2055  *      - x,y   = scale on each axis
2056  */
2057 void UI_view2d_getscale(View2D *v2d, float *x, float *y) 
2058 {
2059         if (x) *x = BLI_rcti_size_x(&v2d->mask) / BLI_rctf_size_x(&v2d->cur);
2060         if (y) *y = BLI_rcti_size_y(&v2d->mask) / BLI_rctf_size_y(&v2d->cur);
2061 }
2062
2063 /* Check if mouse is within scrollers
2064  *      - Returns appropriate code for match
2065  *              'h' = in horizontal scroller
2066  *              'v' = in vertical scroller
2067  *              0 = not in scroller
2068  *      
2069  *      - x,y   = mouse coordinates in screen (not region) space
2070  */
2071 short UI_view2d_mouse_in_scrollers(const bContext *C, View2D *v2d, int x, int y)
2072 {
2073         ARegion *ar = CTX_wm_region(C);
2074         int co[2];
2075         int scroll = view2d_scroll_mapped(v2d->scroll);
2076         
2077         /* clamp x,y to region-coordinates first */
2078         co[0] = x - ar->winrct.xmin;
2079         co[1] = y - ar->winrct.ymin;
2080         
2081         /* check if within scrollbars */
2082         if (scroll & V2D_SCROLL_HORIZONTAL) {
2083                 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
2084         }
2085         if (scroll & V2D_SCROLL_VERTICAL) {
2086                 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
2087         }
2088         
2089         /* not found */
2090         return 0;
2091 }
2092
2093 /* ******************* view2d text drawing cache ******************** */
2094
2095 /* assumes caches are used correctly, so for time being no local storage in v2d */
2096 static ListBase strings = {NULL, NULL};
2097
2098 typedef struct View2DString {
2099         struct View2DString *next, *prev;
2100         union {
2101                 unsigned char ub[4];
2102                 int pack;
2103         } col;
2104         int mval[2];
2105         rcti rect;
2106 } View2DString;
2107
2108
2109 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4])
2110 {
2111         int mval[2];
2112         
2113         UI_view2d_view_to_region(v2d, x, y, mval, mval + 1);
2114         
2115         if (mval[0] != V2D_IS_CLIPPED && mval[1] != V2D_IS_CLIPPED) {
2116                 int len = strlen(str) + 1;
2117                 /* use calloc, rect has to be zeroe'd */
2118                 View2DString *v2s = MEM_callocN(sizeof(View2DString) + len, "View2DString");
2119                 char *v2s_str = (char *)(v2s + 1);
2120                 memcpy(v2s_str, str, len);
2121
2122                 BLI_addtail(&strings, v2s);
2123                 v2s->col.pack = *((int *)col);
2124                 v2s->mval[0] = mval[0];
2125                 v2s->mval[1] = mval[1];
2126         }
2127 }
2128
2129 /* no clip (yet) */
2130 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4])
2131 {
2132         int len = strlen(str) + 1;
2133         View2DString *v2s = MEM_callocN(sizeof(View2DString) + len, "View2DString");
2134         char *v2s_str = (char *)(v2s + 1);
2135         memcpy(v2s_str, str, len);
2136
2137         UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
2138         UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
2139
2140         v2s->col.pack = *((int *)col);
2141         v2s->mval[0] = v2s->rect.xmin;
2142         v2s->mval[1] = v2s->rect.ymin;
2143
2144         BLI_addtail(&strings, v2s);
2145 }
2146
2147
2148 void UI_view2d_text_cache_draw(ARegion *ar)
2149 {
2150         View2DString *v2s;
2151         int col_pack_prev = 0;
2152
2153         /* investigate using BLF_ascender() */
2154         const float default_height = strings.first ? BLF_height_default("28") : 0.0f;
2155         
2156         // glMatrixMode(GL_PROJECTION);
2157         // glPushMatrix();
2158         // glMatrixMode(GL_MODELVIEW);
2159         // glPushMatrix();
2160         ED_region_pixelspace(ar);
2161
2162         for (v2s = strings.first; v2s; v2s = v2s->next) {
2163                 const char *str = (const char *)(v2s + 1);
2164                 int xofs = 0, yofs;
2165
2166                 yofs = ceil(0.5f * (BLI_rcti_size_y(&v2s->rect) - default_height));
2167                 if (yofs < 1) yofs = 1;
2168
2169                 if (col_pack_prev != v2s->col.pack) {
2170                         glColor3ubv(v2s->col.ub);
2171                         col_pack_prev = v2s->col.pack;
2172                 }
2173
2174                 if (v2s->rect.xmin >= v2s->rect.xmax)
2175                         BLF_draw_default((float)v2s->mval[0] + xofs, (float)v2s->mval[1] + yofs, 0.0, str, BLF_DRAW_STR_DUMMY_MAX);
2176                 else {
2177                         BLF_clipping_default(v2s->rect.xmin - 4, v2s->rect.ymin - 4, v2s->rect.xmax + 4, v2s->rect.ymax + 4);
2178                         BLF_enable_default(BLF_CLIPPING);
2179                         BLF_draw_default(v2s->rect.xmin + xofs, v2s->rect.ymin + yofs, 0.0f, str, BLF_DRAW_STR_DUMMY_MAX);
2180                         BLF_disable_default(BLF_CLIPPING);
2181                 }
2182         }
2183         
2184         // glMatrixMode(GL_PROJECTION);
2185         // glPopMatrix();
2186         // glMatrixMode(GL_MODELVIEW);
2187         // glPopMatrix();
2188         
2189         if (strings.first) 
2190                 BLI_freelistN(&strings);
2191 }
2192
2193
2194 /* ******************************************************** */
2195
2196