2.5:
[blender.git] / source / blender / editors / interface / view2d.c
1 /**
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version. 
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19  *
20  * The Original Code is Copyright (C) 2008 Blender Foundation.
21  * All rights reserved.
22  * 
23  * Contributor(s): Blender Foundation, Joshua Leung
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 #include <limits.h>
29 #include <math.h>
30 #include <string.h>
31
32 #include "MEM_guardedalloc.h"
33
34 #include "DNA_scene_types.h"
35 #include "DNA_screen_types.h"
36 #include "DNA_space_types.h"
37 #include "DNA_userdef_types.h"
38 #include "DNA_view2d_types.h"
39
40 #include "BLI_blenlib.h"
41
42 #include "BKE_context.h"
43 #include "BKE_global.h"
44 #include "BKE_utildefines.h"
45
46 #include "WM_api.h"
47
48 #include "BIF_gl.h"
49 #include "BIF_glutil.h"
50
51 #include "BLF_api.h"
52
53 #include "ED_screen.h"
54
55 #include "UI_interface.h"
56 #include "UI_resources.h"
57 #include "UI_view2d.h"
58
59 #include "interface_intern.h"
60
61 /* *********************************************************************** */
62
63 /* helper to allow scrollbars to dynamically hide */
64 static int view2d_scroll_mapped(int scroll)
65 {
66         if(scroll & V2D_SCROLL_HORIZONTAL_HIDE)
67                 scroll &= ~(V2D_SCROLL_HORIZONTAL);
68         if(scroll & V2D_SCROLL_VERTICAL_HIDE)
69                 scroll &= ~(V2D_SCROLL_VERTICAL);
70         return scroll;
71 }
72
73 /* called each time cur changes, to dynamically update masks */
74 static void view2d_masks(View2D *v2d)
75 {
76         int scroll;
77         
78         /* mask - view frame */
79         v2d->mask.xmin= v2d->mask.ymin= 0;
80         v2d->mask.xmax= v2d->winx - 1;  /* -1 yes! masks are pixels */
81         v2d->mask.ymax= v2d->winy - 1;
82
83 #if 0
84         v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE|V2D_SCROLL_VERTICAL_HIDE);
85         /* check size if: */
86         if (v2d->scroll & V2D_SCROLL_HORIZONTAL)
87                 if(!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL))
88                         if (v2d->tot.xmax-v2d->tot.xmin <= v2d->cur.xmax-v2d->cur.xmin)
89                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
90         if (v2d->scroll & V2D_SCROLL_VERTICAL)
91                 if(!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL))
92                         if (v2d->tot.ymax-v2d->tot.ymin <= v2d->cur.ymax-v2d->cur.ymin)
93                                 v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE;
94 #endif
95         scroll= view2d_scroll_mapped(v2d->scroll);
96         
97         /* scrollers shrink mask area, but should be based off regionsize 
98          *      - they can only be on one to two edges of the region they define
99          *      - if they overlap, they must not occupy the corners (which are reserved for other widgets)
100          */
101         if (scroll) {
102                 /* vertical scroller */
103                 if (scroll & V2D_SCROLL_LEFT) {
104                         /* on left-hand edge of region */
105                         v2d->vert= v2d->mask;
106                         v2d->vert.xmax= V2D_SCROLL_WIDTH;
107                         v2d->mask.xmin= v2d->vert.xmax + 1;
108                 }
109                 else if (scroll & V2D_SCROLL_RIGHT) {
110                         /* on right-hand edge of region */
111                         v2d->vert= v2d->mask;
112                         v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
113                         v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
114                         v2d->mask.xmax= v2d->vert.xmin - 1;
115                 }
116                 
117                 /* horizontal scroller */
118                 if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
119                         /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
120                         v2d->hor= v2d->mask;
121                         v2d->hor.ymax= V2D_SCROLL_HEIGHT;
122                         v2d->mask.ymin= v2d->hor.ymax + 1;
123                 }
124                 else if (scroll & V2D_SCROLL_TOP) {
125                         /* on upper edge of region */
126                         v2d->hor= v2d->mask;
127                         v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
128                         v2d->mask.ymax= v2d->hor.ymin - 1;
129                 }
130                 
131                 /* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
132                 if (scroll & V2D_SCROLL_VERTICAL) {
133                         /* just set y min/max for vertical scroller to y min/max of mask as appropriate */
134                         if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
135                                 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
136                                 v2d->vert.ymin= v2d->mask.ymin;
137                         }
138                         else if (scroll & V2D_SCROLL_TOP) {
139                                 /* on upper edge of region */
140                                 v2d->vert.ymax= v2d->mask.ymax;
141                         }
142                 }
143         }
144         
145 }
146
147 /* Refresh and Validation */
148
149 /* Initialise all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize
150  *      - for some of these presets, it is expected that the region will have defined some
151  *        additional settings necessary for the customisation of the 2D viewport to its requirements
152  *      - this function should only be called from region init() callbacks, where it is expected that
153  *        this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialised. 
154  */
155 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
156 {
157         short tot_changed= 0;
158         uiStyle *style= U.uistyles.first;
159
160         /* initialise data if there is a need for such */
161         if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
162                 /* set initialised flag so that View2D doesn't get reinitialised next time again */
163                 v2d->flag |= V2D_IS_INITIALISED;
164                 
165                 /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
166                 switch (type) {
167                         /* 'standard view' - optimum setup for 'standard' view behaviour, that should be used new views as basis for their
168                          *      own unique View2D settings, which should be used instead of this in most cases...
169                          */
170                         case V2D_COMMONVIEW_STANDARD:
171                         {
172                                 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
173                                 v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
174                                 v2d->minzoom= 0.01f;
175                                 v2d->maxzoom= 1000.0f;
176                                 
177                                 /* tot rect and cur should be same size, and aligned using 'standard' OpenGL coordinates for now 
178                                  *      - region can resize 'tot' later to fit other data
179                                  *      - keeptot is only within bounds, as strict locking is not that critical
180                                  *      - view is aligned for (0,0) -> (winx-1, winy-1) setup
181                                  */
182                                 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
183                                 v2d->keeptot= V2D_KEEPTOT_BOUNDS;
184                                 
185                                 v2d->tot.xmin= v2d->tot.ymin= 0.0f;
186                                 v2d->tot.xmax= (float)(winx - 1);
187                                 v2d->tot.ymax= (float)(winy - 1);
188                                 
189                                 v2d->cur= v2d->tot;
190                                 
191                                 /* scrollers - should we have these by default? */
192                                 // XXX for now, we don't override this, or set it either!
193                         }
194                                 break;
195                         
196                         /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
197                         case V2D_COMMONVIEW_LIST:
198                         {
199                                 /* zoom + aspect ratio are locked */
200                                 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
201                                 v2d->minzoom= v2d->maxzoom= 1.0f;
202                                 
203                                 /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
204                                 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
205                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
206                                 tot_changed= 1;
207                                 
208                                 /* scroller settings are currently not set here... that is left for regions... */
209                         }
210                                 break;
211                                 
212                         /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
213                         case V2D_COMMONVIEW_HEADER:
214                         {
215                                 /* zoom + aspect ratio are locked */
216                                 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
217                                 v2d->minzoom= v2d->maxzoom= 1.0f;
218                                 v2d->min[0]= v2d->max[0]= (float)(winx-1);
219                                 v2d->min[1]= v2d->max[1]= (float)(winy-1);
220                                 
221                                 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
222                                 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
223                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
224                                 tot_changed= 1;
225                                 
226                                 /* panning in y-axis is prohibited */
227                                 v2d->keepofs= V2D_LOCKOFS_Y;
228                                 
229                                 /* absolutely no scrollers allowed */
230                                 v2d->scroll= 0;
231                                 
232                                 /* pixel offsets need to be applied for smooth UI controls */
233                                 v2d->flag |= (V2D_PIXELOFS_X|V2D_PIXELOFS_Y);
234                         }
235                                 break;
236                         
237                         /* panels view, with horizontal/vertical align */
238                         case V2D_COMMONVIEW_PANELS_UI:
239                         {
240                                 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
241                                 v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
242                                 v2d->minzoom= 0.5f;
243                                 v2d->maxzoom= 2.0f;
244                                 
245                                 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
246                                 v2d->keeptot= V2D_KEEPTOT_BOUNDS;
247                                 
248                                 v2d->tot.xmin= 0.0f;
249                                 v2d->tot.xmax= winx;
250
251                                 v2d->tot.ymax= 0.0f;
252                                 v2d->tot.ymin= -winy;
253
254                                 v2d->cur.xmin= 0.0f;
255                                 v2d->cur.xmax= winx*style->panelzoom;
256
257                                 v2d->cur.ymax= 0.0f;
258                                 v2d->cur.ymin= -winy*style->panelzoom;
259                         }
260                                 break;
261
262                                 /* other view types are completely defined using their own settings already */
263                         default:
264                                 /* we don't do anything here, as settings should be fine, but just make sure that rect */
265                                 break;  
266                 }
267         }
268         
269         /* store view size */
270         v2d->winx= winx;
271         v2d->winy= winy;
272         
273         /* set masks */
274         view2d_masks(v2d);
275         
276         /* set 'tot' rect before setting cur? */
277         if (tot_changed) 
278                 UI_view2d_totRect_set(v2d, winx, winy);
279         else
280                 UI_view2d_curRect_validate(v2d);
281         
282 }
283
284 /* Ensure View2D rects remain in a viable configuration 
285  *      - cur is not allowed to be: larger than max, smaller than min, or outside of tot
286  */
287 // XXX pre2.5 -> this used to be called  test_view2d()
288 void UI_view2d_curRect_validate(View2D *v2d)
289 {
290         float totwidth, totheight, curwidth, curheight, width, height;
291         float winx, winy;
292         rctf *cur, *tot;
293         
294         /* use mask as size of region that View2D resides in, as it takes into account scrollbars already  */
295         winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
296         winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
297         
298         /* get pointers to rcts for less typing */
299         cur= &v2d->cur;
300         tot= &v2d->tot;
301         
302         /* we must satisfy the following constraints (in decreasing order of importance):
303          *      - alignment restrictions are respected
304          *      - cur must not fall outside of tot
305          *      - axis locks (zoom and offset) must be maintained
306          *      - zoom must not be excessive (check either sizes or zoom values)
307          *      - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
308          */
309         
310         /* Step 1: if keepzoom, adjust the sizes of the rects only
311          *      - firstly, we calculate the sizes of the rects
312          *      - curwidth and curheight are saved as reference... modify width and height values here
313          */
314         totwidth= tot->xmax - tot->xmin;
315         totheight= tot->ymax - tot->ymin;
316         curwidth= width= cur->xmax - cur->xmin;
317         curheight= height= cur->ymax - cur->ymin;
318         
319         /* if zoom is locked, size on the appropriate axis is reset to mask size */
320         if (v2d->keepzoom & V2D_LOCKZOOM_X)
321                 width= winx;
322         if (v2d->keepzoom & V2D_LOCKZOOM_Y)
323                 height= winy;
324                 
325         /* values used to divide, so make it safe */
326         if(width<1) width= 1;
327         if(height<1) height= 1;
328         if(winx<1) winx= 1;
329         if(winy<1) winy= 1;
330         
331         /* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits 
332          * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
333          */
334         if (v2d->keepzoom & V2D_KEEPZOOM) {
335                 float zoom, fac;
336                 
337                 /* check if excessive zoom on x-axis */
338                 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
339                         zoom= winx / width;
340                         if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
341                                 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
342                                 width *= fac;
343                         }
344                 }
345                 
346                 /* check if excessive zoom on y-axis */
347                 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
348                         zoom= winy / height;
349                         if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
350                                 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
351                                 height *= fac;
352                         }
353                 }
354         }
355         else {
356                 /* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
357                 CLAMP(width, v2d->min[0], v2d->max[0]);
358                 CLAMP(height, v2d->min[1], v2d->max[1]);
359         }
360         
361         /* check if we should restore aspect ratio (if view size changed) */
362         if (v2d->keepzoom & V2D_KEEPASPECT) {
363                 short do_x=0, do_y=0, do_cur, do_win;
364                 float curRatio, winRatio;
365                 
366                 /* when a window edge changes, the aspect ratio can't be used to
367                  * find which is the best new 'cur' rect. thats why it stores 'old' 
368                  */
369                 if (winx != v2d->oldwinx) do_x= 1;
370                 if (winy != v2d->oldwiny) do_y= 1;
371                 
372                 curRatio= height / width;
373                 winRatio= winy / winx;
374                 
375                 /* both sizes change (area/region maximised)  */
376                 if (do_x == do_y) {
377                         if (do_x && do_y) {
378                                 /* here is 1,1 case, so all others must be 0,0 */
379                                 if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
380                                 else do_x= 0;
381                         }
382                         else if (winRatio > 1.0f) do_x= 0; 
383                         else do_x= 1;
384                 }
385                 do_cur= do_x;
386                 do_win= do_y;
387                 
388                 if (do_cur) {
389                         if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) {
390                                 /* special exception for Outliner (and later channel-lists):
391                                  *      - The view may be moved left to avoid contents being pushed out of view when view shrinks. 
392                                  *      - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
393                                  *      - width is not adjusted for changed ratios here...
394                                  */
395                                 if (winx < v2d->oldwinx) {
396                                         float temp = v2d->oldwinx - winx;
397                                         
398                                         cur->xmin -= temp;
399                                         cur->xmax -= temp;
400                                         
401                                         /* width does not get modified, as keepaspect here is just set to make 
402                                          * sure visible area adjusts to changing view shape! 
403                                          */
404                                 }
405                         }
406                         else {
407                                 /* portrait window: correct for x */
408                                 width= height / winRatio;
409                         }
410                 }
411                 else {
412                         if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) {
413                                 /* special exception for Outliner (and later channel-lists):
414                                  *      - Currently, no actions need to be taken here...
415                                  */
416
417                                 if (winy < v2d->oldwiny) {
418                                         float temp = v2d->oldwiny - winy;
419                                         
420                                         cur->ymin += temp;
421                                         cur->ymax += temp;
422                                 }
423
424                         }
425                         else {
426                                 /* landscape window: correct for y */
427                                 height = width * winRatio;
428                         }
429                 }
430                 
431                 /* store region size for next time */
432                 v2d->oldwinx= (short)winx; 
433                 v2d->oldwiny= (short)winy;
434         }
435         
436         /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
437         if ((width != curwidth) || (height != curheight)) {
438                 float temp, dh;
439                 
440                 /* resize from centerpoint */
441                 if (width != curwidth) {
442                         if (v2d->keepofs & V2D_LOCKOFS_X) {
443                                 cur->xmax += width - (cur->xmax - cur->xmin);
444                         }
445                         else {
446                                 temp= (cur->xmax + cur->xmin) * 0.5f;
447                                 dh= width * 0.5f;
448                                 
449                                 cur->xmin = temp - dh;
450                                 cur->xmax = temp + dh;
451                         }
452                 }
453                 if (height != curheight) {
454                         if (v2d->keepofs & V2D_LOCKOFS_Y) {
455                                 cur->ymax += height - (cur->ymax - cur->ymin);
456                         }
457                         else {
458                                 temp= (cur->ymax + cur->ymin) * 0.5f;
459                                 dh= height * 0.5f;
460                                 
461                                 cur->ymin = temp - dh;
462                                 cur->ymax = temp + dh;
463                         }
464                 }
465         }
466         
467         /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
468         if (v2d->keeptot) {
469                 float temp, diff;
470                 
471                 /* recalculate extents of cur */
472                 curwidth= cur->xmax - cur->xmin;
473                 curheight= cur->ymax - cur->ymin;
474                 
475                 /* width */
476                 if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
477                         /* if zoom doesn't have to be maintained, just clamp edges */
478                         if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
479                         if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
480                 }
481                 else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
482                         /* This is an exception for the outliner (and later channel-lists, headers) 
483                          *      - must clamp within tot rect (absolutely no excuses)
484                          *      --> therefore, cur->xmin must not be less than tot->xmin
485                          */
486                         if (cur->xmin < tot->xmin) {
487                                 /* move cur across so that it sits at minimum of tot */
488                                 temp= tot->xmin - cur->xmin;
489                                 
490                                 cur->xmin += temp;
491                                 cur->xmax += temp;
492                         }
493                         else if (cur->xmax > tot->xmax) {
494                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
495                                  *      cur-xmin to lie past tot-xmin
496                                  * - otherwise, simply shift to tot-xmin???
497                                  */
498                                 temp= cur->xmax - tot->xmax;
499                                 
500                                 if ((cur->xmin - temp) < tot->xmin) {
501                                         /* only offset by difference from cur-min and tot-min */
502                                         temp= cur->xmin - tot->xmin;
503                                         
504                                         cur->xmin -= temp;
505                                         cur->xmax -= temp;
506                                 }
507                                 else {
508                                         cur->xmin -= temp;
509                                         cur->xmax -= temp;
510                                 }
511                         }
512                 }
513                 else {
514                         /* This here occurs when:
515                          *      - width too big, but maintaining zoom (i.e. widths cannot be changed)
516                          *      - width is OK, but need to check if outside of boundaries
517                          * 
518                          * So, resolution is to just shift view by the gap between the extremities.
519                          * We favour moving the 'minimum' across, as that's origin for most things
520                          * (XXX - in the past, max was favoured... if there are bugs, swap!)
521                          */
522                         if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
523                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
524                                 temp= (tot->ymax + tot->ymin) * 0.5f;
525                                 diff= curheight * 0.5f;
526                                 
527                                 cur->ymin= temp - diff;
528                                 cur->ymax= temp + diff;
529                         }
530                         else if (cur->xmin < tot->xmin) {
531                                 /* move cur across so that it sits at minimum of tot */
532                                 temp= tot->xmin - cur->xmin;
533                                 
534                                 cur->xmin += temp;
535                                 cur->xmax += temp;
536                         }
537                         else if (cur->xmax > tot->xmax) {
538                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
539                                  *      cur-xmin to lie past tot-xmin
540                                  * - otherwise, simply shift to tot-xmin???
541                                  */
542                                 temp= cur->xmax - tot->xmax;
543                                 
544                                 if ((cur->xmin - temp) < tot->xmin) {
545                                         /* only offset by difference from cur-min and tot-min */
546                                         temp= cur->xmin - tot->xmin;
547                                         
548                                         cur->xmin -= temp;
549                                         cur->xmax -= temp;
550                                 }
551                                 else {
552                                         cur->xmin -= temp;
553                                         cur->xmax -= temp;
554                                 }
555                         }
556                 }
557                 
558                 /* height */
559                 if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
560                         /* if zoom doesn't have to be maintained, just clamp edges */
561                         if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
562                         if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
563                 }
564                 else {
565                         /* This here occurs when:
566                          *      - height too big, but maintaining zoom (i.e. heights cannot be changed)
567                          *      - height is OK, but need to check if outside of boundaries
568                          * 
569                          * So, resolution is to just shift view by the gap between the extremities.
570                          * We favour moving the 'minimum' across, as that's origin for most things
571                          */
572                         if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
573                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
574                                 temp= (tot->ymax + tot->ymin) * 0.5f;
575                                 diff= curheight * 0.5f;
576                                 
577                                 cur->ymin= temp - diff;
578                                 cur->ymax= temp + diff;
579                         }
580                         else if (cur->ymin < tot->ymin) {
581                                 /* there's still space remaining, so shift up */
582                                 temp= tot->ymin - cur->ymin;
583                                 
584                                 cur->ymin += temp;
585                                 cur->ymax += temp;
586                         }
587                         else if (cur->ymax > tot->ymax) {
588                                 /* there's still space remaining, so shift down */
589                                 temp= cur->ymax - tot->ymax;
590                                 
591                                 cur->ymin -= temp;
592                                 cur->ymax -= temp;
593                         }
594                 }
595         }
596         
597         /* Step 4: Make sure alignment restrictions are respected */
598         if (v2d->align) {
599                 /* If alignment flags are set (but keeptot is not), they must still be respected, as although
600                  * they don't specify any particular bounds to stay within, they do define ranges which are 
601                  * invalid.
602                  *
603                  * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these 
604                  * invalid zones, otherwise we offset.
605                  */
606                 
607                 /* handle width - posx and negx flags are mutually exclusive, so watch out */
608                 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
609                         /* width is in negative-x half */
610                         if (v2d->cur.xmax > 0) {
611                                 v2d->cur.xmin -= v2d->cur.xmax;
612                                 v2d->cur.xmax= 0.0f;
613                         }
614                 }
615                 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
616                         /* width is in positive-x half */
617                         if (v2d->cur.xmin < 0) {
618                                 v2d->cur.xmax -= v2d->cur.xmin;
619                                 v2d->cur.xmin = 0.0f;
620                         }
621                 }
622                 
623                 /* handle height - posx and negx flags are mutually exclusive, so watch out */
624                 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
625                         /* height is in negative-y half */
626                         if (v2d->cur.ymax > 0) {
627                                 v2d->cur.ymin -= v2d->cur.ymax;
628                                 v2d->cur.ymax = 0.0f;
629                         }
630                 }
631                 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
632                         /* height is in positive-y half */
633                         if (v2d->cur.ymin < 0) {
634                                 v2d->cur.ymax -= v2d->cur.ymin;
635                                 v2d->cur.ymin = 0.0f;
636                         }
637                 }
638         }
639         
640         /* set masks */
641         view2d_masks(v2d);
642 }
643
644 /* ------------------ */
645
646 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
647 void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
648 {
649         ScrArea *sa;
650         ARegion *ar;
651         
652         /* don't continue if no view syncing to be done */
653         if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME|V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
654                 return;
655                 
656         /* check if doing within area syncing (i.e. channels/vertical) */
657         if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
658                 for (ar= area->regionbase.first; ar; ar= ar->next) {
659                         /* don't operate on self */
660                         if (v2dcur != &ar->v2d) {
661                                 /* only if view has vertical locks enabled */
662                                 if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
663                                         if (flag == V2D_LOCK_COPY) {
664                                                 /* other views with locks on must copy active */
665                                                 ar->v2d.cur.ymin= v2dcur->cur.ymin;
666                                                 ar->v2d.cur.ymax= v2dcur->cur.ymax;
667                                         }
668                                         else { /* V2D_LOCK_SET */
669                                                 /* active must copy others */
670                                                 v2dcur->cur.ymin= ar->v2d.cur.ymin;
671                                                 v2dcur->cur.ymax= ar->v2d.cur.ymax;
672                                         }
673                                         
674                                         /* region possibly changed, so refresh */
675                                         ED_region_tag_redraw(ar);
676                                 }
677                         }
678                 }
679         }
680         
681         /* check if doing whole screen syncing (i.e. time/horizontal) */
682         if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
683                 for (sa= screen->areabase.first; sa; sa= sa->next) {
684                         for (ar= sa->regionbase.first; ar; ar= ar->next) {
685                                 /* don't operate on self */
686                                 if (v2dcur != &ar->v2d) {
687                                         /* only if view has horizontal locks enabled */
688                                         if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
689                                                 if (flag == V2D_LOCK_COPY) {
690                                                         /* other views with locks on must copy active */
691                                                         ar->v2d.cur.xmin= v2dcur->cur.xmin;
692                                                         ar->v2d.cur.xmax= v2dcur->cur.xmax;
693                                                 }
694                                                 else { /* V2D_LOCK_SET */
695                                                         /* active must copy others */
696                                                         v2dcur->cur.xmin= ar->v2d.cur.xmin;
697                                                         v2dcur->cur.xmax= ar->v2d.cur.xmax;
698                                                 }
699                                                 
700                                                 /* region possibly changed, so refresh */
701                                                 ED_region_tag_redraw(ar);
702                                         }
703                                 }
704                         }
705                 }
706         }
707 }
708
709
710 /* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) 
711  * This does not take into account if zooming the view on an axis will improve the view (if allowed)
712  */
713 void UI_view2d_curRect_reset (View2D *v2d)
714 {
715         float width, height;
716         
717         /* assume width and height of 'cur' rect by default, should be same size as mask */
718         width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
719         height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
720         
721         /* handle width - posx and negx flags are mutually exclusive, so watch out */
722         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
723                 /* width is in negative-x half */
724                 v2d->cur.xmin= (float)-width;
725                 v2d->cur.xmax= 0.0f;
726         }
727         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
728                 /* width is in positive-x half */
729                 v2d->cur.xmin= 0.0f;
730                 v2d->cur.xmax= (float)width;
731         }
732         else {
733                 /* width is centered around x==0 */
734                 const float dx= (float)width / 2.0f;
735                 
736                 v2d->cur.xmin= -dx;
737                 v2d->cur.xmax= dx;
738         }
739         
740         /* handle height - posx and negx flags are mutually exclusive, so watch out */
741         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
742                 /* height is in negative-y half */
743                 v2d->cur.ymin= (float)-height;
744                 v2d->cur.ymax= 0.0f;
745         }
746         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
747                 /* height is in positive-y half */
748                 v2d->cur.ymin= 0.0f;
749                 v2d->cur.ymax= (float)height;
750         }
751         else {
752                 /* height is centered around y==0 */
753                 const float dy= (float)height / 2.0f;
754                 
755                 v2d->cur.ymin= -dy;
756                 v2d->cur.ymax= dy;
757         }
758 }
759
760 /* ------------------ */
761
762 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */
763 void UI_view2d_totRect_set (View2D *v2d, int width, int height)
764 {
765         int scroll= view2d_scroll_mapped(v2d->scroll);
766         
767         /* don't do anything if either value is 0 */
768         width= abs(width);
769         height= abs(height);
770         
771         /* hrumf! */
772         if(scroll & V2D_SCROLL_HORIZONTAL) 
773                 width -= V2D_SCROLL_WIDTH;
774         if(scroll & V2D_SCROLL_VERTICAL) 
775                 height -= V2D_SCROLL_HEIGHT;
776         
777         if (ELEM3(0, v2d, width, height)) {
778                 printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", v2d, width, height); // XXX temp debug info
779                 return;
780         }
781         
782         /* handle width - posx and negx flags are mutually exclusive, so watch out */
783         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
784                 /* width is in negative-x half */
785                 v2d->tot.xmin= (float)-width;
786                 v2d->tot.xmax= 0.0f;
787         }
788         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
789                 /* width is in positive-x half */
790                 v2d->tot.xmin= 0.0f;
791                 v2d->tot.xmax= (float)width;
792         }
793         else {
794                 /* width is centered around x==0 */
795                 const float dx= (float)width / 2.0f;
796                 
797                 v2d->tot.xmin= -dx;
798                 v2d->tot.xmax= dx;
799         }
800         
801         /* handle height - posx and negx flags are mutually exclusive, so watch out */
802         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
803                 /* height is in negative-y half */
804                 v2d->tot.ymin= (float)-height;
805                 v2d->tot.ymax= 0.0f;
806         }
807         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
808                 /* height is in positive-y half */
809                 v2d->tot.ymin= 0.0f;
810                 v2d->tot.ymax= (float)height;
811         }
812         else {
813                 /* height is centered around y==0 */
814                 const float dy= (float)height / 2.0f;
815                 
816                 v2d->tot.ymin= -dy;
817                 v2d->tot.ymax= dy;
818         }
819         
820         /* make sure that 'cur' rect is in a valid state as a result of these changes */
821         UI_view2d_curRect_validate(v2d);
822 }
823
824 /* *********************************************************************** */
825 /* View Matrix Setup */
826
827 /* mapping function to ensure 'cur' draws extended over the area where sliders are */
828 static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
829 {
830         *curmasked= v2d->cur;
831         
832         if (view2d_scroll_mapped(v2d->scroll)) {
833                 float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
834                 float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
835                 
836                 if (v2d->mask.xmin != 0)
837                         curmasked->xmin -= dx*(float)v2d->mask.xmin;
838                 if (v2d->mask.xmax+1 != v2d->winx)
839                         curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
840                 
841                 if (v2d->mask.ymin != 0)
842                         curmasked->ymin -= dy*(float)v2d->mask.ymin;
843                 if (v2d->mask.ymax+1 != v2d->winy)
844                         curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
845                 
846         }
847 }
848
849 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
850 void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
851 {
852         rctf curmasked;
853         float xofs, yofs;
854         
855         /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
856          * but only applied where requsted
857          */
858         /* XXX ton: fix this! */
859         xofs= 0.0; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
860         yofs= 0.0; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
861
862         /* XXX brecht: instead of zero at least use a tiny offset, otherwise
863          * pixel rounding is effectively random due to float inaccuracy */
864         xofs= 0.001f;
865         yofs= 0.001f;
866         
867         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
868         view2d_map_cur_using_mask(v2d, &curmasked);
869         
870         /* set matrix on all appropriate axes */
871         wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
872         
873         /* XXX is this necessary? */
874         wmLoadIdentity();
875 }
876
877 /* Set view matrices to only use one axis of 'cur' only
878  *      - xaxis         = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
879  */
880 void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
881 {
882         ARegion *ar= CTX_wm_region(C);
883         rctf curmasked;
884         float xofs, yofs;
885         
886         /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
887          * but only applied where requsted
888          */
889         /* XXX temp (ton) */
890         xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
891         yofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
892         
893         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
894         view2d_map_cur_using_mask(v2d, &curmasked);
895         
896         /* only set matrix with 'cur' coordinates on relevant axes */
897         if (xaxis)
898                 wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, -yofs, ar->winy-yofs);
899         else
900                 wmOrtho2(-xofs, ar->winx-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
901                 
902         /* XXX is this necessary? */
903         wmLoadIdentity();
904
905
906
907 /* Restore view matrices after drawing */
908 void UI_view2d_view_restore(const bContext *C)
909 {
910         ARegion *ar= CTX_wm_region(C);
911         int width= ar->winrct.xmax-ar->winrct.xmin+1;
912         int height= ar->winrct.ymax-ar->winrct.ymin+1;
913         
914         wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
915         wmLoadIdentity();
916         
917         //      ED_region_pixelspace(CTX_wm_region(C));
918 }
919
920 /* *********************************************************************** */
921 /* Gridlines */
922
923 /* minimum pixels per gridstep */
924 #define MINGRIDSTEP     35
925
926 /* View2DGrid is typedef'd in UI_view2d.h */
927 struct View2DGrid {
928         float dx, dy;                   /* stepsize (in pixels) between gridlines */
929         float startx, starty;   /* initial coordinates to start drawing grid from */
930         int powerx, powery;             /* step as power of 10 */
931 };
932
933 /* --------------- */
934
935 /* try to write step as a power of 10 */
936 static void step_to_grid(float *step, int *power, int unit)
937 {
938         const float loga= (float)log10(*step);
939         float rem;
940         
941         *power= (int)(loga);
942         
943         rem= loga - (*power);
944         rem= (float)pow(10.0, rem);
945         
946         if (loga < 0.0f) {
947                 if (rem < 0.2f) rem= 0.2f;
948                 else if(rem < 0.5f) rem= 0.5f;
949                 else rem= 1.0f;
950                 
951                 *step= rem * (float)pow(10.0, (*power));
952                 
953                 /* for frames, we want 1.0 frame intervals only */
954                 if (unit == V2D_UNIT_FRAMES) {
955                         rem = 1.0f;
956                         *step = 1.0f;
957                 }
958                 
959                 /* prevents printing 1.0 2.0 3.0 etc */
960                 if (rem == 1.0f) (*power)++;    
961         }
962         else {
963                 if (rem < 2.0f) rem= 2.0f;
964                 else if(rem < 5.0f) rem= 5.0f;
965                 else rem= 10.0f;
966                 
967                 *step= rem * (float)pow(10.0, (*power));
968                 
969                 (*power)++;
970                 /* prevents printing 1.0, 2.0, 3.0, etc. */
971                 if (rem == 10.0f) (*power)++;   
972         }
973 }
974
975 /* Intialise settings necessary for drawing gridlines in a 2d-view 
976  *      - Currently, will return pointer to View2DGrid struct that needs to 
977  *        be freed with UI_view2d_grid_free()
978  *      - Is used for scrollbar drawing too (for units drawing)
979  *      - Units + clamping args will be checked, to make sure they are valid values that can be used
980  *        so it is very possible that we won't return grid at all!
981  *      
982  *      - xunits,yunits = V2D_UNIT_*  grid steps in seconds or frames 
983  *      - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
984  *      - winx                  = width of region we're drawing to
985  *      - winy                  = height of region we're drawing into
986  */
987 View2DGrid *UI_view2d_grid_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int winx, int winy)
988 {
989         Scene *scene= CTX_data_scene(C);
990         View2DGrid *grid;
991         float space, pixels, seconddiv;
992         int secondgrid;
993         
994         /* check that there are at least some workable args */
995         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
996                 return NULL;
997         
998         /* grid here is allocated... */
999         grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
1000         
1001         /* rule: gridstep is minimal GRIDSTEP pixels */
1002         if (xunits == V2D_UNIT_SECONDS) {
1003                 secondgrid= 1;
1004                 seconddiv= (float)(0.01 * FPS);
1005         }
1006         else {
1007                 secondgrid= 0;
1008                 seconddiv= 1.0f;
1009         }
1010         
1011         /* calculate x-axis grid scale (only if both args are valid) */
1012         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1013                 space= v2d->cur.xmax - v2d->cur.xmin;
1014                 pixels= (float)(v2d->mask.xmax - v2d->mask.xmin);
1015                 
1016                 grid->dx= (MINGRIDSTEP * space) / (seconddiv * pixels);
1017                 step_to_grid(&grid->dx, &grid->powerx, xunits);
1018                 grid->dx *= seconddiv;
1019                 
1020                 if (xclamp == V2D_GRID_CLAMP) {
1021                         if (grid->dx < 0.1f) grid->dx= 0.1f;
1022                         grid->powerx-= 2;
1023                         if (grid->powerx < -2) grid->powerx= -2;
1024                 }
1025         }
1026         
1027         /* calculate y-axis grid scale (only if both args are valid) */
1028         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1029                 space= v2d->cur.ymax - v2d->cur.ymin;
1030                 pixels= (float)winy;
1031                 
1032                 grid->dy= MINGRIDSTEP * space / pixels;
1033                 step_to_grid(&grid->dy, &grid->powery, yunits);
1034                 
1035                 if (yclamp == V2D_GRID_CLAMP) {
1036                         if (grid->dy < 1.0f) grid->dy= 1.0f;
1037                         if (grid->powery < 1) grid->powery= 1;
1038                 }
1039         }
1040         
1041         /* calculate start position */
1042         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1043                 grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - (float)fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
1044                 if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
1045         }
1046         else
1047                 grid->startx= v2d->cur.xmin;
1048                 
1049         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1050                 grid->starty= (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy));
1051                 if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
1052         }
1053         else
1054                 grid->starty= v2d->cur.ymin;
1055         
1056         return grid;
1057 }
1058
1059 /* Draw gridlines in the given 2d-region */
1060 void UI_view2d_grid_draw(const bContext *C, View2D *v2d, View2DGrid *grid, int flag)
1061 {
1062         float vec1[2], vec2[2];
1063         int a, step;
1064         
1065         /* check for grid first, as it may not exist */
1066         if (grid == NULL)
1067                 return;
1068         
1069         /* vertical lines */
1070         if (flag & V2D_VERTICAL_LINES) {
1071                 /* initialise initial settings */
1072                 vec1[0]= vec2[0]= grid->startx;
1073                 vec1[1]= grid->starty;
1074                 vec2[1]= v2d->cur.ymax;
1075                 
1076                 /* minor gridlines */
1077                 step= (v2d->mask.xmax - v2d->mask.xmin + 1) / MINGRIDSTEP;
1078                 UI_ThemeColor(TH_GRID);
1079                 
1080                 for (a=0; a<step; a++) {
1081                         glBegin(GL_LINE_STRIP);
1082                                 glVertex2fv(vec1); 
1083                                 glVertex2fv(vec2);
1084                         glEnd();
1085                         
1086                         vec2[0]= vec1[0]+= grid->dx;
1087                 }
1088                 
1089                 /* major gridlines */
1090                 vec2[0]= vec1[0]-= 0.5f*grid->dx;
1091                 UI_ThemeColorShade(TH_GRID, 16);
1092                 
1093                 step++;
1094                 for (a=0; a<=step; a++) {
1095                         glBegin(GL_LINE_STRIP);
1096                                 glVertex2fv(vec1); 
1097                                 glVertex2fv(vec2);
1098                         glEnd();
1099                         
1100                         vec2[0]= vec1[0]-= grid->dx;
1101                 }
1102         }
1103         
1104         /* horizontal lines */
1105         if (flag & V2D_HORIZONTAL_LINES) {
1106                 /* only major gridlines */
1107                 vec1[1]= vec2[1]= grid->starty;
1108                 vec1[0]= grid->startx;
1109                 vec2[0]= v2d->cur.xmax;
1110                 
1111                 step= (v2d->mask.ymax - v2d->mask.ymin + 1) / MINGRIDSTEP;
1112                 
1113                 UI_ThemeColor(TH_GRID);
1114                 for (a=0; a<=step; a++) {
1115                         glBegin(GL_LINE_STRIP);
1116                                 glVertex2fv(vec1); 
1117                                 glVertex2fv(vec2);
1118                         glEnd();
1119                         
1120                         vec2[1]= vec1[1]+= grid->dy;
1121                 }
1122                 
1123                 /* fine grid lines */
1124                 vec2[1]= vec1[1]-= 0.5f*grid->dy;
1125                 step++;
1126                 
1127                 if (flag & V2D_HORIZONTAL_FINELINES) { 
1128                         UI_ThemeColorShade(TH_GRID, 16);
1129                         for (a=0; a<step; a++) {
1130                                 glBegin(GL_LINE_STRIP);
1131                                         glVertex2fv(vec1); 
1132                                         glVertex2fv(vec2);
1133                                 glEnd();
1134                                 
1135                                 vec2[1]= vec1[1]-= grid->dy;
1136                         }
1137                 }
1138         }
1139         
1140         /* Axes are drawn as darker lines */
1141         UI_ThemeColorShade(TH_GRID, -50);
1142         
1143         /* horizontal axis */
1144         if (flag & V2D_HORIZONTAL_AXIS) {
1145                 vec1[0]= v2d->cur.xmin;
1146                 vec2[0]= v2d->cur.xmax;
1147                 vec1[1]= vec2[1]= 0.0f;
1148                 
1149                 glBegin(GL_LINE_STRIP);
1150                         glVertex2fv(vec1);
1151                         glVertex2fv(vec2);
1152                 glEnd();
1153         }
1154         
1155         /* vertical axis */
1156         if (flag & V2D_VERTICAL_AXIS) {
1157                 vec1[1]= v2d->cur.ymin;
1158                 vec2[1]= v2d->cur.ymax;
1159                 vec1[0]= vec2[0]= 0.0f;
1160                 
1161                 glBegin(GL_LINE_STRIP);
1162                         glVertex2fv(vec1); 
1163                         glVertex2fv(vec2);
1164                 glEnd();
1165         }
1166 }
1167
1168 /* Draw a constant grid in given 2d-region */
1169 void UI_view2d_constant_grid_draw(const bContext *C, View2D *v2d)
1170 {
1171         float start, step= 25.0f;
1172
1173         UI_ThemeColorShade(TH_BACK, -10);
1174         
1175         start= v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
1176         
1177         glBegin(GL_LINES);
1178         for(; start<v2d->cur.xmax; start+=step) {
1179                 glVertex2f(start, v2d->cur.ymin);
1180                 glVertex2f(start, v2d->cur.ymax);
1181         }
1182
1183         start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
1184         for(; start<v2d->cur.ymax; start+=step) {
1185                 glVertex2f(v2d->cur.xmin, start);
1186                 glVertex2f(v2d->cur.xmax, start);
1187         }
1188         
1189         /* X and Y axis */
1190         UI_ThemeColorShade(TH_BACK, -18);
1191         glVertex2f(0.0f, v2d->cur.ymin);
1192         glVertex2f(0.0f, v2d->cur.ymax);
1193         glVertex2f(v2d->cur.xmin, 0.0f);
1194         glVertex2f(v2d->cur.xmax, 0.0f);
1195         
1196         glEnd();
1197 }
1198
1199 /* free temporary memory used for drawing grid */
1200 void UI_view2d_grid_free(View2DGrid *grid)
1201 {
1202         /* only free if there's a grid */
1203         if (grid)
1204                 MEM_freeN(grid);
1205 }
1206
1207 /* *********************************************************************** */
1208 /* Scrollers */
1209
1210 /* View2DScrollers is typedef'd in UI_view2d.h 
1211  * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 
1212  *                 For now, we don't need to have a separate (internal) header for structs like this...
1213  */
1214 struct View2DScrollers {
1215                 /* focus bubbles */
1216         int vert_min, vert_max; /* vertical scrollbar */
1217         int hor_min, hor_max;   /* horizontal scrollbar */
1218         
1219         rcti hor, vert;                 /* exact size of slider backdrop */
1220         int horfull, vertfull;  /* set if sliders are full, we don't draw them */
1221         
1222         /* scales */
1223         View2DGrid *grid;               /* grid for coordinate drawing */
1224         short xunits, xclamp;   /* units and clamping options for x-axis */
1225         short yunits, yclamp;   /* units and clamping options for y-axis */
1226 };
1227
1228 /* Calculate relevant scroller properties */
1229 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
1230 {
1231         View2DScrollers *scrollers;
1232         rcti vert, hor;
1233         float fac1, fac2, totsize, scrollsize;
1234         int scroll= view2d_scroll_mapped(v2d->scroll);
1235         
1236         /* scrollers is allocated here... */
1237         scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
1238         
1239         vert= v2d->vert;
1240         hor= v2d->hor;
1241         
1242         /* slider rects smaller than region */
1243         hor.xmin+=4;
1244         hor.xmax-=4;
1245         if (scroll & V2D_SCROLL_BOTTOM)
1246                 hor.ymin+=4;
1247         else
1248                 hor.ymax-=4;
1249         
1250         if (scroll & V2D_SCROLL_LEFT)
1251                 vert.xmin+=4;
1252         else
1253                 vert.xmax-=4;
1254         vert.ymin+=4;
1255         vert.ymax-=4;
1256         
1257         /* store in scrollers, used for drawing */
1258         scrollers->vert= vert;
1259         scrollers->hor= hor;
1260         
1261         /* scroller 'buttons':
1262          *      - These should always remain within the visible region of the scrollbar
1263          *      - They represent the region of 'tot' that is visible in 'cur'
1264          */
1265         
1266         /* horizontal scrollers */
1267         if (scroll & V2D_SCROLL_HORIZONTAL) {
1268                 /* scroller 'button' extents */
1269                 totsize= v2d->tot.xmax - v2d->tot.xmin;
1270                 scrollsize= (float)(hor.xmax - hor.xmin);
1271                 
1272                 fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
1273                 if(fac1<=0.0f)
1274                         scrollers->hor_min= hor.xmin;
1275                 else
1276                         scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize));
1277                 
1278                 fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
1279                 if(fac2>=1.0f)
1280                         scrollers->hor_max= hor.xmax;
1281                 else
1282                         scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize));
1283                 
1284                 if (scrollers->hor_min > scrollers->hor_max) 
1285                         scrollers->hor_min= scrollers->hor_max;
1286                 
1287                 /* check whether sliders can disappear */
1288                 if(v2d->keeptot)
1289                         if(fac1 <= 0.0f && fac2 >= 1.0f) 
1290                                 scrollers->horfull= 1;
1291         }
1292         
1293         /* vertical scrollers */
1294         if (scroll & V2D_SCROLL_VERTICAL) {
1295                 /* scroller 'button' extents */
1296                 totsize= v2d->tot.ymax - v2d->tot.ymin;
1297                 scrollsize= (float)(vert.ymax - vert.ymin);
1298                 
1299                 fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
1300                 if(fac1<=0.0f)
1301                         scrollers->vert_min= vert.ymin;
1302                 else
1303                         scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize));
1304                 
1305                 fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
1306                 if(fac2>=1.0f)
1307                         scrollers->vert_max= vert.ymax;
1308                 else
1309                         scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize));
1310                 
1311                 if (scrollers->vert_min > scrollers->vert_max) 
1312                         scrollers->vert_min= scrollers->vert_max;
1313                 
1314                 /* check whether sliders can disappear */
1315                 if(v2d->keeptot)
1316                         if(fac1 <= 0.0f && fac2 >= 1.0f) 
1317                                 scrollers->vertfull= 1;
1318         }
1319         
1320         /* grid markings on scrollbars */
1321         if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
1322                 /* store clamping */
1323                 scrollers->xclamp= xclamp;
1324                 scrollers->xunits= xunits;
1325                 scrollers->yclamp= yclamp;
1326                 scrollers->yunits= yunits;
1327                 
1328                 scrollers->grid= UI_view2d_grid_calc(C, v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
1329         }
1330         
1331         /* return scrollers */
1332         return scrollers;
1333 }
1334
1335 /* Print scale marking along a time scrollbar */
1336 static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, float y, float val, int power, short unit, char dir)
1337 {
1338         int len;
1339         char str[32];
1340         
1341         /* adjust the scale unit to work ok */
1342         if (dir == 'v') {
1343                 /* here we bump up the power by factor of 10, as 
1344                  * rotation values (hence 'degrees') are divided by 10 to 
1345                  * be able to show the curves at the same time
1346                  */
1347                 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
1348                         power += 1;
1349                         val *= 10;
1350                 }
1351         }
1352         
1353         /* get string to print */
1354         if (unit == V2D_UNIT_SECONDS) {
1355                 /* Timecode:
1356                  *      - In general, minutes and seconds should be shown, as most clips will be
1357                  *        within this length. Hours will only be included if relevant.
1358                  *      - Only show frames when zoomed in enough for them to be relevant 
1359                  *        (using separator of '!' for frames).
1360                  *        When showing frames, use slightly different display to avoid confusion with mm:ss format
1361                  * TODO: factor into reusable function.
1362                  * Meanwhile keep in sync:
1363                  *        source/blender/editors/animation/anim_draw.c
1364                  *        source/blender/editors/interface/view2d.c
1365                  */
1366                 int hours=0, minutes=0, seconds=0, frames=0;
1367                 char neg[2]= "";
1368                 
1369                 /* get values */
1370                 if (val < 0) {
1371                         /* correction for negative values */
1372                         sprintf(neg, "-");
1373                         val = -val;
1374                 }
1375                 if (val >= 3600) {
1376                         /* hours */
1377                         /* XXX should we only display a single digit for hours since clips are 
1378                          *         VERY UNLIKELY to be more than 1-2 hours max? However, that would 
1379                          *         go against conventions...
1380                          */
1381                         hours= (int)val / 3600;
1382                         val= (float)fmod(val, 3600);
1383                 }
1384                 if (val >= 60) {
1385                         /* minutes */
1386                         minutes= (int)val / 60;
1387                         val= (float)fmod(val, 60);
1388                 }
1389                 if (power <= 0) {
1390                         /* seconds + frames
1391                          *      Frames are derived from 'fraction' of second. We need to perform some additional rounding
1392                          *      to cope with 'half' frames, etc., which should be fine in most cases
1393                          */
1394                         seconds= (int)val;
1395                         frames= (int)floor( ((val - seconds) * FPS) + 0.5f );
1396                 }
1397                 else {
1398                         /* seconds (with pixel offset) */
1399                         seconds= (int)floor(val + 0.375f);
1400                 }
1401                 
1402                 /* print timecode to temp string buffer */
1403                 if (power <= 0) {
1404                         /* include "frames" in display */
1405                         if (hours) sprintf(str, "%s%02d:%02d:%02d!%02d", neg, hours, minutes, seconds, frames);
1406                         else if (minutes) sprintf(str, "%s%02d:%02d!%02d", neg, minutes, seconds, frames);
1407                         else sprintf(str, "%s%d!%02d", neg, seconds, frames);
1408                 }
1409                 else {
1410                         /* don't include 'frames' in display */
1411                         if (hours) sprintf(str, "%s%02d:%02d:%02d", neg, hours, minutes, seconds);
1412                         else sprintf(str, "%s%02d:%02d", neg, minutes, seconds);
1413                 }
1414         }
1415         else {
1416                 /* round to whole numbers if power is >= 1 (i.e. scale is coarse) */
1417                 if (power <= 0) sprintf(str, "%.*f", 1-power, val);
1418                 else sprintf(str, "%d", (int)floor(val + 0.375f));
1419         }
1420         
1421         /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
1422         len= strlen(str);
1423         if (dir == 'h') {
1424                 /* seconds/timecode display has slightly longer strings... */
1425                 if (unit == V2D_UNIT_SECONDS)
1426                         x-= 3*len;
1427                 else
1428                         x-= 4*len;
1429         }
1430         
1431         /* Add degree sympbol to end of string for vertical scrollbar? */
1432         if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
1433                 str[len]= 186;
1434                 str[len+1]= 0;
1435         }
1436         
1437         /* draw it */
1438         BLF_draw_default(x, y, 0.0f, str);
1439 }
1440
1441 /* local defines for scrollers drawing */
1442         /* radius of scroller 'button' caps */
1443 #define V2D_SCROLLCAP_RAD               5
1444         /* shading factor for scroller 'bar' */
1445 #define V2D_SCROLLBAR_SHADE             0.1f
1446         /* shading factor for scroller 'button' caps */
1447 #define V2D_SCROLLCAP_SHADE             0.2f
1448
1449 /* Draw scrollbars in the given 2d-region */
1450 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
1451 {
1452         Scene *scene= CTX_data_scene(C);
1453         rcti vert, hor;
1454         int scroll= view2d_scroll_mapped(v2d->scroll);
1455         
1456         /* make copies of rects for less typing */
1457         vert= vs->vert;
1458         hor= vs->hor;
1459         
1460         /* horizontal scrollbar */
1461         if (scroll & V2D_SCROLL_HORIZONTAL) {
1462                 
1463                 if(vs->horfull==0) {
1464                         bTheme *btheme= U.themes.first;
1465                         uiWidgetColors wcol= btheme->tui.wcol_scroll;
1466                         rcti slider;
1467                         int state;
1468                         
1469                         slider.xmin= vs->hor_min;
1470                         slider.xmax= vs->hor_max;
1471                         slider.ymin= hor.ymin;
1472                         slider.ymax= hor.ymax;
1473                         
1474                         state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0;
1475                         if (!(v2d->keepzoom & V2D_LOCKZOOM_X))
1476                                 state |= UI_SCROLL_ARROWS;
1477                         uiWidgetScrollDraw(&wcol, &hor, &slider, state);
1478                 }
1479                 
1480                 /* scale indicators */
1481                 // XXX will need to update the font drawing when the new stuff comes in
1482                 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
1483                         View2DGrid *grid= vs->grid;
1484                         float fac, dfac, fac2, val;
1485                         
1486                         /* the numbers: convert grid->startx and -dx to scroll coordinates 
1487                          *      - fac is x-coordinate to draw to
1488                          *      - dfac is gap between scale markings
1489                          */
1490                         fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1491                         fac= (float)hor.xmin + fac*(hor.xmax - hor.xmin);
1492                         
1493                         dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
1494                         dfac= dfac * (hor.xmax - hor.xmin);
1495                         
1496                         /* set starting value, and text color */
1497                         UI_ThemeColor(TH_TEXT);
1498                         val= grid->startx;
1499                         
1500                         /* if we're clamping to whole numbers only, make sure entries won't be repeated */
1501                         if (vs->xclamp == V2D_GRID_CLAMP) {
1502                                 while (grid->dx < 0.9999f) {
1503                                         grid->dx *= 2.0f;
1504                                         dfac *= 2.0f;
1505                                 }
1506                         }
1507                         if (vs->xunits == V2D_UNIT_FRAMES)
1508                                 grid->powerx= 1;
1509                         
1510                         /* draw numbers in the appropriate range */
1511                         if (dfac > 0.0f) {
1512                                 float h= 2.0f+(float)(hor.ymin);
1513                                 
1514                                 for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) {
1515                                         
1516                                         /* make prints look nicer for scrollers */
1517                                         if(fac < hor.xmin+10)
1518                                                 continue;
1519                                         
1520                                         switch (vs->xunits) {                                                   
1521                                                 case V2D_UNIT_FRAMES:           /* frames (as whole numbers)*/
1522                                                         scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
1523                                                         break;
1524                                                         
1525                                                 case V2D_UNIT_FRAMESCALE:       /* frames (not always as whole numbers) */
1526                                                         scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
1527                                                         break;
1528                                                 
1529                                                 case V2D_UNIT_SECONDS:          /* seconds */
1530                                                         fac2= val/(float)FPS;
1531                                                         scroll_printstr(vs, scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
1532                                                         break;
1533                                                         
1534                                                 case V2D_UNIT_SECONDSSEQ:       /* seconds with special calculations (only used for sequencer only) */
1535                                                 {
1536                                                         float time;
1537                                                         
1538                                                         fac2= val/(float)FPS;
1539                                                         time= (float)floor(fac2);
1540                                                         fac2= fac2-time;
1541                                                         
1542                                                         scroll_printstr(vs, scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
1543                                                 }
1544                                                         break;
1545                                                         
1546                                                 case V2D_UNIT_DEGREES:          /* Graph Editor for rotation Drivers */
1547                                                         /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
1548                                                         scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
1549                                                         break;
1550                                         }
1551                                 }
1552                         }
1553                 }
1554         }
1555         
1556         /* vertical scrollbar */
1557         if (scroll & V2D_SCROLL_VERTICAL) {
1558                 
1559                 if(vs->vertfull==0) {
1560                         bTheme *btheme= U.themes.first;
1561                         uiWidgetColors wcol= btheme->tui.wcol_scroll;
1562                         rcti slider;
1563                         int state;
1564                         
1565                         slider.xmin= vert.xmin;
1566                         slider.xmax= vert.xmax;
1567                         slider.ymin= vs->vert_min;
1568                         slider.ymax= vs->vert_max;
1569                         
1570                         state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0;
1571                         if (!(v2d->keepzoom & V2D_LOCKZOOM_Y))
1572                                 state |= UI_SCROLL_ARROWS;
1573                         uiWidgetScrollDraw(&wcol, &vert, &slider, state);
1574                 }
1575                 
1576                 
1577                 /* scale indiators */
1578                 // XXX will need to update the font drawing when the new stuff comes in
1579                 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
1580                         View2DGrid *grid= vs->grid;
1581                         float fac, dfac, val;
1582                         
1583                         /* the numbers: convert grid->starty and dy to scroll coordinates 
1584                          *      - fac is y-coordinate to draw to
1585                          *      - dfac is gap between scale markings
1586                          *      - these involve a correction for horizontal scrollbar
1587                          *        NOTE: it's assumed that that scrollbar is there if this is involved!
1588                          */
1589                         fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1590                         fac= (vert.ymin + V2D_SCROLL_HEIGHT) + fac*(vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
1591                         
1592                         dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
1593                         dfac= dfac * (vert.ymax - vert.ymin - V2D_SCROLL_HEIGHT);
1594                         
1595                         /* set starting value, and text color */
1596                         UI_ThemeColor(TH_TEXT);
1597                         val= grid->starty;
1598                         
1599                         /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
1600                         // XXX only relevant to Sequencer, so need to review this when we port that code
1601                         if (vs->yclamp == V2D_GRID_CLAMP)
1602                                 fac += 0.5f * dfac;
1603                                 
1604                         /* draw vertical steps */
1605                         if (dfac > 0.0f) {
1606                                 
1607                                 BLF_default_rotation(90.0f);
1608                                 
1609                                 for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) {
1610                                         
1611                                         /* make prints look nicer for scrollers */
1612                                         if(fac < vert.ymin+10)
1613                                                 continue;
1614                                         
1615                                         scroll_printstr(vs, scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v');
1616                                 }
1617                                 
1618                                 BLF_default_rotation(0.0f);
1619                         }
1620                 }       
1621         }
1622         
1623 }
1624
1625 /* free temporary memory used for drawing scrollers */
1626 void UI_view2d_scrollers_free(View2DScrollers *scrollers)
1627 {
1628         /* need to free grid as well... */
1629         if (scrollers->grid) MEM_freeN(scrollers->grid);
1630         MEM_freeN(scrollers);
1631 }
1632
1633 /* *********************************************************************** */
1634 /* List View Utilities */
1635
1636 /* Get the view-coordinates of the nominated cell 
1637  *      - columnwidth, rowheight        = size of each 'cell'
1638  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1639  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1640  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1641  *                                                        the min-coordinates of the first item.
1642  *      - column, row                           = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at
1643  *      - rect                                  = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
1644  */
1645 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)
1646 {
1647         /* sanity checks */
1648         if ELEM(NULL, v2d, rect)
1649                 return;
1650         if ((columnwidth <= 0) && (rowheight <= 0)) {
1651                 rect->xmin= rect->xmax= 0.0f;
1652                 rect->ymin= rect->ymax= 0.0f;
1653                 return;
1654         }
1655         
1656         /* x-coordinates */
1657         rect->xmin= startx + (float)(columnwidth * column);
1658         rect->xmax= startx + (float)(columnwidth * (column + 1));
1659         
1660         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
1661                 /* simply negate the values for the coordinates if in negative half */
1662                 rect->xmin = -rect->xmin;
1663                 rect->xmax = -rect->xmax;
1664         }
1665         
1666         /* y-coordinates */
1667         rect->ymin= starty + (float)(rowheight * row);
1668         rect->ymax= starty + (float)(rowheight * (row + 1));
1669         
1670         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
1671                 /* simply negate the values for the coordinates if in negative half */
1672                 rect->ymin = -rect->ymin;
1673                 rect->ymax = -rect->ymax;
1674         }
1675 }
1676
1677 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
1678  *      - columnwidth, rowheight        = size of each 'cell'
1679  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1680  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1681  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1682  *                                                        the min-coordinates of the first item.
1683  *      - viewx, viewy                  = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
1684  *      - column, row                           = the 'coordinates' of the relevant 'cell'
1685  */
1686 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1687                                                 float viewx, float viewy, int *column, int *row)
1688 {
1689         /* adjust view coordinates to be all positive ints, corrected for the start offset */
1690         const int x= (int)(floor(fabs(viewx) + 0.5f) - startx); 
1691         const int y= (int)(floor(fabs(viewy) + 0.5f) - starty);
1692         
1693         /* sizes must not be negative */
1694         if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) {
1695                 if (column) *column= 0;
1696                 if (row) *row= 0;
1697                 
1698                 return;
1699         }
1700         
1701         /* get column */
1702         if ((column) && (columnwidth > 0))
1703                 *column= x / columnwidth;
1704         else if (column)
1705                 *column= 0;
1706         
1707         /* get row */
1708         if ((row) && (rowheight > 0))
1709                 *row= y / rowheight;
1710         else if (row)
1711                 *row= 0;
1712 }
1713
1714 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect 
1715  *      - columnwidth, rowheight        = size of each 'cell'
1716  *      - startx, starty                        = coordinates that the list starts from, which should be (0,0) for most views
1717  *      - column/row_min/max            = the starting and ending column/row indices
1718  */
1719 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1720                                                 int *column_min, int *column_max, int *row_min, int *row_max)
1721 {
1722         /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
1723         if (v2d) {
1724                 /* min */
1725                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1726                                         v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
1727                                         
1728                 /* max*/
1729                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1730                                         v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
1731         }
1732 }
1733
1734 /* *********************************************************************** */
1735 /* Coordinate Conversions */
1736
1737 /* Convert from screen/region space to 2d-View space 
1738  *      
1739  *      - x,y                   = coordinates to convert
1740  *      - viewx,viewy           = resultant coordinates
1741  */
1742 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
1743 {
1744         float div, ofs;
1745
1746         if (viewx) {
1747                 div= (float)(v2d->mask.xmax - v2d->mask.xmin);
1748                 ofs= (float)v2d->mask.xmin;
1749                 
1750                 *viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
1751         }
1752
1753         if (viewy) {
1754                 div= (float)(v2d->mask.ymax - v2d->mask.ymin);
1755                 ofs= (float)v2d->mask.ymin;
1756                 
1757                 *viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
1758         }
1759 }
1760
1761 /* Convert from 2d-View space to screen/region space
1762  *      - Coordinates are clamped to lie within bounds of region
1763  *
1764  *      - x,y                           = coordinates to convert
1765  *      - regionx,regiony       = resultant coordinates 
1766  */
1767 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
1768 {
1769         /* set initial value in case coordinate lies outside of bounds */
1770         if (regionx)
1771                 *regionx= V2D_IS_CLIPPED;
1772         if (regiony)
1773                 *regiony= V2D_IS_CLIPPED;
1774         
1775         /* express given coordinates as proportional values */
1776         x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1777         y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1778         
1779         /* check if values are within bounds */
1780         if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
1781                 if (regionx)
1782                         *regionx= (int)(v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin));
1783                 if (regiony)
1784                         *regiony= (int)(v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin));
1785         }
1786 }
1787
1788 /* Convert from 2d-view space to screen/region space
1789  *      - Coordinates are NOT clamped to lie within bounds of region
1790  *
1791  *      - x,y                           = coordinates to convert
1792  *      - regionx,regiony       = resultant coordinates 
1793  */
1794 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
1795 {
1796         /* step 1: express given coordinates as proportional values */
1797         x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1798         y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1799         
1800         /* step 2: convert proportional distances to screen coordinates  */
1801         x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
1802         y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
1803         
1804         /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
1805         if (regionx) {
1806                 if (x < INT_MIN) *regionx= INT_MIN;
1807                 else if(x > INT_MAX) *regionx= INT_MAX;
1808                 else *regionx= (int)x;
1809         }
1810         if (regiony) {
1811                 if (y < INT_MIN) *regiony= INT_MIN;
1812                 else if(y > INT_MAX) *regiony= INT_MAX;
1813                 else *regiony= (int)y;
1814         }
1815 }
1816
1817 /* *********************************************************************** */
1818 /* Utilities */
1819
1820 /* View2D data by default resides in region, so get from region stored in context */
1821 View2D *UI_view2d_fromcontext(const bContext *C)
1822 {
1823         ScrArea *area= CTX_wm_area(C);
1824         ARegion *region= CTX_wm_region(C);
1825
1826         if (area == NULL) return NULL;
1827         if (region == NULL) return NULL;
1828         return &(region->v2d);
1829 }
1830
1831 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
1832 View2D *UI_view2d_fromcontext_rwin(const bContext *C)
1833 {
1834         ScrArea *area= CTX_wm_area(C);
1835         ARegion *region= CTX_wm_region(C);
1836
1837         if (area == NULL) return NULL;
1838         if (region == NULL) return NULL;
1839         if (region->regiontype!=RGN_TYPE_WINDOW) {
1840                 ARegion *ar= area->regionbase.first;
1841                 for(; ar; ar= ar->next)
1842                         if(ar->regiontype==RGN_TYPE_WINDOW)
1843                                 return &(ar->v2d);
1844                 return NULL;
1845         }
1846         return &(region->v2d);
1847 }
1848
1849
1850 /* Calculate the scale per-axis of the drawing-area
1851  *      - Is used to inverse correct drawing of icons, etc. that need to follow view 
1852  *        but not be affected by scale
1853  *
1854  *      - x,y   = scale on each axis
1855  */
1856 void UI_view2d_getscale(View2D *v2d, float *x, float *y) 
1857 {
1858         if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1859         if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1860 }
1861
1862 /* Check if mouse is within scrollers
1863  *      - Returns appropriate code for match
1864  *              'h' = in horizontal scroller
1865  *              'v' = in vertical scroller
1866  *              0 = not in scroller
1867  *      
1868  *      - x,y   = mouse coordinates in screen (not region) space
1869  */
1870 short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y)
1871 {
1872         ARegion *ar= CTX_wm_region(C);
1873         int co[2];
1874         int scroll= view2d_scroll_mapped(v2d->scroll);
1875         
1876         /* clamp x,y to region-coordinates first */
1877         co[0]= x - ar->winrct.xmin;
1878         co[1]= y - ar->winrct.ymin;
1879         
1880         /* check if within scrollbars */
1881         if (scroll & V2D_SCROLL_HORIZONTAL) {
1882                 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
1883         }
1884         if (scroll & V2D_SCROLL_VERTICAL) {
1885                 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
1886         }       
1887         
1888         /* not found */
1889         return 0;
1890 }
1891
1892 /* ******************* view2d text drawing cache ******************** */
1893
1894 /* assumes caches are used correctly, so for time being no local storage in v2d */
1895 static ListBase strings= {NULL, NULL};
1896
1897 typedef struct View2DString {
1898         struct View2DString *next, *prev;
1899         float col[4];
1900         char str[128]; 
1901         short mval[2];
1902         rcti rect;
1903 } View2DString;
1904
1905
1906 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)
1907 {
1908         int mval[2];
1909         
1910         UI_view2d_view_to_region(v2d, x, y, mval, mval+1);
1911         
1912         if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) {
1913                 /* use calloc, rect has to be zeroe'd */
1914                 View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
1915                 
1916                 BLI_addtail(&strings, v2s);
1917                 BLI_strncpy(v2s->str, str, 128);
1918                 v2s->mval[0]= mval[0];
1919                 v2s->mval[1]= mval[1];
1920                 glGetFloatv(GL_CURRENT_COLOR, v2s->col);
1921         }
1922 }
1923
1924 /* no clip (yet) */
1925 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)
1926 {
1927         View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
1928         
1929         UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
1930         UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
1931         
1932         BLI_addtail(&strings, v2s);
1933         BLI_strncpy(v2s->str, str, 128);
1934         glGetFloatv(GL_CURRENT_COLOR, v2s->col);
1935 }
1936
1937
1938 void UI_view2d_text_cache_draw(ARegion *ar)
1939 {
1940         View2DString *v2s;
1941         
1942         //      wmPushMatrix();
1943         ED_region_pixelspace(ar);
1944         
1945         for(v2s= strings.first; v2s; v2s= v2s->next) {
1946                 glColor3fv(v2s->col);
1947                 if(v2s->rect.xmin==v2s->rect.xmax)
1948                         BLF_draw_default((float)v2s->mval[0], (float)v2s->mval[1], 0.0, v2s->str);
1949                 else {
1950                         int xofs=0, yofs;
1951                         
1952                         yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28")));
1953                         if(yofs<1) yofs= 1;
1954                         
1955                         BLF_clipping(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4);
1956                         BLF_enable(BLF_CLIPPING);
1957                         
1958                         BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, v2s->str);
1959
1960                         BLF_disable(BLF_CLIPPING);
1961                 }
1962         }
1963         
1964         //      wmPopMatrix();
1965         
1966         if(strings.first) 
1967                 BLI_freelistN(&strings);
1968 }
1969
1970
1971 /* ******************************************************** */
1972
1973