code cleanup: replace macro for BLI_rect size/center with inline functions.
[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                                         cur->ymin += temp;
480                                         cur->ymax += temp;
481                                 }
482
483                         }
484                         else {
485                                 /* landscape window: correct for y */
486                                 height = width * winRatio;
487                         }
488                 }
489                 
490                 /* store region size for next time */
491                 v2d->oldwinx = (short)winx;
492                 v2d->oldwiny = (short)winy;
493         }
494         
495         /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
496         if ((width != curwidth) || (height != curheight)) {
497                 float temp, dh;
498                 
499                 /* resize from centerpoint, unless otherwise specified */
500                 if (width != curwidth) {
501                         if (v2d->keepofs & V2D_LOCKOFS_X) {
502                                 cur->xmax += width - BLI_rctf_size_x(cur);
503                         }
504                         else if (v2d->keepofs & V2D_KEEPOFS_X) {
505                                 if (v2d->align & V2D_ALIGN_NO_POS_X)
506                                         cur->xmin -= width - BLI_rctf_size_x(cur);
507                                 else
508                                         cur->xmax += width - BLI_rctf_size_x(cur);
509                         }
510                         else {
511                                 temp = BLI_rctf_cent_x(cur);
512                                 dh = width * 0.5f;
513                                 
514                                 cur->xmin = temp - dh;
515                                 cur->xmax = temp + dh;
516                         }
517                 }
518                 if (height != curheight) {
519                         if (v2d->keepofs & V2D_LOCKOFS_Y) {
520                                 cur->ymax += height - BLI_rctf_size_y(cur);
521                         }
522                         else if (v2d->keepofs & V2D_KEEPOFS_Y) {
523                                 if (v2d->align & V2D_ALIGN_NO_POS_Y)
524                                         cur->ymin -= height - BLI_rctf_size_y(cur);
525                                 else
526                                         cur->ymax += height - BLI_rctf_size_y(cur);
527                         }
528                         else {
529                                 temp = BLI_rctf_cent_y(cur);
530                                 dh = height * 0.5f;
531                                 
532                                 cur->ymin = temp - dh;
533                                 cur->ymax = temp + dh;
534                         }
535                 }
536         }
537         
538         /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
539         if (v2d->keeptot) {
540                 float temp, diff;
541                 
542                 /* recalculate extents of cur */
543                 curwidth  = BLI_rctf_size_x(cur);
544                 curheight = BLI_rctf_size_y(cur);
545                 
546                 /* width */
547                 if ((curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM | V2D_LOCKZOOM_X | V2D_LIMITZOOM))) {
548                         /* if zoom doesn't have to be maintained, just clamp edges */
549                         if (cur->xmin < tot->xmin) cur->xmin = tot->xmin;
550                         if (cur->xmax > tot->xmax) cur->xmax = tot->xmax;
551                 }
552                 else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
553                         /* This is an exception for the outliner (and later channel-lists, headers) 
554                          *      - must clamp within tot rect (absolutely no excuses)
555                          *      --> therefore, cur->xmin must not be less than tot->xmin
556                          */
557                         if (cur->xmin < tot->xmin) {
558                                 /* move cur across so that it sits at minimum of tot */
559                                 temp = tot->xmin - cur->xmin;
560                                 
561                                 cur->xmin += temp;
562                                 cur->xmax += temp;
563                         }
564                         else if (cur->xmax > tot->xmax) {
565                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
566                                  *  cur-xmin to lie past tot-xmin
567                                  * - otherwise, simply shift to tot-xmin???
568                                  */
569                                 temp = cur->xmax - tot->xmax;
570                                 
571                                 if ((cur->xmin - temp) < tot->xmin) {
572                                         /* only offset by difference from cur-min and tot-min */
573                                         temp = cur->xmin - tot->xmin;
574                                         
575                                         cur->xmin -= temp;
576                                         cur->xmax -= temp;
577                                 }
578                                 else {
579                                         cur->xmin -= temp;
580                                         cur->xmax -= temp;
581                                 }
582                         }
583                 }
584                 else {
585                         /* This here occurs when:
586                          *  - width too big, but maintaining zoom (i.e. widths cannot be changed)
587                          *      - width is OK, but need to check if outside of boundaries
588                          * 
589                          * So, resolution is to just shift view by the gap between the extremities.
590                          * We favour moving the 'minimum' across, as that's origin for most things
591                          * (XXX - in the past, max was favored... if there are bugs, swap!)
592                          */
593                         if ((cur->xmin < tot->xmin) && (cur->xmax > tot->xmax)) {
594                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
595                                 temp = BLI_rctf_cent_x(tot);
596                                 diff = curheight * 0.5f;
597                                 
598                                 cur->xmin = temp - diff;
599                                 cur->xmax = temp + diff;
600                         }
601                         else if (cur->xmin < tot->xmin) {
602                                 /* move cur across so that it sits at minimum of tot */
603                                 temp = tot->xmin - cur->xmin;
604                                 
605                                 cur->xmin += temp;
606                                 cur->xmax += temp;
607                         }
608                         else if (cur->xmax > tot->xmax) {
609                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
610                                  *  cur-xmin to lie past tot-xmin
611                                  * - otherwise, simply shift to tot-xmin???
612                                  */
613                                 temp = cur->xmax - tot->xmax;
614                                 
615                                 if ((cur->xmin - temp) < tot->xmin) {
616                                         /* only offset by difference from cur-min and tot-min */
617                                         temp = cur->xmin - tot->xmin;
618                                         
619                                         cur->xmin -= temp;
620                                         cur->xmax -= temp;
621                                 }
622                                 else {
623                                         cur->xmin -= temp;
624                                         cur->xmax -= temp;
625                                 }
626                         }
627                 }
628                 
629                 /* height */
630                 if ((curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM | V2D_LOCKZOOM_Y | V2D_LIMITZOOM))) {
631                         /* if zoom doesn't have to be maintained, just clamp edges */
632                         if (cur->ymin < tot->ymin) cur->ymin = tot->ymin;
633                         if (cur->ymax > tot->ymax) cur->ymax = tot->ymax;
634                 }
635                 else {
636                         /* This here occurs when:
637                          *  - height too big, but maintaining zoom (i.e. heights cannot be changed)
638                          *      - height is OK, but need to check if outside of boundaries
639                          * 
640                          * So, resolution is to just shift view by the gap between the extremities.
641                          * We favour moving the 'minimum' across, as that's origin for most things
642                          */
643                         if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
644                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
645                                 temp = BLI_rctf_cent_y(tot);
646                                 diff = curheight * 0.5f;
647                                 
648                                 cur->ymin = temp - diff;
649                                 cur->ymax = temp + diff;
650                         }
651                         else if (cur->ymin < tot->ymin) {
652                                 /* there's still space remaining, so shift up */
653                                 temp = tot->ymin - cur->ymin;
654                                 
655                                 cur->ymin += temp;
656                                 cur->ymax += temp;
657                         }
658                         else if (cur->ymax > tot->ymax) {
659                                 /* there's still space remaining, so shift down */
660                                 temp = cur->ymax - tot->ymax;
661                                 
662                                 cur->ymin -= temp;
663                                 cur->ymax -= temp;
664                         }
665                 }
666         }
667         
668         /* Step 4: Make sure alignment restrictions are respected */
669         if (v2d->align) {
670                 /* If alignment flags are set (but keeptot is not), they must still be respected, as although
671                  * they don't specify any particular bounds to stay within, they do define ranges which are 
672                  * invalid.
673                  *
674                  * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these 
675                  * invalid zones, otherwise we offset.
676                  */
677                 
678                 /* handle width - posx and negx flags are mutually exclusive, so watch out */
679                 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
680                         /* width is in negative-x half */
681                         if (v2d->cur.xmax > 0) {
682                                 v2d->cur.xmin -= v2d->cur.xmax;
683                                 v2d->cur.xmax = 0.0f;
684                         }
685                 }
686                 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
687                         /* width is in positive-x half */
688                         if (v2d->cur.xmin < 0) {
689                                 v2d->cur.xmax -= v2d->cur.xmin;
690                                 v2d->cur.xmin = 0.0f;
691                         }
692                 }
693                 
694                 /* handle height - posx and negx flags are mutually exclusive, so watch out */
695                 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
696                         /* height is in negative-y half */
697                         if (v2d->cur.ymax > 0) {
698                                 v2d->cur.ymin -= v2d->cur.ymax;
699                                 v2d->cur.ymax = 0.0f;
700                         }
701                 }
702                 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
703                         /* height is in positive-y half */
704                         if (v2d->cur.ymin < 0) {
705                                 v2d->cur.ymax -= v2d->cur.ymin;
706                                 v2d->cur.ymin = 0.0f;
707                         }
708                 }
709         }
710         
711         /* set masks */
712         view2d_masks(v2d);
713 }
714
715 void UI_view2d_curRect_validate(View2D *v2d)
716 {
717         UI_view2d_curRect_validate_resize(v2d, 0);
718 }
719
720 /* ------------------ */
721
722 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
723 void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
724 {
725         ScrArea *sa;
726         ARegion *ar;
727         
728         /* don't continue if no view syncing to be done */
729         if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME | V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
730                 return;
731                 
732         /* check if doing within area syncing (i.e. channels/vertical) */
733         if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
734                 for (ar = area->regionbase.first; ar; ar = ar->next) {
735                         /* don't operate on self */
736                         if (v2dcur != &ar->v2d) {
737                                 /* only if view has vertical locks enabled */
738                                 if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
739                                         if (flag == V2D_LOCK_COPY) {
740                                                 /* other views with locks on must copy active */
741                                                 ar->v2d.cur.ymin = v2dcur->cur.ymin;
742                                                 ar->v2d.cur.ymax = v2dcur->cur.ymax;
743                                         }
744                                         else { /* V2D_LOCK_SET */
745                                                    /* active must copy others */
746                                                 v2dcur->cur.ymin = ar->v2d.cur.ymin;
747                                                 v2dcur->cur.ymax = ar->v2d.cur.ymax;
748                                         }
749                                         
750                                         /* region possibly changed, so refresh */
751                                         ED_region_tag_redraw(ar);
752                                 }
753                         }
754                 }
755         }
756         
757         /* check if doing whole screen syncing (i.e. time/horizontal) */
758         if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
759                 for (sa = screen->areabase.first; sa; sa = sa->next) {
760                         for (ar = sa->regionbase.first; ar; ar = ar->next) {
761                                 /* don't operate on self */
762                                 if (v2dcur != &ar->v2d) {
763                                         /* only if view has horizontal locks enabled */
764                                         if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
765                                                 if (flag == V2D_LOCK_COPY) {
766                                                         /* other views with locks on must copy active */
767                                                         ar->v2d.cur.xmin = v2dcur->cur.xmin;
768                                                         ar->v2d.cur.xmax = v2dcur->cur.xmax;
769                                                 }
770                                                 else { /* V2D_LOCK_SET */
771                                                            /* active must copy others */
772                                                         v2dcur->cur.xmin = ar->v2d.cur.xmin;
773                                                         v2dcur->cur.xmax = ar->v2d.cur.xmax;
774                                                 }
775                                                 
776                                                 /* region possibly changed, so refresh */
777                                                 ED_region_tag_redraw(ar);
778                                         }
779                                 }
780                         }
781                 }
782         }
783 }
784
785
786 /* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) 
787  * This does not take into account if zooming the view on an axis will improve the view (if allowed)
788  */
789 void UI_view2d_curRect_reset(View2D *v2d)
790 {
791         float width, height;
792         
793         /* assume width and height of 'cur' rect by default, should be same size as mask */
794         width  = (float)(BLI_rcti_size_x(&v2d->mask) + 1);
795         height = (float)(BLI_rcti_size_y(&v2d->mask) + 1);
796         
797         /* handle width - posx and negx flags are mutually exclusive, so watch out */
798         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
799                 /* width is in negative-x half */
800                 v2d->cur.xmin = (float)-width;
801                 v2d->cur.xmax = 0.0f;
802         }
803         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
804                 /* width is in positive-x half */
805                 v2d->cur.xmin = 0.0f;
806                 v2d->cur.xmax = (float)width;
807         }
808         else {
809                 /* width is centered around (x == 0) */
810                 const float dx = (float)width / 2.0f;
811                 
812                 v2d->cur.xmin = -dx;
813                 v2d->cur.xmax = dx;
814         }
815         
816         /* handle height - posx and negx flags are mutually exclusive, so watch out */
817         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
818                 /* height is in negative-y half */
819                 v2d->cur.ymin = (float)-height;
820                 v2d->cur.ymax = 0.0f;
821         }
822         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
823                 /* height is in positive-y half */
824                 v2d->cur.ymin = 0.0f;
825                 v2d->cur.ymax = (float)height;
826         }
827         else {
828                 /* height is centered around (y == 0) */
829                 const float dy = (float)height / 2.0f;
830                 
831                 v2d->cur.ymin = -dy;
832                 v2d->cur.ymax = dy;
833         }
834 }
835
836 /* ------------------ */
837
838 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */
839 void UI_view2d_totRect_set_resize(View2D *v2d, int width, int height, int resize)
840 {
841         int scroll = view2d_scroll_mapped(v2d->scroll);
842         
843         /* don't do anything if either value is 0 */
844         width = abs(width);
845         height = abs(height);
846         
847         /* hrumf! */
848         /* XXX: there are work arounds for this in the panel and file browse code. */
849         if (scroll & V2D_SCROLL_HORIZONTAL) 
850                 width -= V2D_SCROLL_WIDTH;
851         if (scroll & V2D_SCROLL_VERTICAL) 
852                 height -= V2D_SCROLL_HEIGHT;
853         
854         if (ELEM(0, width, height)) {
855                 if (G.debug & G_DEBUG)
856                         printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d\n", (void *)v2d, width, height);  // XXX temp debug info
857                 return;
858         }
859         
860         /* handle width - posx and negx flags are mutually exclusive, so watch out */
861         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
862                 /* width is in negative-x half */
863                 v2d->tot.xmin = (float)-width;
864                 v2d->tot.xmax = 0.0f;
865         }
866         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
867                 /* width is in positive-x half */
868                 v2d->tot.xmin = 0.0f;
869                 v2d->tot.xmax = (float)width;
870         }
871         else {
872                 /* width is centered around (x == 0) */
873                 const float dx = (float)width / 2.0f;
874                 
875                 v2d->tot.xmin = -dx;
876                 v2d->tot.xmax = dx;
877         }
878         
879         /* handle height - posx and negx flags are mutually exclusive, so watch out */
880         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
881                 /* height is in negative-y half */
882                 v2d->tot.ymin = (float)-height;
883                 v2d->tot.ymax = 0.0f;
884         }
885         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
886                 /* height is in positive-y half */
887                 v2d->tot.ymin = 0.0f;
888                 v2d->tot.ymax = (float)height;
889         }
890         else {
891                 /* height is centered around (y == 0) */
892                 const float dy = (float)height / 2.0f;
893                 
894                 v2d->tot.ymin = -dy;
895                 v2d->tot.ymax = dy;
896         }
897         
898         /* make sure that 'cur' rect is in a valid state as a result of these changes */
899         UI_view2d_curRect_validate_resize(v2d, resize);
900 }
901
902 void UI_view2d_totRect_set(View2D *v2d, int width, int height)
903 {
904         UI_view2d_totRect_set_resize(v2d, width, height, 0);
905 }
906
907 int UI_view2d_tab_set(View2D *v2d, int tab)
908 {
909         float default_offset[2] = {0.0f, 0.0f};
910         float *offset, *new_offset;
911         int changed = 0;
912
913         /* if tab changed, change offset */
914         if (tab != v2d->tab_cur && v2d->tab_offset) {
915                 if (tab < v2d->tab_num)
916                         offset = &v2d->tab_offset[tab * 2];
917                 else
918                         offset = default_offset;
919
920                 v2d->cur.xmax += offset[0] - v2d->cur.xmin;
921                 v2d->cur.xmin = offset[0];
922
923                 v2d->cur.ymin += offset[1] - v2d->cur.ymax;
924                 v2d->cur.ymax = offset[1];
925
926                 /* validation should happen in subsequent totRect_set */
927
928                 changed = 1;
929         }
930
931         /* resize array if needed */
932         if (tab >= v2d->tab_num) {
933                 new_offset = MEM_callocN(sizeof(float) * (tab + 1) * 2, "view2d tab offset");
934
935                 if (v2d->tab_offset) {
936                         memcpy(new_offset, v2d->tab_offset, sizeof(float) * v2d->tab_num * 2);
937                         MEM_freeN(v2d->tab_offset);
938                 }
939
940                 v2d->tab_offset = new_offset;
941                 v2d->tab_num = tab + 1;
942         }
943
944         /* set current tab and offset */
945         v2d->tab_cur = tab;
946         v2d->tab_offset[2 * tab + 0] = v2d->cur.xmin;
947         v2d->tab_offset[2 * tab + 1] = v2d->cur.ymax;
948
949         return changed;
950 }
951
952 /* *********************************************************************** */
953 /* View Matrix Setup */
954
955 /* mapping function to ensure 'cur' draws extended over the area where sliders are */
956 static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
957 {
958         *curmasked = v2d->cur;
959         
960         if (view2d_scroll_mapped(v2d->scroll)) {
961                 float dx = BLI_rctf_size_x(&v2d->cur) / ((float)(BLI_rcti_size_x(&v2d->mask) + 1));
962                 float dy = BLI_rctf_size_y(&v2d->cur) / ((float)(BLI_rcti_size_y(&v2d->mask) + 1));
963                 
964                 if (v2d->mask.xmin != 0)
965                         curmasked->xmin -= dx * (float)v2d->mask.xmin;
966                 if (v2d->mask.xmax + 1 != v2d->winx)
967                         curmasked->xmax += dx * (float)(v2d->winx - v2d->mask.xmax - 1);
968                 
969                 if (v2d->mask.ymin != 0)
970                         curmasked->ymin -= dy * (float)v2d->mask.ymin;
971                 if (v2d->mask.ymax + 1 != v2d->winy)
972                         curmasked->ymax += dy * (float)(v2d->winy - v2d->mask.ymax - 1);
973                 
974         }
975 }
976
977 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
978 void UI_view2d_view_ortho(View2D *v2d)
979 {
980         rctf curmasked;
981         float xofs, yofs;
982         
983         /* pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1 correspondence with pixels for smooth UI drawing,
984          * but only applied where requested
985          */
986         /* XXX brecht: instead of zero at least use a tiny offset, otherwise
987          * pixel rounding is effectively random due to float inaccuracy */
988         xofs = 0.001f * BLI_rctf_size_x(&v2d->cur) / BLI_rcti_size_x(&v2d->mask);
989         yofs = 0.001f * BLI_rctf_size_y(&v2d->cur) / BLI_rcti_size_y(&v2d->mask);
990         
991         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
992         view2d_map_cur_using_mask(v2d, &curmasked);
993         
994         curmasked.xmin -= xofs; curmasked.xmax -= xofs;
995         curmasked.ymin -= yofs; curmasked.ymax -= yofs;
996         
997         /* XXX ton: this flag set by outliner, for icons */
998         if (v2d->flag & V2D_PIXELOFS_X) {
999                 curmasked.xmin = floorf(curmasked.xmin) - 0.001f;
1000                 curmasked.xmax = floorf(curmasked.xmax) - 0.001f;
1001         }
1002         if (v2d->flag & V2D_PIXELOFS_Y) {
1003                 curmasked.ymin = floorf(curmasked.ymin) - 0.001f;
1004                 curmasked.ymax = floorf(curmasked.ymax) - 0.001f;
1005         }
1006         
1007         /* set matrix on all appropriate axes */
1008         wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
1009
1010         /* XXX is this necessary? */
1011         glLoadIdentity();
1012 }
1013
1014 /* Set view matrices to only use one axis of 'cur' only
1015  *      - xaxis     = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
1016  */
1017 void UI_view2d_view_orthoSpecial(ARegion *ar, View2D *v2d, short xaxis)
1018 {
1019         rctf curmasked;
1020         float xofs, yofs;
1021         
1022         /* pixel offsets (-GLA_PIXEL_OFS) are needed to get 1:1 correspondence with pixels for smooth UI drawing,
1023          * but only applied where requested
1024          */
1025         /* XXX temp (ton) */
1026         xofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? GLA_PIXEL_OFS : 0.0f;
1027         yofs = 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? GLA_PIXEL_OFS : 0.0f;
1028         
1029         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
1030         view2d_map_cur_using_mask(v2d, &curmasked);
1031         
1032         /* only set matrix with 'cur' coordinates on relevant axes */
1033         if (xaxis)
1034                 wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, -yofs, ar->winy - yofs);
1035         else
1036                 wmOrtho2(-xofs, ar->winx - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
1037                 
1038         /* XXX is this necessary? */
1039         glLoadIdentity();
1040
1041
1042
1043 /* Restore view matrices after drawing */
1044 void UI_view2d_view_restore(const bContext *C)
1045 {
1046         ARegion *ar = CTX_wm_region(C);
1047         int width  = BLI_rcti_size_x(&ar->winrct) + 1;
1048         int height = BLI_rcti_size_y(&ar->winrct) + 1;
1049         
1050         wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
1051         glLoadIdentity();
1052         
1053         //      ED_region_pixelspace(CTX_wm_region(C));
1054 }
1055
1056 /* *********************************************************************** */
1057 /* Gridlines */
1058
1059 /* View2DGrid is typedef'd in UI_view2d.h */
1060 struct View2DGrid {
1061         float dx, dy;           /* stepsize (in pixels) between gridlines */
1062         float startx, starty;   /* initial coordinates to start drawing grid from */
1063         int powerx, powery;     /* step as power of 10 */
1064 };
1065
1066 /* --------------- */
1067
1068 /* try to write step as a power of 10 */
1069 static void step_to_grid(float *step, int *power, int unit)
1070 {
1071         const float loga = (float)log10(*step);
1072         float rem;
1073         
1074         *power = (int)(loga);
1075         
1076         rem = loga - (*power);
1077         rem = (float)pow(10.0, rem);
1078         
1079         if (loga < 0.0f) {
1080                 if (rem < 0.2f) rem = 0.2f;
1081                 else if (rem < 0.5f) rem = 0.5f;
1082                 else rem = 1.0f;
1083                 
1084                 *step = rem * (float)pow(10.0, (*power));
1085                 
1086                 /* for frames, we want 1.0 frame intervals only */
1087                 if (unit == V2D_UNIT_FRAMES) {
1088                         rem = 1.0f;
1089                         *step = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */
1090                 }
1091                 
1092                 /* prevents printing 1.0 2.0 3.0 etc */
1093                 if (rem == 1.0f) (*power)++;    
1094         }
1095         else {
1096                 if (rem < 2.0f) rem = 2.0f;
1097                 else if (rem < 5.0f) rem = 5.0f;
1098                 else rem = 10.0f;
1099                 
1100                 *step = rem * (float)pow(10.0, (*power));
1101                 
1102                 (*power)++;
1103                 /* prevents printing 1.0, 2.0, 3.0, etc. */
1104                 if (rem == 10.0f) (*power)++;   
1105         }
1106 }
1107
1108 /* Initialize settings necessary for drawing gridlines in a 2d-view
1109  *      - Currently, will return pointer to View2DGrid struct that needs to 
1110  *        be freed with UI_view2d_grid_free()
1111  *      - Is used for scrollbar drawing too (for units drawing)
1112  *      - Units + clamping args will be checked, to make sure they are valid values that can be used
1113  *        so it is very possible that we won't return grid at all!
1114  *      
1115  *      - xunits,yunits = V2D_UNIT_*  grid steps in seconds or frames 
1116  *      - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
1117  *      - winx                  = width of region we're drawing to, note: not used but keeping for completeness.
1118  *      - winy                  = height of region we're drawing into
1119  */
1120 View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d,
1121                                 short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy)
1122 {
1123
1124         View2DGrid *grid;
1125         float space, pixels, seconddiv;
1126         
1127         /* check that there are at least some workable args */
1128         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
1129                 return NULL;
1130         
1131         /* grid here is allocated... */
1132         grid = MEM_callocN(sizeof(View2DGrid), "View2DGrid");
1133         
1134         /* rule: gridstep is minimal GRIDSTEP pixels */
1135         if (xunits == V2D_UNIT_SECONDS) {
1136                 seconddiv = (float)(0.01 * FPS);
1137         }
1138         else {
1139                 seconddiv = 1.0f;
1140         }
1141         
1142         /* calculate x-axis grid scale (only if both args are valid) */
1143         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1144                 space = BLI_rctf_size_x(&v2d->cur);
1145                 pixels = (float)BLI_rcti_size_x(&v2d->mask);
1146                 
1147                 if (pixels != 0.0f) {
1148                         grid->dx = (U.v2d_min_gridsize * space) / (seconddiv * pixels);
1149                         step_to_grid(&grid->dx, &grid->powerx, xunits);
1150                         grid->dx *= seconddiv;
1151                 }
1152                 
1153                 if (xclamp == V2D_GRID_CLAMP) {
1154                         if (grid->dx < 0.1f) grid->dx = 0.1f;
1155                         grid->powerx -= 2;
1156                         if (grid->powerx < -2) grid->powerx = -2;
1157                 }
1158         }
1159         
1160         /* calculate y-axis grid scale (only if both args are valid) */
1161         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1162                 space = BLI_rctf_size_y(&v2d->cur);
1163                 pixels = (float)winy;
1164                 
1165                 grid->dy = U.v2d_min_gridsize * space / pixels;
1166                 step_to_grid(&grid->dy, &grid->powery, yunits);
1167                 
1168                 if (yclamp == V2D_GRID_CLAMP) {
1169                         if (grid->dy < 1.0f) grid->dy = 1.0f;
1170                         if (grid->powery < 1) grid->powery = 1;
1171                 }
1172         }
1173         
1174         /* calculate start position */
1175         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1176                 grid->startx = seconddiv * (v2d->cur.xmin / seconddiv - (float)fmod(v2d->cur.xmin / seconddiv, grid->dx / seconddiv));
1177                 if (v2d->cur.xmin < 0.0f) grid->startx -= grid->dx;
1178         }
1179         else
1180                 grid->startx = v2d->cur.xmin;
1181                 
1182         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1183                 grid->starty = (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy));
1184                 if (v2d->cur.ymin < 0.0f) grid->starty -= grid->dy;
1185         }
1186         else
1187                 grid->starty = v2d->cur.ymin;
1188         
1189         return grid;
1190 }
1191
1192 /* Draw gridlines in the given 2d-region */
1193 void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
1194 {
1195         float vec1[2], vec2[2];
1196         int a, step;
1197         
1198         /* check for grid first, as it may not exist */
1199         if (grid == NULL)
1200                 return;
1201         
1202         /* vertical lines */
1203         if (flag & V2D_VERTICAL_LINES) {
1204                 /* initialize initial settings */
1205                 vec1[0] = vec2[0] = grid->startx;
1206                 vec1[1] = grid->starty;
1207                 vec2[1] = v2d->cur.ymax;
1208                 
1209                 /* minor gridlines */
1210                 step = (BLI_rcti_size_x(&v2d->mask) + 1) / U.v2d_min_gridsize;
1211                 UI_ThemeColor(TH_GRID);
1212                 
1213                 for (a = 0; a < step; a++) {
1214                         glBegin(GL_LINE_STRIP);
1215                         glVertex2fv(vec1);
1216                         glVertex2fv(vec2);
1217                         glEnd();
1218                         
1219                         vec2[0] = vec1[0] += grid->dx;
1220                 }
1221                 
1222                 /* major gridlines */
1223                 vec2[0] = vec1[0] -= 0.5f * grid->dx;
1224                 UI_ThemeColorShade(TH_GRID, 16);
1225                 
1226                 step++;
1227                 for (a = 0; a <= step; a++) {
1228                         glBegin(GL_LINE_STRIP);
1229                         glVertex2fv(vec1);
1230                         glVertex2fv(vec2);
1231                         glEnd();
1232                         
1233                         vec2[0] = vec1[0] -= grid->dx;
1234                 }
1235         }
1236         
1237         /* horizontal lines */
1238         if (flag & V2D_HORIZONTAL_LINES) {
1239                 /* only major gridlines */
1240                 vec1[1] = vec2[1] = grid->starty;
1241                 vec1[0] = grid->startx;
1242                 vec2[0] = v2d->cur.xmax;
1243                 
1244                 step = (BLI_rcti_size_y(&v2d->mask) + 1) / U.v2d_min_gridsize;
1245                 
1246                 UI_ThemeColor(TH_GRID);
1247                 for (a = 0; a <= step; a++) {
1248                         glBegin(GL_LINE_STRIP);
1249                         glVertex2fv(vec1);
1250                         glVertex2fv(vec2);
1251                         glEnd();
1252                         
1253                         vec2[1] = vec1[1] += grid->dy;
1254                 }
1255                 
1256                 /* fine grid lines */
1257                 vec2[1] = vec1[1] -= 0.5f * grid->dy;
1258                 step++;
1259                 
1260                 if (flag & V2D_HORIZONTAL_FINELINES) { 
1261                         UI_ThemeColorShade(TH_GRID, 16);
1262                         for (a = 0; a < step; a++) {
1263                                 glBegin(GL_LINE_STRIP);
1264                                 glVertex2fv(vec1);
1265                                 glVertex2fv(vec2);
1266                                 glEnd();
1267                                 
1268                                 vec2[1] = vec1[1] -= grid->dy;
1269                         }
1270                 }
1271         }
1272         
1273         /* Axes are drawn as darker lines */
1274         UI_ThemeColorShade(TH_GRID, -50);
1275         
1276         /* horizontal axis */
1277         if (flag & V2D_HORIZONTAL_AXIS) {
1278                 vec1[0] = v2d->cur.xmin;
1279                 vec2[0] = v2d->cur.xmax;
1280                 vec1[1] = vec2[1] = 0.0f;
1281                 
1282                 glBegin(GL_LINE_STRIP);
1283                 glVertex2fv(vec1);
1284                 glVertex2fv(vec2);
1285                 glEnd();
1286         }
1287         
1288         /* vertical axis */
1289         if (flag & V2D_VERTICAL_AXIS) {
1290                 vec1[1] = v2d->cur.ymin;
1291                 vec2[1] = v2d->cur.ymax;
1292                 vec1[0] = vec2[0] = 0.0f;
1293                 
1294                 glBegin(GL_LINE_STRIP);
1295                 glVertex2fv(vec1);
1296                 glVertex2fv(vec2);
1297                 glEnd();
1298         }
1299 }
1300
1301 /* Draw a constant grid in given 2d-region */
1302 void UI_view2d_constant_grid_draw(View2D *v2d)
1303 {
1304         float start, step = 25.0f;
1305
1306         UI_ThemeColorShade(TH_BACK, -10);
1307         
1308         start = v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
1309         
1310         glBegin(GL_LINES);
1311         for (; start < v2d->cur.xmax; start += step) {
1312                 glVertex2f(start, v2d->cur.ymin);
1313                 glVertex2f(start, v2d->cur.ymax);
1314         }
1315
1316         start = v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
1317         for (; start < v2d->cur.ymax; start += step) {
1318                 glVertex2f(v2d->cur.xmin, start);
1319                 glVertex2f(v2d->cur.xmax, start);
1320         }
1321         
1322         /* X and Y axis */
1323         UI_ThemeColorShade(TH_BACK, -18);
1324         glVertex2f(0.0f, v2d->cur.ymin);
1325         glVertex2f(0.0f, v2d->cur.ymax);
1326         glVertex2f(v2d->cur.xmin, 0.0f);
1327         glVertex2f(v2d->cur.xmax, 0.0f);
1328         
1329         glEnd();
1330 }
1331
1332 /* Draw a multi-level grid in given 2d-region */
1333 void UI_view2d_multi_grid_draw(View2D *v2d, float step, int level_size, int totlevels)
1334 {
1335         int offset = -10;
1336         float lstep = step;
1337         int level;
1338         
1339         for (level = 0; level < totlevels; ++level) {
1340                 int i;
1341                 float start;
1342                 
1343                 UI_ThemeColorShade(TH_BACK, offset);
1344                 
1345                 i = (v2d->cur.xmin >= 0.0f ? -(int)(-v2d->cur.xmin / lstep) : (int)(v2d->cur.xmin / lstep));
1346                 start = i * lstep;
1347                 
1348                 glBegin(GL_LINES);
1349                 for (; start < v2d->cur.xmax; start += lstep, ++i) {
1350                         if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
1351                                 continue;
1352                         glVertex2f(start, v2d->cur.ymin);
1353                         glVertex2f(start, v2d->cur.ymax);
1354                 }
1355                 
1356                 i = (v2d->cur.ymin >= 0.0f ? -(int)(-v2d->cur.ymin / lstep) : (int)(v2d->cur.ymin / lstep));
1357                 start = i * lstep;
1358                 
1359                 for (; start < v2d->cur.ymax; start += lstep, ++i) {
1360                         if (i == 0 || (level < totlevels - 1 && i % level_size == 0))
1361                                 continue;
1362                         glVertex2f(v2d->cur.xmin, start);
1363                         glVertex2f(v2d->cur.xmax, start);
1364                 }
1365                 
1366                 /* X and Y axis */
1367                 UI_ThemeColorShade(TH_BACK, offset - 8);
1368                 glVertex2f(0.0f, v2d->cur.ymin);
1369                 glVertex2f(0.0f, v2d->cur.ymax);
1370                 glVertex2f(v2d->cur.xmin, 0.0f);
1371                 glVertex2f(v2d->cur.xmax, 0.0f);
1372                 
1373                 glEnd();
1374                 
1375                 lstep *= level_size;
1376                 offset -= 6;
1377         }
1378 }
1379
1380 /* the price we pay for not exposting structs :( */
1381 void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy)
1382 {
1383         *r_dx = grid->dx;
1384         *r_dy = grid->dy;
1385 }
1386
1387 /* free temporary memory used for drawing grid */
1388 void UI_view2d_grid_free(View2DGrid *grid)
1389 {
1390         /* only free if there's a grid */
1391         if (grid) {
1392                 MEM_freeN(grid);
1393         }
1394 }
1395
1396 /* *********************************************************************** */
1397 /* Scrollers */
1398
1399 /* View2DScrollers is typedef'd in UI_view2d.h 
1400  * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 
1401  *         For now, we don't need to have a separate (internal) header for structs like this...
1402  */
1403 struct View2DScrollers {
1404         /* focus bubbles */
1405         int vert_min, vert_max; /* vertical scrollbar */
1406         int hor_min, hor_max;   /* horizontal scrollbar */
1407         
1408         rcti hor, vert;         /* exact size of slider backdrop */
1409         int horfull, vertfull;  /* set if sliders are full, we don't draw them */
1410         
1411         /* scales */
1412         View2DGrid *grid;       /* grid for coordinate drawing */
1413         short xunits, xclamp;   /* units and clamping options for x-axis */
1414         short yunits, yclamp;   /* units and clamping options for y-axis */
1415 };
1416
1417 /* Calculate relevant scroller properties */
1418 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d,
1419                                           short xunits, short xclamp, short yunits, short yclamp)
1420 {
1421         View2DScrollers *scrollers;
1422         rcti vert, hor;
1423         float fac1, fac2, totsize, scrollsize;
1424         int scroll = view2d_scroll_mapped(v2d->scroll);
1425         
1426         /* scrollers is allocated here... */
1427         scrollers = MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
1428         
1429         vert = v2d->vert;
1430         hor = v2d->hor;
1431         
1432         /* slider rects need to be smaller than region */
1433         hor.xmin += 4;
1434         hor.xmax -= 4;
1435         if (scroll & V2D_SCROLL_BOTTOM)
1436                 hor.ymin += 4;
1437         else
1438                 hor.ymax -= 4;
1439         
1440         if (scroll & V2D_SCROLL_LEFT)
1441                 vert.xmin += 4;
1442         else
1443                 vert.xmax -= 4;
1444         vert.ymin += 4;
1445         vert.ymax -= 4;
1446         
1447         CLAMP(vert.ymin, vert.ymin, vert.ymax - V2D_SCROLLER_HANDLE_SIZE);
1448         CLAMP(hor.xmin, hor.xmin, hor.xmax - V2D_SCROLLER_HANDLE_SIZE);
1449         
1450         /* store in scrollers, used for drawing */
1451         scrollers->vert = vert;
1452         scrollers->hor = hor;
1453         
1454         /* scroller 'buttons':
1455          *      - These should always remain within the visible region of the scrollbar
1456          *      - They represent the region of 'tot' that is visible in 'cur'
1457          */
1458         
1459         /* horizontal scrollers */
1460         if (scroll & V2D_SCROLL_HORIZONTAL) {
1461                 /* scroller 'button' extents */
1462                 totsize = BLI_rctf_size_x(&v2d->tot);
1463                 scrollsize = (float)BLI_rcti_size_x(&hor);
1464                 if (totsize == 0.0f) totsize = 1.0f;  /* avoid divide by zero */
1465
1466                 fac1 = (v2d->cur.xmin - v2d->tot.xmin) / totsize;
1467                 if (fac1 <= 0.0f)
1468                         scrollers->hor_min = hor.xmin;
1469                 else
1470                         scrollers->hor_min = (int)(hor.xmin + (fac1 * scrollsize));
1471                 
1472                 fac2 = (v2d->cur.xmax - v2d->tot.xmin) / totsize;
1473                 if (fac2 >= 1.0f)
1474                         scrollers->hor_max = hor.xmax;
1475                 else
1476                         scrollers->hor_max = (int)(hor.xmin + (fac2 * scrollsize));
1477                 
1478                 /* prevent inverted sliders */
1479                 if (scrollers->hor_min > scrollers->hor_max) 
1480                         scrollers->hor_min = scrollers->hor_max;
1481                 /* prevent sliders from being too small, and disappearing */
1482                 if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE) {
1483                         scrollers->hor_max = scrollers->hor_min + V2D_SCROLLER_HANDLE_SIZE;
1484
1485                         CLAMP(scrollers->hor_max, hor.xmin + V2D_SCROLLER_HANDLE_SIZE, hor.xmax);
1486                         CLAMP(scrollers->hor_min, hor.xmin, hor.xmax - V2D_SCROLLER_HANDLE_SIZE);
1487                 }
1488                 
1489                 /* check whether sliders can disappear due to the full-range being used */
1490                 if (v2d->keeptot) {
1491                         if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { 
1492                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR;
1493                                 scrollers->horfull = 1;
1494                         }
1495                         else
1496                                 v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR;
1497                 }
1498         }
1499         
1500         /* vertical scrollers */
1501         if (scroll & V2D_SCROLL_VERTICAL) {
1502                 /* scroller 'button' extents */
1503                 totsize    =        BLI_rctf_size_y(&v2d->tot);
1504                 scrollsize = (float)BLI_rcti_size_y(&vert);
1505                 if (totsize == 0.0f) totsize = 1.0f;  /* avoid divide by zero */
1506
1507                 fac1 = (v2d->cur.ymin - v2d->tot.ymin) / totsize;
1508                 if (fac1 <= 0.0f)
1509                         scrollers->vert_min = vert.ymin;
1510                 else
1511                         scrollers->vert_min = (int)(vert.ymin + (fac1 * scrollsize));
1512                 
1513                 fac2 = (v2d->cur.ymax - v2d->tot.ymin) / totsize;
1514                 if (fac2 >= 1.0f)
1515                         scrollers->vert_max = vert.ymax;
1516                 else
1517                         scrollers->vert_max = (int)(vert.ymin + (fac2 * scrollsize));
1518                 
1519                 /* prevent inverted sliders */
1520                 if (scrollers->vert_min > scrollers->vert_max) 
1521                         scrollers->vert_min = scrollers->vert_max;
1522                 /* prevent sliders from being too small, and disappearing */
1523                 if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE) {
1524                         
1525                         scrollers->vert_max = scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE;
1526                         
1527                         CLAMP(scrollers->vert_max, vert.ymin + V2D_SCROLLER_HANDLE_SIZE, vert.ymax);
1528                         CLAMP(scrollers->vert_min, vert.ymin, vert.ymax - V2D_SCROLLER_HANDLE_SIZE);
1529                 }
1530
1531                 /* check whether sliders can disappear due to the full-range being used */
1532                 if (v2d->keeptot) {
1533                         if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { 
1534                                 v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR;
1535                                 scrollers->vertfull = 1;
1536                         }
1537                         else
1538                                 v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR;
1539                 }
1540         }
1541         
1542         /* grid markings on scrollbars */
1543         if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL | V2D_SCROLL_SCALE_VERTICAL)) {
1544                 /* store clamping */
1545                 scrollers->xclamp = xclamp;
1546                 scrollers->xunits = xunits;
1547                 scrollers->yclamp = yclamp;
1548                 scrollers->yunits = yunits;
1549                 
1550                 scrollers->grid = UI_view2d_grid_calc(CTX_data_scene(C), v2d,
1551                                                       xunits, xclamp, yunits, yclamp,
1552                                                       BLI_rcti_size_x(&hor), BLI_rcti_size_y(&vert));
1553         }
1554         
1555         /* return scrollers */
1556         return scrollers;
1557 }
1558
1559 /* Print scale marking along a time scrollbar */
1560 static void scroll_printstr(Scene *scene, float x, float y, float val, int power, short unit, char dir)
1561 {
1562         int len;
1563         char timecode_str[32];
1564         
1565         /* adjust the scale unit to work ok */
1566         if (dir == 'v') {
1567                 /* here we bump up the power by factor of 10, as 
1568                  * rotation values (hence 'degrees') are divided by 10 to 
1569                  * be able to show the curves at the same time
1570                  */
1571                 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
1572                         power += 1;
1573                         val *= 10;
1574                 }
1575         }
1576         
1577         /* get string to print */
1578         ANIM_timecode_string_from_frame(timecode_str, scene, power, (unit == V2D_UNIT_SECONDS), val);
1579         
1580         /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
1581         len = strlen(timecode_str);
1582         if (dir == 'h') {
1583                 /* seconds/timecode display has slightly longer strings... */
1584                 if (unit == V2D_UNIT_SECONDS)
1585                         x -= 3 * len;
1586                 else
1587                         x -= 4 * len;
1588         }
1589         
1590         /* Add degree sympbol to end of string for vertical scrollbar? */
1591         if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
1592                 timecode_str[len] = 186;
1593                 timecode_str[len + 1] = 0;
1594         }
1595         
1596         /* draw it */
1597         BLF_draw_default_ascii(x, y, 0.0f, timecode_str, sizeof(timecode_str));
1598 }
1599
1600 /* Draw scrollbars in the given 2d-region */
1601 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
1602 {
1603         Scene *scene = CTX_data_scene(C);
1604         rcti vert, hor;
1605         int scroll = view2d_scroll_mapped(v2d->scroll);
1606         
1607         /* make copies of rects for less typing */
1608         vert = vs->vert;
1609         hor = vs->hor;
1610         
1611         /* horizontal scrollbar */
1612         if (scroll & V2D_SCROLL_HORIZONTAL) {
1613                 /* only draw scrollbar when it doesn't fill the entire space */
1614                 if (vs->horfull == 0) {
1615                         bTheme *btheme = UI_GetTheme();
1616                         uiWidgetColors wcol = btheme->tui.wcol_scroll;
1617                         rcti slider;
1618                         int state;
1619                         
1620                         slider.xmin = vs->hor_min;
1621                         slider.xmax = vs->hor_max;
1622                         slider.ymin = hor.ymin;
1623                         slider.ymax = hor.ymax;
1624                         
1625                         state = (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE) ? UI_SCROLL_PRESSED : 0;
1626                         
1627                         /* show zoom handles if:
1628                          *      - zooming on x-axis is allowed (no scroll otherwise)
1629                          *      - slider bubble is large enough (no overdraw confusion)
1630                          *      - scale is shown on the scroller 
1631                          *        (workaround to make sure that button windows don't show these, 
1632                          *              and only the time-grids with their zoomability can do so)
1633                          */
1634                         if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0 &&
1635                             (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) &&
1636                             (BLI_rcti_size_x(&slider) > V2D_SCROLLER_HANDLE_SIZE))
1637                         {
1638                                 state |= UI_SCROLL_ARROWS;
1639                         }
1640                         
1641                         UI_ThemeColor(TH_BACK);
1642                         glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
1643                         
1644                         uiWidgetScrollDraw(&wcol, &hor, &slider, state);
1645                 }
1646                 
1647                 /* scale indicators */
1648                 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
1649                         View2DGrid *grid = vs->grid;
1650                         float fac, dfac, fac2, val;
1651                         
1652                         /* the numbers: convert grid->startx and -dx to scroll coordinates 
1653                          *      - fac is x-coordinate to draw to
1654                          *      - dfac is gap between scale markings
1655                          */
1656                         fac = (grid->startx - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
1657                         fac = (float)hor.xmin + fac * BLI_rcti_size_x(&hor);
1658                         
1659                         dfac = grid->dx / BLI_rctf_size_x(&v2d->cur);
1660                         dfac = dfac * BLI_rcti_size_x(&hor);
1661                         
1662                         /* set starting value, and text color */
1663                         UI_ThemeColor(TH_TEXT);
1664                         val = grid->startx;
1665                         
1666                         /* if we're clamping to whole numbers only, make sure entries won't be repeated */
1667                         if (vs->xclamp == V2D_GRID_CLAMP) {
1668                                 while (grid->dx < 0.9999f) {
1669                                         grid->dx *= 2.0f;
1670                                         dfac *= 2.0f;
1671                                 }
1672                         }
1673                         if (vs->xunits == V2D_UNIT_FRAMES)
1674                                 grid->powerx = 1;
1675                         
1676                         /* draw numbers in the appropriate range */
1677                         if (dfac > 0.0f) {
1678                                 float h = 2.0f + (float)(hor.ymin);
1679                                 
1680                                 for (; fac < hor.xmax - 10; fac += dfac, val += grid->dx) {
1681                                         
1682                                         /* make prints look nicer for scrollers */
1683                                         if (fac < hor.xmin + 10)
1684                                                 continue;
1685                                         
1686                                         switch (vs->xunits) {                                                   
1687                                                 case V2D_UNIT_FRAMES:       /* frames (as whole numbers)*/
1688                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
1689                                                         break;
1690                                                         
1691                                                 case V2D_UNIT_FRAMESCALE:   /* frames (not always as whole numbers) */
1692                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
1693                                                         break;
1694                                                 
1695                                                 case V2D_UNIT_SECONDS:      /* seconds */
1696                                                         fac2 = val / (float)FPS;
1697                                                         scroll_printstr(scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
1698                                                         break;
1699                                                         
1700                                                 case V2D_UNIT_SECONDSSEQ:   /* seconds with special calculations (only used for sequencer only) */
1701                                                 {
1702                                                         float time;
1703                                                         
1704                                                         fac2 = val / (float)FPS;
1705                                                         time = (float)floor(fac2);
1706                                                         fac2 = fac2 - time;
1707                                                         
1708                                                         scroll_printstr(scene, fac, h, time + (float)FPS * fac2 / 100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
1709                                                 }
1710                                                 break;
1711                                                         
1712                                                 case V2D_UNIT_DEGREES:      /* Graph Editor for rotation Drivers */
1713                                                         /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
1714                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
1715                                                         break;
1716                                         }
1717                                 }
1718                         }
1719                 }
1720         }
1721         
1722         /* vertical scrollbar */
1723         if (scroll & V2D_SCROLL_VERTICAL) {
1724                 /* only draw scrollbar when it doesn't fill the entire space */
1725                 if (vs->vertfull == 0) {
1726                         bTheme *btheme = UI_GetTheme();
1727                         uiWidgetColors wcol = btheme->tui.wcol_scroll;
1728                         rcti slider;
1729                         int state;
1730                         
1731                         slider.xmin = vert.xmin;
1732                         slider.xmax = vert.xmax;
1733                         slider.ymin = vs->vert_min;
1734                         slider.ymax = vs->vert_max;
1735                         
1736                         state = (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE) ? UI_SCROLL_PRESSED : 0;
1737                         
1738                         /* show zoom handles if:
1739                          *      - zooming on y-axis is allowed (no scroll otherwise)
1740                          *      - slider bubble is large enough (no overdraw confusion)
1741                          *      - scale is shown on the scroller 
1742                          *        (workaround to make sure that button windows don't show these, 
1743                          *              and only the time-grids with their zoomability can do so)
1744                          */
1745                         if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0 &&
1746                             (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) &&
1747                             (BLI_rcti_size_y(&slider) > V2D_SCROLLER_HANDLE_SIZE))
1748                         {
1749                                 state |= UI_SCROLL_ARROWS;
1750                         }
1751                                 
1752                         UI_ThemeColor(TH_BACK);
1753                         glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
1754                         
1755                         uiWidgetScrollDraw(&wcol, &vert, &slider, state);
1756                 }
1757                 
1758                 
1759                 /* scale indiators */
1760                 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
1761                         View2DGrid *grid = vs->grid;
1762                         float fac, dfac, val;
1763                         
1764                         /* the numbers: convert grid->starty and dy to scroll coordinates 
1765                          *      - fac is y-coordinate to draw to
1766                          *      - dfac is gap between scale markings
1767                          *      - these involve a correction for horizontal scrollbar
1768                          *        NOTE: it's assumed that that scrollbar is there if this is involved!
1769                          */
1770                         fac = (grid->starty - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
1771                         fac = vert.ymin + fac * BLI_rcti_size_y(&vert);
1772                         
1773                         dfac = grid->dy / BLI_rctf_size_y(&v2d->cur);
1774                         dfac = dfac     * BLI_rcti_size_y(&vert);
1775                         
1776                         /* set starting value, and text color */
1777                         UI_ThemeColor(TH_TEXT);
1778                         val = grid->starty;
1779                         
1780                         /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
1781                         if (vs->yclamp == V2D_GRID_CLAMP)
1782                                 fac += 0.5f * dfac;
1783                                 
1784                         /* draw vertical steps */
1785                         if (dfac > 0.0f) {
1786                                 
1787                                 BLF_rotation_default(90.0f);
1788                                 BLF_enable_default(BLF_ROTATION);
1789
1790                                 for (; fac < vert.ymax - 10; fac += dfac, val += grid->dy) {
1791                                         
1792                                         /* make prints look nicer for scrollers */
1793                                         if (fac < vert.ymin + 10)
1794                                                 continue;
1795                                         
1796                                         scroll_printstr(scene, (float)(vert.xmax) - 2.0f, fac, val, grid->powery, vs->yunits, 'v');
1797                                 }
1798                                 
1799                                 BLF_disable_default(BLF_ROTATION);
1800                         }
1801                 }       
1802         }
1803         
1804 }
1805
1806 /* free temporary memory used for drawing scrollers */
1807 void UI_view2d_scrollers_free(View2DScrollers *scrollers)
1808 {
1809         /* need to free grid as well... */
1810         if (scrollers->grid) {
1811                 MEM_freeN(scrollers->grid);
1812         }
1813         MEM_freeN(scrollers);
1814 }
1815
1816 /* *********************************************************************** */
1817 /* List View Utilities */
1818
1819 /* Get the view-coordinates of the nominated cell 
1820  *      - columnwidth, rowheight        = size of each 'cell'
1821  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1822  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1823  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1824  *                                                        the min-coordinates of the first item.
1825  *      - column, row                           = the 2d-coordinates (in 2D-view / 'tot' rect space) the cell exists at
1826  *      - rect                                  = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
1827  */
1828 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight,
1829                                      float startx, float starty,
1830                                      int column, int row, rctf *rect)
1831 {
1832         /* sanity checks */
1833         if (ELEM(NULL, v2d, rect)) {
1834                 return;
1835         }
1836
1837         if ((columnwidth <= 0) && (rowheight <= 0)) {
1838                 rect->xmin = rect->xmax = 0.0f;
1839                 rect->ymin = rect->ymax = 0.0f;
1840                 return;
1841         }
1842         
1843         /* x-coordinates */
1844         rect->xmin = startx + (float)(columnwidth * column);
1845         rect->xmax = startx + (float)(columnwidth * (column + 1));
1846         
1847         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
1848                 /* simply negate the values for the coordinates if in negative half */
1849                 rect->xmin = -rect->xmin;
1850                 rect->xmax = -rect->xmax;
1851         }
1852         
1853         /* y-coordinates */
1854         rect->ymin = starty + (float)(rowheight * row);
1855         rect->ymax = starty + (float)(rowheight * (row + 1));
1856         
1857         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
1858                 /* simply negate the values for the coordinates if in negative half */
1859                 rect->ymin = -rect->ymin;
1860                 rect->ymax = -rect->ymax;
1861         }
1862 }
1863
1864 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
1865  *      - columnwidth, rowheight        = size of each 'cell'
1866  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1867  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1868  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1869  *                                                        the min-coordinates of the first item.
1870  *      - viewx, viewy                  = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
1871  *      - column, row                           = the 'coordinates' of the relevant 'cell'
1872  */
1873 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1874                                      float viewx, float viewy, int *column, int *row)
1875 {
1876         /* adjust view coordinates to be all positive ints, corrected for the start offset */
1877         const int x = (int)(floorf(fabsf(viewx) + 0.5f) - startx);
1878         const int y = (int)(floorf(fabsf(viewy) + 0.5f) - starty);
1879         
1880         /* sizes must not be negative */
1881         if ((v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0))) {
1882                 if (column) *column = 0;
1883                 if (row) *row = 0;
1884                 
1885                 return;
1886         }
1887         
1888         /* get column */
1889         if ((column) && (columnwidth > 0))
1890                 *column = x / columnwidth;
1891         else if (column)
1892                 *column = 0;
1893         
1894         /* get row */
1895         if ((row) && (rowheight > 0))
1896                 *row = y / rowheight;
1897         else if (row)
1898                 *row = 0;
1899 }
1900
1901 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect 
1902  *      - columnwidth, rowheight        = size of each 'cell'
1903  *      - startx, starty                        = coordinates that the list starts from, which should be (0,0) for most views
1904  *      - column/row_min/max            = the starting and ending column/row indices
1905  */
1906 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1907                                       int *column_min, int *column_max, int *row_min, int *row_max)
1908 {
1909         /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
1910         if (v2d) {
1911                 /* min */
1912                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1913                                                 v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
1914                                         
1915                 /* max*/
1916                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1917                                                 v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
1918         }
1919 }
1920
1921 /* *********************************************************************** */
1922 /* Coordinate Conversions */
1923
1924 /* Convert from screen/region space to 2d-View space 
1925  *      
1926  *      - x,y           = coordinates to convert
1927  *      - viewx,viewy           = resultant coordinates
1928  */
1929 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *r_viewx, float *r_viewy)
1930 {
1931         float div, ofs;
1932
1933         if (r_viewx) {
1934                 div = (float)BLI_rcti_size_x(&v2d->mask);
1935                 ofs = (float)v2d->mask.xmin;
1936                 
1937                 *r_viewx = v2d->cur.xmin + BLI_rctf_size_x(&v2d->cur) * ((float)x - ofs) / div;
1938         }
1939
1940         if (r_viewy) {
1941                 div = (float)BLI_rcti_size_y(&v2d->mask);
1942                 ofs = (float)v2d->mask.ymin;
1943                 
1944                 *r_viewy = v2d->cur.ymin + BLI_rctf_size_y(&v2d->cur) * ((float)y - ofs) / div;
1945         }
1946 }
1947
1948 /* Convert from 2d-View space to screen/region space
1949  *      - Coordinates are clamped to lie within bounds of region
1950  *
1951  *      - x,y               = coordinates to convert
1952  *      - regionx,regiony   = resultant coordinates
1953  */
1954 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
1955 {
1956         /* set initial value in case coordinate lies outside of bounds */
1957         if (regionx)
1958                 *regionx = V2D_IS_CLIPPED;
1959         if (regiony)
1960                 *regiony = V2D_IS_CLIPPED;
1961         
1962         /* express given coordinates as proportional values */
1963         x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
1964         y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
1965         
1966         /* check if values are within bounds */
1967         if ((x >= 0.0f) && (x <= 1.0f) && (y >= 0.0f) && (y <= 1.0f)) {
1968                 if (regionx)
1969                         *regionx = (int)(v2d->mask.xmin + x * BLI_rcti_size_x(&v2d->mask));
1970                 if (regiony)
1971                         *regiony = (int)(v2d->mask.ymin + y * BLI_rcti_size_y(&v2d->mask));
1972         }
1973 }
1974
1975 /* Convert from 2d-view space to screen/region space
1976  *      - Coordinates are NOT clamped to lie within bounds of region
1977  *
1978  *      - x,y               = coordinates to convert
1979  *      - regionx,regiony   = resultant coordinates
1980  */
1981 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
1982 {
1983         /* step 1: express given coordinates as proportional values */
1984         x = (x - v2d->cur.xmin) / BLI_rctf_size_x(&v2d->cur);
1985         y = (y - v2d->cur.ymin) / BLI_rctf_size_y(&v2d->cur);
1986         
1987         /* step 2: convert proportional distances to screen coordinates  */
1988         x = v2d->mask.xmin + x * BLI_rcti_size_x(&v2d->mask);
1989         y = v2d->mask.ymin + y * BLI_rcti_size_y(&v2d->mask);
1990         
1991         /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
1992         if (regionx) {
1993                 if (x < INT_MIN) *regionx = INT_MIN;
1994                 else if (x > INT_MAX) *regionx = INT_MAX;
1995                 else *regionx = (int)x;
1996         }
1997         if (regiony) {
1998                 if (y < INT_MIN) *regiony = INT_MIN;
1999                 else if (y > INT_MAX) *regiony = INT_MAX;
2000                 else *regiony = (int)y;
2001         }
2002 }
2003
2004 /* *********************************************************************** */
2005 /* Utilities */
2006
2007 /* View2D data by default resides in region, so get from region stored in context */
2008 View2D *UI_view2d_fromcontext(const bContext *C)
2009 {
2010         ScrArea *area = CTX_wm_area(C);
2011         ARegion *region = CTX_wm_region(C);
2012
2013         if (area == NULL) return NULL;
2014         if (region == NULL) return NULL;
2015         return &(region->v2d);
2016 }
2017
2018 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
2019 View2D *UI_view2d_fromcontext_rwin(const bContext *C)
2020 {
2021         ScrArea *sa = CTX_wm_area(C);
2022         ARegion *region = CTX_wm_region(C);
2023
2024         if (sa == NULL) return NULL;
2025         if (region == NULL) return NULL;
2026         if (region->regiontype != RGN_TYPE_WINDOW) {
2027                 ARegion *ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
2028                 return ar ? &(ar->v2d) : NULL;
2029         }
2030         return &(region->v2d);
2031 }
2032
2033
2034 /* Calculate the scale per-axis of the drawing-area
2035  *      - Is used to inverse correct drawing of icons, etc. that need to follow view 
2036  *        but not be affected by scale
2037  *
2038  *      - x,y   = scale on each axis
2039  */
2040 void UI_view2d_getscale(View2D *v2d, float *x, float *y) 
2041 {
2042         if (x) *x = BLI_rcti_size_x(&v2d->mask) / BLI_rctf_size_x(&v2d->cur);
2043         if (y) *y = BLI_rcti_size_y(&v2d->mask) / BLI_rctf_size_y(&v2d->cur);
2044 }
2045
2046 /* Check if mouse is within scrollers
2047  *      - Returns appropriate code for match
2048  *              'h' = in horizontal scroller
2049  *              'v' = in vertical scroller
2050  *              0 = not in scroller
2051  *      
2052  *      - x,y   = mouse coordinates in screen (not region) space
2053  */
2054 short UI_view2d_mouse_in_scrollers(const bContext *C, View2D *v2d, int x, int y)
2055 {
2056         ARegion *ar = CTX_wm_region(C);
2057         int co[2];
2058         int scroll = view2d_scroll_mapped(v2d->scroll);
2059         
2060         /* clamp x,y to region-coordinates first */
2061         co[0] = x - ar->winrct.xmin;
2062         co[1] = y - ar->winrct.ymin;
2063         
2064         /* check if within scrollbars */
2065         if (scroll & V2D_SCROLL_HORIZONTAL) {
2066                 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
2067         }
2068         if (scroll & V2D_SCROLL_VERTICAL) {
2069                 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
2070         }       
2071         
2072         /* not found */
2073         return 0;
2074 }
2075
2076 /* ******************* view2d text drawing cache ******************** */
2077
2078 /* assumes caches are used correctly, so for time being no local storage in v2d */
2079 static ListBase strings = {NULL, NULL};
2080
2081 typedef struct View2DString {
2082         struct View2DString *next, *prev;
2083         union {
2084                 unsigned char ub[4];
2085                 int pack;
2086         } col;
2087         int mval[2];
2088         rcti rect;
2089 } View2DString;
2090
2091
2092 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4])
2093 {
2094         int mval[2];
2095         
2096         UI_view2d_view_to_region(v2d, x, y, mval, mval + 1);
2097         
2098         if (mval[0] != V2D_IS_CLIPPED && mval[1] != V2D_IS_CLIPPED) {
2099                 int len = strlen(str) + 1;
2100                 /* use calloc, rect has to be zeroe'd */
2101                 View2DString *v2s = MEM_callocN(sizeof(View2DString) + len, "View2DString");
2102                 char *v2s_str = (char *)(v2s + 1);
2103                 memcpy(v2s_str, str, len);
2104
2105                 BLI_addtail(&strings, v2s);
2106                 v2s->col.pack = *((int *)col);
2107                 v2s->mval[0] = mval[0];
2108                 v2s->mval[1] = mval[1];
2109         }
2110 }
2111
2112 /* no clip (yet) */
2113 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4])
2114 {
2115         int len = strlen(str) + 1;
2116         View2DString *v2s = MEM_callocN(sizeof(View2DString) + len, "View2DString");
2117         char *v2s_str = (char *)(v2s + 1);
2118         memcpy(v2s_str, str, len);
2119
2120         UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
2121         UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
2122
2123         v2s->col.pack = *((int *)col);
2124         v2s->mval[0] = v2s->rect.xmin;
2125         v2s->mval[1] = v2s->rect.ymin;
2126
2127         BLI_addtail(&strings, v2s);
2128 }
2129
2130
2131 void UI_view2d_text_cache_draw(ARegion *ar)
2132 {
2133         View2DString *v2s;
2134         int col_pack_prev = 0;
2135
2136         /* investigate using BLF_ascender() */
2137         const float default_height = strings.first ? BLF_height_default("28") : 0.0f;
2138         
2139         // glMatrixMode(GL_PROJECTION);
2140         // glPushMatrix();
2141         // glMatrixMode(GL_MODELVIEW);
2142         // glPushMatrix();
2143         ED_region_pixelspace(ar);
2144
2145         for (v2s = strings.first; v2s; v2s = v2s->next) {
2146                 const char *str = (const char *)(v2s + 1);
2147                 int xofs = 0, yofs;
2148
2149                 yofs = ceil(0.5f * (BLI_rcti_size_y(&v2s->rect) - default_height));
2150                 if (yofs < 1) yofs = 1;
2151
2152                 if (col_pack_prev != v2s->col.pack) {
2153                         glColor3ubv(v2s->col.ub);
2154                         col_pack_prev = v2s->col.pack;
2155                 }
2156
2157                 if (v2s->rect.xmin >= v2s->rect.xmax)
2158                         BLF_draw_default((float)v2s->mval[0] + xofs, (float)v2s->mval[1] + yofs, 0.0, str, BLF_DRAW_STR_DUMMY_MAX);
2159                 else {
2160                         BLF_clipping_default(v2s->rect.xmin - 4, v2s->rect.ymin - 4, v2s->rect.xmax + 4, v2s->rect.ymax + 4);
2161                         BLF_enable_default(BLF_CLIPPING);
2162                         BLF_draw_default(v2s->rect.xmin + xofs, v2s->rect.ymin + yofs, 0.0f, str, BLF_DRAW_STR_DUMMY_MAX);
2163                         BLF_disable_default(BLF_CLIPPING);
2164                 }
2165         }
2166         
2167         // glMatrixMode(GL_PROJECTION);
2168         // glPopMatrix();
2169         // glMatrixMode(GL_MODELVIEW);
2170         // glPopMatrix();
2171         
2172         if (strings.first) 
2173                 BLI_freelistN(&strings);
2174 }
2175
2176
2177 /* ******************************************************** */
2178
2179