style chang, made mainly because I wanted to be able to add breakpoints to MEM_freeN...
[blender.git] / source / blender / editors / interface / view2d.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version. 
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2008 Blender Foundation.
19  * All rights reserved.
20  * 
21  * Contributor(s): Blender Foundation, Joshua Leung
22  *
23  * ***** END GPL LICENSE BLOCK *****
24  */
25
26 /** \file blender/editors/interface/view2d.c
27  *  \ingroup edinterface
28  */
29
30
31 #include <float.h>
32 #include <limits.h>
33 #include <math.h>
34 #include <string.h>
35
36 #include "MEM_guardedalloc.h"
37
38 #include "DNA_scene_types.h"
39 #include "DNA_userdef_types.h"
40
41 #include "BLI_blenlib.h"
42 #include "BLI_utildefines.h"
43
44 #include "BKE_context.h"
45 #include "BKE_screen.h"
46 #include "BKE_global.h"
47
48
49 #include "WM_api.h"
50
51 #include "BIF_gl.h"
52
53 #include "BLF_api.h"
54
55 #include "ED_anim_api.h"
56 #include "ED_screen.h"
57
58 #include "UI_interface.h"
59 #include "UI_view2d.h"
60
61 #include "interface_intern.h"
62
63 /* *********************************************************************** */
64
65 /* XXX still unresolved: scrolls hide/unhide vs region mask handling */
66 /* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */
67
68 /* helper to allow scrollbars to dynamically hide
69  *      - returns a copy of the scrollbar settings with the flags to display 
70  *        horizontal/vertical scrollbars removed
71  *      - input scroll value is the v2d->scroll var
72  *      - hide flags are set per region at drawtime
73  */
74 static int view2d_scroll_mapped(int scroll)
75 {
76         if(scroll & V2D_SCROLL_HORIZONTAL_HIDE)
77                 scroll &= ~(V2D_SCROLL_HORIZONTAL);
78         if(scroll & V2D_SCROLL_VERTICAL_HIDE)
79                 scroll &= ~(V2D_SCROLL_VERTICAL);
80         return scroll;
81 }
82
83 /* called each time cur changes, to dynamically update masks */
84 static void view2d_masks(View2D *v2d)
85 {
86         int scroll;
87         
88         /* mask - view frame */
89         v2d->mask.xmin= v2d->mask.ymin= 0;
90         v2d->mask.xmax= v2d->winx - 1;  /* -1 yes! masks are pixels */
91         v2d->mask.ymax= v2d->winy - 1;
92
93 #if 0
94         // XXX see above
95         v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE|V2D_SCROLL_VERTICAL_HIDE);
96         /* check size if: */
97         if (v2d->scroll & V2D_SCROLL_HORIZONTAL)
98                 if(!(v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL))
99                         if (v2d->tot.xmax-v2d->tot.xmin <= v2d->cur.xmax-v2d->cur.xmin)
100                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
101         if (v2d->scroll & V2D_SCROLL_VERTICAL)
102                 if(!(v2d->scroll & V2D_SCROLL_SCALE_VERTICAL))
103                         if (v2d->tot.ymax-v2d->tot.ymin <= v2d->cur.ymax-v2d->cur.ymin)
104                                 v2d->scroll |= V2D_SCROLL_VERTICAL_HIDE;
105 #endif
106         scroll= view2d_scroll_mapped(v2d->scroll);
107         
108         /* scrollers shrink mask area, but should be based off regionsize 
109          *      - they can only be on one to two edges of the region they define
110          *      - if they overlap, they must not occupy the corners (which are reserved for other widgets)
111          */
112         if (scroll) {
113                 /* vertical scroller */
114                 if (scroll & V2D_SCROLL_LEFT) {
115                         /* on left-hand edge of region */
116                         v2d->vert= v2d->mask;
117                         v2d->vert.xmax= V2D_SCROLL_WIDTH;
118                         v2d->mask.xmin= v2d->vert.xmax + 1;
119                 }
120                 else if (scroll & V2D_SCROLL_RIGHT) {
121                         /* on right-hand edge of region */
122                         v2d->vert= v2d->mask;
123                         v2d->vert.xmax++; /* one pixel extra... was leaving a minor gap... */
124                         v2d->vert.xmin= v2d->vert.xmax - V2D_SCROLL_WIDTH;
125                         v2d->mask.xmax= v2d->vert.xmin - 1;
126                 }
127                 
128                 /* horizontal scroller */
129                 if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
130                         /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
131                         v2d->hor= v2d->mask;
132                         v2d->hor.ymax= V2D_SCROLL_HEIGHT;
133                         v2d->mask.ymin= v2d->hor.ymax + 1;
134                 }
135                 else if (scroll & V2D_SCROLL_TOP) {
136                         /* on upper edge of region */
137                         v2d->hor= v2d->mask;
138                         v2d->hor.ymin= v2d->hor.ymax - V2D_SCROLL_HEIGHT;
139                         v2d->mask.ymax= v2d->hor.ymin - 1;
140                 }
141                 
142                 /* adjust vertical scroller if there's a horizontal scroller, to leave corner free */
143                 if (scroll & V2D_SCROLL_VERTICAL) {
144                         /* just set y min/max for vertical scroller to y min/max of mask as appropriate */
145                         if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O)) {
146                                 /* on bottom edge of region (V2D_SCROLL_BOTTOM_O is outliner, the other is for standard) */
147                                 v2d->vert.ymin= v2d->mask.ymin;
148                         }
149                         else if (scroll & V2D_SCROLL_TOP) {
150                                 /* on upper edge of region */
151                                 v2d->vert.ymax= v2d->mask.ymax;
152                         }
153                 }
154         }
155         
156 }
157
158 /* Refresh and Validation */
159
160 /* Initialise all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize
161  *      - for some of these presets, it is expected that the region will have defined some
162  *        additional settings necessary for the customisation of the 2D viewport to its requirements
163  *      - this function should only be called from region init() callbacks, where it is expected that
164  *        this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialised. 
165  */
166 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
167 {
168         short tot_changed= 0, init= 0;
169         uiStyle *style= UI_GetStyle();
170
171         /* initialise data if there is a need for such */
172         if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
173                 /* set initialised flag so that View2D doesn't get reinitialised next time again */
174                 v2d->flag |= V2D_IS_INITIALISED;
175
176                 init= 1;
177                 
178                 /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
179                 switch (type) {
180                         /* 'standard view' - optimum setup for 'standard' view behaviour,
181                          *  that should be used new views as basis for their
182                          *      own unique View2D settings, which should be used instead of this in most cases...
183                          */
184                         case V2D_COMMONVIEW_STANDARD:
185                         {
186                                 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
187                                 v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM);
188                                 v2d->minzoom= 0.01f;
189                                 v2d->maxzoom= 1000.0f;
190                                 
191                                 /* tot rect and cur should be same size, and aligned using 'standard' OpenGL coordinates for now 
192                                  *      - region can resize 'tot' later to fit other data
193                                  *      - keeptot is only within bounds, as strict locking is not that critical
194                                  *      - view is aligned for (0,0) -> (winx-1, winy-1) setup
195                                  */
196                                 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
197                                 v2d->keeptot= V2D_KEEPTOT_BOUNDS;
198                                 
199                                 v2d->tot.xmin= v2d->tot.ymin= 0.0f;
200                                 v2d->tot.xmax= (float)(winx - 1);
201                                 v2d->tot.ymax= (float)(winy - 1);
202                                 
203                                 v2d->cur= v2d->tot;
204                                 
205                                 /* scrollers - should we have these by default? */
206                                 // XXX for now, we don't override this, or set it either!
207                         }
208                                 break;
209                         
210                         /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
211                         case V2D_COMMONVIEW_LIST:
212                         {
213                                 /* zoom + aspect ratio are locked */
214                                 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
215                                 v2d->minzoom= v2d->maxzoom= 1.0f;
216                                 
217                                 /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
218                                 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
219                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
220                                 tot_changed= 1;
221                                 
222                                 /* scroller settings are currently not set here... that is left for regions... */
223                         }
224                                 break;
225                                 
226                         /* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead. 
227                          *      zoom, aspect ratio, and alignment restrictions are set here */
228                         case V2D_COMMONVIEW_STACK:
229                         {
230                                 /* zoom + aspect ratio are locked */
231                                 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
232                                 v2d->minzoom= v2d->maxzoom= 1.0f;
233                                 
234                                 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
235                                 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
236                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
237                                 tot_changed= 1;
238                                 
239                                 /* scroller settings are currently not set here... that is left for regions... */
240                         }
241                                 break;
242                                 
243                         /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
244                         case V2D_COMMONVIEW_HEADER:
245                         {
246                                 /* zoom + aspect ratio are locked */
247                                 v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
248                                 v2d->minzoom= v2d->maxzoom= 1.0f;
249                                 v2d->min[0]= v2d->max[0]= (float)(winx-1);
250                                 v2d->min[1]= v2d->max[1]= (float)(winy-1);
251                                 
252                                 /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
253                                 v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
254                                 v2d->keeptot = V2D_KEEPTOT_STRICT;
255                                 tot_changed= 1;
256                                 
257                                 /* panning in y-axis is prohibited */
258                                 v2d->keepofs= V2D_LOCKOFS_Y;
259                                 
260                                 /* absolutely no scrollers allowed */
261                                 v2d->scroll= 0;
262                                 
263                         }
264                                 break;
265                         
266                         /* panels view, with horizontal/vertical align */
267                         case V2D_COMMONVIEW_PANELS_UI:
268                         {
269                                 float panelzoom= (style) ? style->panelzoom : 1.0f;
270                                 
271                                 /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
272                                 v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM|V2D_KEEPZOOM);
273                                 v2d->minzoom= 0.5f;
274                                 v2d->maxzoom= 2.0f;
275                                 //tot_changed= 1;
276                                 
277                                 v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
278                                 v2d->keeptot= V2D_KEEPTOT_BOUNDS;
279                                 
280                                 v2d->scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
281                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
282                                 v2d->scroll &= ~V2D_SCROLL_VERTICAL_HIDE;
283
284                                 v2d->tot.xmin= 0.0f;
285                                 v2d->tot.xmax= winx;
286                                 
287                                 v2d->tot.ymax= 0.0f;
288                                 v2d->tot.ymin= -winy;
289                                 
290                                 v2d->cur.xmin= 0.0f;
291                                 /* bad workaround for keeping zoom level with scrollers */
292                                 v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom;
293                                 
294                                 v2d->cur.ymax= 0.0f;
295                                 v2d->cur.ymin= (-winy)*panelzoom;
296                         }
297                                 break;
298                                 
299                                 /* other view types are completely defined using their own settings already */
300                         default:
301                                 /* we don't do anything here, as settings should be fine, but just make sure that rect */
302                                 break;  
303                 }
304         }
305         
306         /* store view size */
307         v2d->winx= winx;
308         v2d->winy= winy;
309         
310         /* set masks */
311         view2d_masks(v2d);
312         
313         /* set 'tot' rect before setting cur? */
314         if (tot_changed) 
315                 UI_view2d_totRect_set_resize(v2d, winx, winy, !init);
316         else
317                 UI_view2d_curRect_validate_resize(v2d, !init);
318 }
319
320 /* Ensure View2D rects remain in a viable configuration 
321  *      - cur is not allowed to be: larger than max, smaller than min, or outside of tot
322  */
323 // XXX pre2.5 -> this used to be called  test_view2d()
324 void UI_view2d_curRect_validate_resize(View2D *v2d, int resize)
325 {
326         float totwidth, totheight, curwidth, curheight, width, height;
327         float winx, winy;
328         rctf *cur, *tot;
329         
330         /* use mask as size of region that View2D resides in, as it takes into account scrollbars already  */
331         winx= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
332         winy= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
333         
334         /* get pointers to rcts for less typing */
335         cur= &v2d->cur;
336         tot= &v2d->tot;
337         
338         /* we must satisfy the following constraints (in decreasing order of importance):
339          *      - alignment restrictions are respected
340          *      - cur must not fall outside of tot
341          *      - axis locks (zoom and offset) must be maintained
342          *      - zoom must not be excessive (check either sizes or zoom values)
343          *      - aspect ratio should be respected (NOTE: this is quite closely realted to zoom too)
344          */
345         
346         /* Step 1: if keepzoom, adjust the sizes of the rects only
347          *      - firstly, we calculate the sizes of the rects
348          *      - curwidth and curheight are saved as reference... modify width and height values here
349          */
350         totwidth= tot->xmax - tot->xmin;
351         totheight= tot->ymax - tot->ymin;
352         curwidth= width= cur->xmax - cur->xmin;
353         curheight= height= cur->ymax - cur->ymin;
354         
355         /* if zoom is locked, size on the appropriate axis is reset to mask size */
356         if (v2d->keepzoom & V2D_LOCKZOOM_X)
357                 width= winx;
358         if (v2d->keepzoom & V2D_LOCKZOOM_Y)
359                 height= winy;
360                 
361         /* values used to divide, so make it safe 
362          * NOTE: width and height must use FLT_MIN instead of 1, otherwise it is impossible to
363          *              get enough resolution in Graph Editor for editing some curves
364          */
365         if(width < FLT_MIN) width= 1;
366         if(height < FLT_MIN) height= 1;
367         if(winx < 1) winx= 1;
368         if(winy < 1) winy= 1;
369         
370         /* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */
371         if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) {
372                 float zoom, oldzoom;
373
374                 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
375                         zoom= winx / width;
376                         oldzoom= v2d->oldwinx / curwidth;
377
378                         if(oldzoom != zoom)
379                                 width *= zoom/oldzoom;
380                 }
381
382                 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
383                         zoom= winy / height;
384                         oldzoom= v2d->oldwiny / curheight;
385
386                         if(oldzoom != zoom)
387                                 height *= zoom/oldzoom;
388                 }
389         }
390         /* keepzoom (V2D_LIMITZOOM set), indicates that zoom level on each axis must not exceed limits 
391          * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
392          */
393         else if (v2d->keepzoom & V2D_LIMITZOOM) {
394                 float zoom, fac;
395                 
396                 /* check if excessive zoom on x-axis */
397                 if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
398                         zoom= winx / width;
399                         if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
400                                 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
401                                 width *= fac;
402                         }
403                 }
404                 
405                 /* check if excessive zoom on y-axis */
406                 if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
407                         zoom= winy / height;
408                         if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
409                                 fac= (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
410                                 height *= fac;
411                         }
412                 }
413         }
414         else {
415                 /* make sure sizes don't exceed that of the min/max sizes (even though we're not doing zoom clamping) */
416                 CLAMP(width, v2d->min[0], v2d->max[0]);
417                 CLAMP(height, v2d->min[1], v2d->max[1]);
418         }
419         
420         /* check if we should restore aspect ratio (if view size changed) */
421         if (v2d->keepzoom & V2D_KEEPASPECT) {
422                 short do_x=0, do_y=0, do_cur /* , do_win */ /* UNUSED */;
423                 float /* curRatio, */ /* UNUSED */ winRatio;
424                 
425                 /* when a window edge changes, the aspect ratio can't be used to
426                  * find which is the best new 'cur' rect. thats why it stores 'old' 
427                  */
428                 if (winx != v2d->oldwinx) do_x= 1;
429                 if (winy != v2d->oldwiny) do_y= 1;
430                 
431                 /* curRatio= height / width; */ /* UNUSED */
432                 winRatio= winy / winx;
433                 
434                 /* both sizes change (area/region maximised)  */
435                 if (do_x == do_y) {
436                         if (do_x && do_y) {
437                                 /* here is 1,1 case, so all others must be 0,0 */
438                                 if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y= 0;
439                                 else do_x= 0;
440                         }
441                         else if (winRatio > 1.0f) do_x= 0; 
442                         else do_x= 1;
443                 }
444                 do_cur= do_x;
445                 /* do_win= do_y; */ /* UNUSED */
446                 
447                 if (do_cur) {
448                         if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winx != v2d->oldwinx)) {
449                                 /* special exception for Outliner (and later channel-lists):
450                                  *      - The view may be moved left to avoid contents being pushed out of view when view shrinks. 
451                                  *      - The keeptot code will make sure cur->xmin will not be less than tot->xmin (which cannot be allowed)
452                                  *      - width is not adjusted for changed ratios here...
453                                  */
454                                 if (winx < v2d->oldwinx) {
455                                         float temp = v2d->oldwinx - winx;
456                                         
457                                         cur->xmin -= temp;
458                                         cur->xmax -= temp;
459                                         
460                                         /* width does not get modified, as keepaspect here is just set to make 
461                                          * sure visible area adjusts to changing view shape! 
462                                          */
463                                 }
464                         }
465                         else {
466                                 /* portrait window: correct for x */
467                                 width= height / winRatio;
468                         }
469                 }
470                 else {
471                         if ((v2d->keeptot == V2D_KEEPTOT_STRICT) && (winy != v2d->oldwiny)) {
472                                 /* special exception for Outliner (and later channel-lists):
473                                  *      - Currently, no actions need to be taken here...
474                                  */
475
476                                 if (winy < v2d->oldwiny) {
477                                         float temp = v2d->oldwiny - winy;
478                                         
479                                         cur->ymin += temp;
480                                         cur->ymax += temp;
481                                 }
482
483                         }
484                         else {
485                                 /* landscape window: correct for y */
486                                 height = width * winRatio;
487                         }
488                 }
489                 
490                 /* store region size for next time */
491                 v2d->oldwinx= (short)winx; 
492                 v2d->oldwiny= (short)winy;
493         }
494         
495         /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
496         if ((width != curwidth) || (height != curheight)) {
497                 float temp, dh;
498                 
499                 /* resize from centerpoint, unless otherwise specified */
500                 if (width != curwidth) {
501                         if (v2d->keepofs & V2D_LOCKOFS_X) {
502                                 cur->xmax += width - (cur->xmax - cur->xmin);
503                         }
504                         else if (v2d->keepofs & V2D_KEEPOFS_X) {
505                                 if(v2d->align & V2D_ALIGN_NO_POS_X)
506                                         cur->xmin -= width - (cur->xmax - cur->xmin);
507                                 else
508                                         cur->xmax += width - (cur->xmax - cur->xmin);
509                         }
510                         else {
511                                 temp= (cur->xmax + cur->xmin) * 0.5f;
512                                 dh= width * 0.5f;
513                                 
514                                 cur->xmin = temp - dh;
515                                 cur->xmax = temp + dh;
516                         }
517                 }
518                 if (height != curheight) {
519                         if (v2d->keepofs & V2D_LOCKOFS_Y) {
520                                 cur->ymax += height - (cur->ymax - cur->ymin);
521                         }
522                         else if (v2d->keepofs & V2D_KEEPOFS_Y) {
523                                 if(v2d->align & V2D_ALIGN_NO_POS_Y)
524                                         cur->ymin -= height - (cur->ymax - cur->ymin);
525                                 else
526                                         cur->ymax += height - (cur->ymax - cur->ymin);
527                         }
528                         else {
529                                 temp= (cur->ymax + cur->ymin) * 0.5f;
530                                 dh= height * 0.5f;
531                                 
532                                 cur->ymin = temp - dh;
533                                 cur->ymax = temp + dh;
534                         }
535                 }
536         }
537         
538         /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
539         if (v2d->keeptot) {
540                 float temp, diff;
541                 
542                 /* recalculate extents of cur */
543                 curwidth= cur->xmax - cur->xmin;
544                 curheight= cur->ymax - cur->ymin;
545                 
546                 /* width */
547                 if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X|V2D_LIMITZOOM)) ) {
548                         /* if zoom doesn't have to be maintained, just clamp edges */
549                         if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
550                         if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
551                 }
552                 else if (v2d->keeptot == V2D_KEEPTOT_STRICT) {
553                         /* This is an exception for the outliner (and later channel-lists, headers) 
554                          *      - must clamp within tot rect (absolutely no excuses)
555                          *      --> therefore, cur->xmin must not be less than tot->xmin
556                          */
557                         if (cur->xmin < tot->xmin) {
558                                 /* move cur across so that it sits at minimum of tot */
559                                 temp= tot->xmin - cur->xmin;
560                                 
561                                 cur->xmin += temp;
562                                 cur->xmax += temp;
563                         }
564                         else if (cur->xmax > tot->xmax) {
565                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
566                                  *      cur-xmin to lie past tot-xmin
567                                  * - otherwise, simply shift to tot-xmin???
568                                  */
569                                 temp= cur->xmax - tot->xmax;
570                                 
571                                 if ((cur->xmin - temp) < tot->xmin) {
572                                         /* only offset by difference from cur-min and tot-min */
573                                         temp= cur->xmin - tot->xmin;
574                                         
575                                         cur->xmin -= temp;
576                                         cur->xmax -= temp;
577                                 }
578                                 else {
579                                         cur->xmin -= temp;
580                                         cur->xmax -= temp;
581                                 }
582                         }
583                 }
584                 else {
585                         /* This here occurs when:
586                          *      - width too big, but maintaining zoom (i.e. widths cannot be changed)
587                          *      - width is OK, but need to check if outside of boundaries
588                          * 
589                          * So, resolution is to just shift view by the gap between the extremities.
590                          * We favour moving the 'minimum' across, as that's origin for most things
591                          * (XXX - in the past, max was favoured... if there are bugs, swap!)
592                          */
593                         if ((cur->xmin < tot->xmin) && (cur->xmax > tot->xmax)) {
594                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
595                                 temp= (tot->xmax + tot->xmin) * 0.5f;
596                                 diff= curheight * 0.5f;
597                                 
598                                 cur->xmin= temp - diff;
599                                 cur->xmax= temp + diff;
600                         }
601                         else if (cur->xmin < tot->xmin) {
602                                 /* move cur across so that it sits at minimum of tot */
603                                 temp= tot->xmin - cur->xmin;
604                                 
605                                 cur->xmin += temp;
606                                 cur->xmax += temp;
607                         }
608                         else if (cur->xmax > tot->xmax) {
609                                 /* - only offset by difference of cur-xmax and tot-xmax if that would not move 
610                                  *      cur-xmin to lie past tot-xmin
611                                  * - otherwise, simply shift to tot-xmin???
612                                  */
613                                 temp= cur->xmax - tot->xmax;
614                                 
615                                 if ((cur->xmin - temp) < tot->xmin) {
616                                         /* only offset by difference from cur-min and tot-min */
617                                         temp= cur->xmin - tot->xmin;
618                                         
619                                         cur->xmin -= temp;
620                                         cur->xmax -= temp;
621                                 }
622                                 else {
623                                         cur->xmin -= temp;
624                                         cur->xmax -= temp;
625                                 }
626                         }
627                 }
628                 
629                 /* height */
630                 if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y|V2D_LIMITZOOM)) ) {
631                         /* if zoom doesn't have to be maintained, just clamp edges */
632                         if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
633                         if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
634                 }
635                 else {
636                         /* This here occurs when:
637                          *      - height too big, but maintaining zoom (i.e. heights cannot be changed)
638                          *      - height is OK, but need to check if outside of boundaries
639                          * 
640                          * So, resolution is to just shift view by the gap between the extremities.
641                          * We favour moving the 'minimum' across, as that's origin for most things
642                          */
643                         if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
644                                 /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
645                                 temp= (tot->ymax + tot->ymin) * 0.5f;
646                                 diff= curheight * 0.5f;
647                                 
648                                 cur->ymin= temp - diff;
649                                 cur->ymax= temp + diff;
650                         }
651                         else if (cur->ymin < tot->ymin) {
652                                 /* there's still space remaining, so shift up */
653                                 temp= tot->ymin - cur->ymin;
654                                 
655                                 cur->ymin += temp;
656                                 cur->ymax += temp;
657                         }
658                         else if (cur->ymax > tot->ymax) {
659                                 /* there's still space remaining, so shift down */
660                                 temp= cur->ymax - tot->ymax;
661                                 
662                                 cur->ymin -= temp;
663                                 cur->ymax -= temp;
664                         }
665                 }
666         }
667         
668         /* Step 4: Make sure alignment restrictions are respected */
669         if (v2d->align) {
670                 /* If alignment flags are set (but keeptot is not), they must still be respected, as although
671                  * they don't specify any particular bounds to stay within, they do define ranges which are 
672                  * invalid.
673                  *
674                  * Here, we only check to make sure that on each axis, the 'cur' rect doesn't stray into these 
675                  * invalid zones, otherwise we offset.
676                  */
677                 
678                 /* handle width - posx and negx flags are mutually exclusive, so watch out */
679                 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
680                         /* width is in negative-x half */
681                         if (v2d->cur.xmax > 0) {
682                                 v2d->cur.xmin -= v2d->cur.xmax;
683                                 v2d->cur.xmax= 0.0f;
684                         }
685                 }
686                 else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
687                         /* width is in positive-x half */
688                         if (v2d->cur.xmin < 0) {
689                                 v2d->cur.xmax -= v2d->cur.xmin;
690                                 v2d->cur.xmin = 0.0f;
691                         }
692                 }
693                 
694                 /* handle height - posx and negx flags are mutually exclusive, so watch out */
695                 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
696                         /* height is in negative-y half */
697                         if (v2d->cur.ymax > 0) {
698                                 v2d->cur.ymin -= v2d->cur.ymax;
699                                 v2d->cur.ymax = 0.0f;
700                         }
701                 }
702                 else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
703                         /* height is in positive-y half */
704                         if (v2d->cur.ymin < 0) {
705                                 v2d->cur.ymax -= v2d->cur.ymin;
706                                 v2d->cur.ymin = 0.0f;
707                         }
708                 }
709         }
710         
711         /* set masks */
712         view2d_masks(v2d);
713 }
714
715 void UI_view2d_curRect_validate(View2D *v2d)
716 {
717         UI_view2d_curRect_validate_resize(v2d, 0);
718 }
719
720 /* ------------------ */
721
722 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
723 void UI_view2d_sync(bScreen *screen, ScrArea *area, View2D *v2dcur, int flag)
724 {
725         ScrArea *sa;
726         ARegion *ar;
727         
728         /* don't continue if no view syncing to be done */
729         if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME|V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
730                 return;
731                 
732         /* check if doing within area syncing (i.e. channels/vertical) */
733         if ((v2dcur->flag & V2D_VIEWSYNC_AREA_VERTICAL) && (area)) {
734                 for (ar= area->regionbase.first; ar; ar= ar->next) {
735                         /* don't operate on self */
736                         if (v2dcur != &ar->v2d) {
737                                 /* only if view has vertical locks enabled */
738                                 if (ar->v2d.flag & V2D_VIEWSYNC_AREA_VERTICAL) {
739                                         if (flag == V2D_LOCK_COPY) {
740                                                 /* other views with locks on must copy active */
741                                                 ar->v2d.cur.ymin= v2dcur->cur.ymin;
742                                                 ar->v2d.cur.ymax= v2dcur->cur.ymax;
743                                         }
744                                         else { /* V2D_LOCK_SET */
745                                                 /* active must copy others */
746                                                 v2dcur->cur.ymin= ar->v2d.cur.ymin;
747                                                 v2dcur->cur.ymax= ar->v2d.cur.ymax;
748                                         }
749                                         
750                                         /* region possibly changed, so refresh */
751                                         ED_region_tag_redraw(ar);
752                                 }
753                         }
754                 }
755         }
756         
757         /* check if doing whole screen syncing (i.e. time/horizontal) */
758         if ((v2dcur->flag & V2D_VIEWSYNC_SCREEN_TIME) && (screen)) {
759                 for (sa= screen->areabase.first; sa; sa= sa->next) {
760                         for (ar= sa->regionbase.first; ar; ar= ar->next) {
761                                 /* don't operate on self */
762                                 if (v2dcur != &ar->v2d) {
763                                         /* only if view has horizontal locks enabled */
764                                         if (ar->v2d.flag & V2D_VIEWSYNC_SCREEN_TIME) {
765                                                 if (flag == V2D_LOCK_COPY) {
766                                                         /* other views with locks on must copy active */
767                                                         ar->v2d.cur.xmin= v2dcur->cur.xmin;
768                                                         ar->v2d.cur.xmax= v2dcur->cur.xmax;
769                                                 }
770                                                 else { /* V2D_LOCK_SET */
771                                                         /* active must copy others */
772                                                         v2dcur->cur.xmin= ar->v2d.cur.xmin;
773                                                         v2dcur->cur.xmax= ar->v2d.cur.xmax;
774                                                 }
775                                                 
776                                                 /* region possibly changed, so refresh */
777                                                 ED_region_tag_redraw(ar);
778                                         }
779                                 }
780                         }
781                 }
782         }
783 }
784
785
786 /* Restore 'cur' rect to standard orientation (i.e. optimal maximum view of tot) 
787  * This does not take into account if zooming the view on an axis will improve the view (if allowed)
788  */
789 void UI_view2d_curRect_reset (View2D *v2d)
790 {
791         float width, height;
792         
793         /* assume width and height of 'cur' rect by default, should be same size as mask */
794         width= (float)(v2d->mask.xmax - v2d->mask.xmin + 1);
795         height= (float)(v2d->mask.ymax - v2d->mask.ymin + 1);
796         
797         /* handle width - posx and negx flags are mutually exclusive, so watch out */
798         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
799                 /* width is in negative-x half */
800                 v2d->cur.xmin= (float)-width;
801                 v2d->cur.xmax= 0.0f;
802         }
803         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
804                 /* width is in positive-x half */
805                 v2d->cur.xmin= 0.0f;
806                 v2d->cur.xmax= (float)width;
807         }
808         else {
809                 /* width is centered around x==0 */
810                 const float dx= (float)width / 2.0f;
811                 
812                 v2d->cur.xmin= -dx;
813                 v2d->cur.xmax= dx;
814         }
815         
816         /* handle height - posx and negx flags are mutually exclusive, so watch out */
817         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
818                 /* height is in negative-y half */
819                 v2d->cur.ymin= (float)-height;
820                 v2d->cur.ymax= 0.0f;
821         }
822         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
823                 /* height is in positive-y half */
824                 v2d->cur.ymin= 0.0f;
825                 v2d->cur.ymax= (float)height;
826         }
827         else {
828                 /* height is centered around y==0 */
829                 const float dy= (float)height / 2.0f;
830                 
831                 v2d->cur.ymin= -dy;
832                 v2d->cur.ymax= dy;
833         }
834 }
835
836 /* ------------------ */
837
838 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */
839 void UI_view2d_totRect_set_resize (View2D *v2d, int width, int height, int resize)
840 {
841         int scroll= view2d_scroll_mapped(v2d->scroll);
842         
843         /* don't do anything if either value is 0 */
844         width= abs(width);
845         height= abs(height);
846         
847         /* hrumf! */
848         /* XXX: there are work arounds for this in the panel and file browse code. */
849         if(scroll & V2D_SCROLL_HORIZONTAL) 
850                 width -= V2D_SCROLL_WIDTH;
851         if(scroll & V2D_SCROLL_VERTICAL) 
852                 height -= V2D_SCROLL_HEIGHT;
853         
854         if (ELEM3(0, v2d, width, height)) {
855                 if (G.f & G_DEBUG)
856                         printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d \n", (void *)v2d, width, height); // XXX temp debug info
857                 return;
858         }
859         
860         /* handle width - posx and negx flags are mutually exclusive, so watch out */
861         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
862                 /* width is in negative-x half */
863                 v2d->tot.xmin= (float)-width;
864                 v2d->tot.xmax= 0.0f;
865         }
866         else if ((v2d->align & V2D_ALIGN_NO_NEG_X) && !(v2d->align & V2D_ALIGN_NO_POS_X)) {
867                 /* width is in positive-x half */
868                 v2d->tot.xmin= 0.0f;
869                 v2d->tot.xmax= (float)width;
870         }
871         else {
872                 /* width is centered around x==0 */
873                 const float dx= (float)width / 2.0f;
874                 
875                 v2d->tot.xmin= -dx;
876                 v2d->tot.xmax= dx;
877         }
878         
879         /* handle height - posx and negx flags are mutually exclusive, so watch out */
880         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
881                 /* height is in negative-y half */
882                 v2d->tot.ymin= (float)-height;
883                 v2d->tot.ymax= 0.0f;
884         }
885         else if ((v2d->align & V2D_ALIGN_NO_NEG_Y) && !(v2d->align & V2D_ALIGN_NO_POS_Y)) {
886                 /* height is in positive-y half */
887                 v2d->tot.ymin= 0.0f;
888                 v2d->tot.ymax= (float)height;
889         }
890         else {
891                 /* height is centered around y==0 */
892                 const float dy= (float)height / 2.0f;
893                 
894                 v2d->tot.ymin= -dy;
895                 v2d->tot.ymax= dy;
896         }
897         
898         /* make sure that 'cur' rect is in a valid state as a result of these changes */
899         UI_view2d_curRect_validate_resize(v2d, resize);
900 }
901
902 void UI_view2d_totRect_set(View2D *v2d, int width, int height)
903 {
904         UI_view2d_totRect_set_resize(v2d, width, height, 0);
905 }
906
907 int UI_view2d_tab_set(View2D *v2d, int tab)
908 {
909         float default_offset[2]= {0.0f, 0.0f};
910         float *offset, *new_offset;
911         int changed= 0;
912
913         /* if tab changed, change offset */
914         if(tab != v2d->tab_cur && v2d->tab_offset) {
915                 if(tab < v2d->tab_num)
916                         offset= &v2d->tab_offset[tab*2];
917                 else
918                         offset= default_offset;
919
920                 v2d->cur.xmax += offset[0] - v2d->cur.xmin;
921                 v2d->cur.xmin= offset[0];
922
923                 v2d->cur.ymin += offset[1] - v2d->cur.ymax;
924                 v2d->cur.ymax= offset[1];
925
926                 /* validation should happen in subsequent totRect_set */
927
928                 changed= 1;
929         }
930
931         /* resize array if needed */
932         if(tab >= v2d->tab_num) {
933                 new_offset= MEM_callocN(sizeof(float)*(tab+1)*2, "view2d tab offset");
934
935                 if(v2d->tab_offset) {
936                         memcpy(new_offset, v2d->tab_offset, sizeof(float)*v2d->tab_num*2);
937                         MEM_freeN(v2d->tab_offset);
938                 }
939
940                 v2d->tab_offset= new_offset;
941                 v2d->tab_num= tab+1;
942         }
943
944         /* set current tab and offset */
945         v2d->tab_cur= tab;
946         v2d->tab_offset[2*tab+0]= v2d->cur.xmin;
947         v2d->tab_offset[2*tab+1]= v2d->cur.ymax;
948
949         return changed;
950 }
951
952 /* *********************************************************************** */
953 /* View Matrix Setup */
954
955 /* mapping function to ensure 'cur' draws extended over the area where sliders are */
956 static void view2d_map_cur_using_mask(View2D *v2d, rctf *curmasked)
957 {
958         *curmasked= v2d->cur;
959         
960         if (view2d_scroll_mapped(v2d->scroll)) {
961                 float dx= (v2d->cur.xmax-v2d->cur.xmin)/((float)(v2d->mask.xmax-v2d->mask.xmin+1));
962                 float dy= (v2d->cur.ymax-v2d->cur.ymin)/((float)(v2d->mask.ymax-v2d->mask.ymin+1));
963                 
964                 if (v2d->mask.xmin != 0)
965                         curmasked->xmin -= dx*(float)v2d->mask.xmin;
966                 if (v2d->mask.xmax+1 != v2d->winx)
967                         curmasked->xmax += dx*(float)(v2d->winx - v2d->mask.xmax-1);
968                 
969                 if (v2d->mask.ymin != 0)
970                         curmasked->ymin -= dy*(float)v2d->mask.ymin;
971                 if (v2d->mask.ymax+1 != v2d->winy)
972                         curmasked->ymax += dy*(float)(v2d->winy - v2d->mask.ymax-1);
973                 
974         }
975 }
976
977 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
978 void UI_view2d_view_ortho(View2D *v2d)
979 {
980         rctf curmasked;
981         float xofs, yofs;
982         
983         /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
984          * but only applied where requsted
985          */
986         /* XXX brecht: instead of zero at least use a tiny offset, otherwise
987          * pixel rounding is effectively random due to float inaccuracy */
988         xofs= 0.001f*(v2d->cur.xmax - v2d->cur.xmin)/(v2d->mask.xmax - v2d->mask.xmin);
989         yofs= 0.001f*(v2d->cur.ymax - v2d->cur.ymin)/(v2d->mask.ymax - v2d->mask.ymin);
990         
991         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
992         view2d_map_cur_using_mask(v2d, &curmasked);
993         
994         curmasked.xmin-= xofs; curmasked.xmax-=xofs;
995         curmasked.ymin-= yofs; curmasked.ymax-=yofs;
996         
997         /* XXX ton: this flag set by outliner, for icons */
998         if(v2d->flag & V2D_PIXELOFS_X) {
999                 curmasked.xmin= floorf(curmasked.xmin) - 0.001f;
1000                 curmasked.xmax= floorf(curmasked.xmax) - 0.001f;
1001         }
1002         if(v2d->flag & V2D_PIXELOFS_Y) {
1003                 curmasked.ymin= floorf(curmasked.ymin) - 0.001f;
1004                 curmasked.ymax= floorf(curmasked.ymax) - 0.001f;
1005         }
1006         
1007         /* set matrix on all appropriate axes */
1008         wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
1009
1010         /* XXX is this necessary? */
1011         glLoadIdentity();
1012 }
1013
1014 /* Set view matrices to only use one axis of 'cur' only
1015  *      - xaxis         = if non-zero, only use cur x-axis, otherwise use cur-yaxis (mostly this will be used for x)
1016  */
1017 void UI_view2d_view_orthoSpecial(ARegion *ar, View2D *v2d, short xaxis)
1018 {
1019         rctf curmasked;
1020         float xofs, yofs;
1021         
1022         /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
1023          * but only applied where requsted
1024          */
1025         /* XXX temp (ton) */
1026         xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
1027         yofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
1028         
1029         /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
1030         view2d_map_cur_using_mask(v2d, &curmasked);
1031         
1032         /* only set matrix with 'cur' coordinates on relevant axes */
1033         if (xaxis)
1034                 wmOrtho2(curmasked.xmin-xofs, curmasked.xmax-xofs, -yofs, ar->winy-yofs);
1035         else
1036                 wmOrtho2(-xofs, ar->winx-xofs, curmasked.ymin-yofs, curmasked.ymax-yofs);
1037                 
1038         /* XXX is this necessary? */
1039         glLoadIdentity();
1040
1041
1042
1043 /* Restore view matrices after drawing */
1044 void UI_view2d_view_restore(const bContext *C)
1045 {
1046         ARegion *ar= CTX_wm_region(C);
1047         int width= ar->winrct.xmax-ar->winrct.xmin+1;
1048         int height= ar->winrct.ymax-ar->winrct.ymin+1;
1049         
1050         wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
1051         glLoadIdentity();
1052         
1053         //      ED_region_pixelspace(CTX_wm_region(C));
1054 }
1055
1056 /* *********************************************************************** */
1057 /* Gridlines */
1058
1059 /* View2DGrid is typedef'd in UI_view2d.h */
1060 struct View2DGrid {
1061         float dx, dy;                   /* stepsize (in pixels) between gridlines */
1062         float startx, starty;   /* initial coordinates to start drawing grid from */
1063         int powerx, powery;             /* step as power of 10 */
1064 };
1065
1066 /* --------------- */
1067
1068 /* try to write step as a power of 10 */
1069 static void step_to_grid(float *step, int *power, int unit)
1070 {
1071         const float loga= (float)log10(*step);
1072         float rem;
1073         
1074         *power= (int)(loga);
1075         
1076         rem= loga - (*power);
1077         rem= (float)pow(10.0, rem);
1078         
1079         if (loga < 0.0f) {
1080                 if (rem < 0.2f) rem= 0.2f;
1081                 else if(rem < 0.5f) rem= 0.5f;
1082                 else rem= 1.0f;
1083                 
1084                 *step= rem * (float)pow(10.0, (*power));
1085                 
1086                 /* for frames, we want 1.0 frame intervals only */
1087                 if (unit == V2D_UNIT_FRAMES) {
1088                         rem = 1.0f;
1089                         *step = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */
1090                 }
1091                 
1092                 /* prevents printing 1.0 2.0 3.0 etc */
1093                 if (rem == 1.0f) (*power)++;    
1094         }
1095         else {
1096                 if (rem < 2.0f) rem= 2.0f;
1097                 else if(rem < 5.0f) rem= 5.0f;
1098                 else rem= 10.0f;
1099                 
1100                 *step= rem * (float)pow(10.0, (*power));
1101                 
1102                 (*power)++;
1103                 /* prevents printing 1.0, 2.0, 3.0, etc. */
1104                 if (rem == 10.0f) (*power)++;   
1105         }
1106 }
1107
1108 /* Intialise settings necessary for drawing gridlines in a 2d-view 
1109  *      - Currently, will return pointer to View2DGrid struct that needs to 
1110  *        be freed with UI_view2d_grid_free()
1111  *      - Is used for scrollbar drawing too (for units drawing)
1112  *      - Units + clamping args will be checked, to make sure they are valid values that can be used
1113  *        so it is very possible that we won't return grid at all!
1114  *      
1115  *      - xunits,yunits = V2D_UNIT_*  grid steps in seconds or frames 
1116  *      - xclamp,yclamp = V2D_CLAMP_* only show whole-number intervals
1117  *      - winx                  = width of region we're drawing to, note: not used but keeping for completeness.
1118  *      - winy                  = height of region we're drawing into
1119  */
1120 View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy)
1121 {
1122
1123         View2DGrid *grid;
1124         float space, pixels, seconddiv;
1125         
1126         /* check that there are at least some workable args */
1127         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
1128                 return NULL;
1129         
1130         /* grid here is allocated... */
1131         grid= MEM_callocN(sizeof(View2DGrid), "View2DGrid");
1132         
1133         /* rule: gridstep is minimal GRIDSTEP pixels */
1134         if (xunits == V2D_UNIT_SECONDS) {
1135                 seconddiv= (float)(0.01 * FPS);
1136         }
1137         else {
1138                 seconddiv= 1.0f;
1139         }
1140         
1141         /* calculate x-axis grid scale (only if both args are valid) */
1142         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1143                 space= v2d->cur.xmax - v2d->cur.xmin;
1144                 pixels= (float)(v2d->mask.xmax - v2d->mask.xmin);
1145                 
1146                 if(pixels!=0.0f) {
1147                         grid->dx= (U.v2d_min_gridsize * space) / (seconddiv * pixels);
1148                         step_to_grid(&grid->dx, &grid->powerx, xunits);
1149                         grid->dx *= seconddiv;
1150                 }
1151                 
1152                 if (xclamp == V2D_GRID_CLAMP) {
1153                         if (grid->dx < 0.1f) grid->dx= 0.1f;
1154                         grid->powerx-= 2;
1155                         if (grid->powerx < -2) grid->powerx= -2;
1156                 }
1157         }
1158         
1159         /* calculate y-axis grid scale (only if both args are valid) */
1160         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1161                 space= v2d->cur.ymax - v2d->cur.ymin;
1162                 pixels= (float)winy;
1163                 
1164                 grid->dy= U.v2d_min_gridsize * space / pixels;
1165                 step_to_grid(&grid->dy, &grid->powery, yunits);
1166                 
1167                 if (yclamp == V2D_GRID_CLAMP) {
1168                         if (grid->dy < 1.0f) grid->dy= 1.0f;
1169                         if (grid->powery < 1) grid->powery= 1;
1170                 }
1171         }
1172         
1173         /* calculate start position */
1174         if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) == 0) {
1175                 grid->startx= seconddiv*(v2d->cur.xmin/seconddiv - (float)fmod(v2d->cur.xmin/seconddiv, grid->dx/seconddiv));
1176                 if (v2d->cur.xmin < 0.0f) grid->startx-= grid->dx;
1177         }
1178         else
1179                 grid->startx= v2d->cur.xmin;
1180                 
1181         if (ELEM(V2D_ARG_DUMMY, yunits, yclamp) == 0) {
1182                 grid->starty= (v2d->cur.ymin - (float)fmod(v2d->cur.ymin, grid->dy));
1183                 if (v2d->cur.ymin < 0.0f) grid->starty-= grid->dy;
1184         }
1185         else
1186                 grid->starty= v2d->cur.ymin;
1187         
1188         return grid;
1189 }
1190
1191 /* Draw gridlines in the given 2d-region */
1192 void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
1193 {
1194         float vec1[2], vec2[2];
1195         int a, step;
1196         
1197         /* check for grid first, as it may not exist */
1198         if (grid == NULL)
1199                 return;
1200         
1201         /* vertical lines */
1202         if (flag & V2D_VERTICAL_LINES) {
1203                 /* initialise initial settings */
1204                 vec1[0]= vec2[0]= grid->startx;
1205                 vec1[1]= grid->starty;
1206                 vec2[1]= v2d->cur.ymax;
1207                 
1208                 /* minor gridlines */
1209                 step= (v2d->mask.xmax - v2d->mask.xmin + 1) / U.v2d_min_gridsize;
1210                 UI_ThemeColor(TH_GRID);
1211                 
1212                 for (a=0; a<step; a++) {
1213                         glBegin(GL_LINE_STRIP);
1214                                 glVertex2fv(vec1); 
1215                                 glVertex2fv(vec2);
1216                         glEnd();
1217                         
1218                         vec2[0]= vec1[0]+= grid->dx;
1219                 }
1220                 
1221                 /* major gridlines */
1222                 vec2[0]= vec1[0]-= 0.5f*grid->dx;
1223                 UI_ThemeColorShade(TH_GRID, 16);
1224                 
1225                 step++;
1226                 for (a=0; a<=step; a++) {
1227                         glBegin(GL_LINE_STRIP);
1228                                 glVertex2fv(vec1); 
1229                                 glVertex2fv(vec2);
1230                         glEnd();
1231                         
1232                         vec2[0]= vec1[0]-= grid->dx;
1233                 }
1234         }
1235         
1236         /* horizontal lines */
1237         if (flag & V2D_HORIZONTAL_LINES) {
1238                 /* only major gridlines */
1239                 vec1[1]= vec2[1]= grid->starty;
1240                 vec1[0]= grid->startx;
1241                 vec2[0]= v2d->cur.xmax;
1242                 
1243                 step= (v2d->mask.ymax - v2d->mask.ymin + 1) / U.v2d_min_gridsize;
1244                 
1245                 UI_ThemeColor(TH_GRID);
1246                 for (a=0; a<=step; a++) {
1247                         glBegin(GL_LINE_STRIP);
1248                                 glVertex2fv(vec1); 
1249                                 glVertex2fv(vec2);
1250                         glEnd();
1251                         
1252                         vec2[1]= vec1[1]+= grid->dy;
1253                 }
1254                 
1255                 /* fine grid lines */
1256                 vec2[1]= vec1[1]-= 0.5f*grid->dy;
1257                 step++;
1258                 
1259                 if (flag & V2D_HORIZONTAL_FINELINES) { 
1260                         UI_ThemeColorShade(TH_GRID, 16);
1261                         for (a=0; a<step; a++) {
1262                                 glBegin(GL_LINE_STRIP);
1263                                         glVertex2fv(vec1); 
1264                                         glVertex2fv(vec2);
1265                                 glEnd();
1266                                 
1267                                 vec2[1]= vec1[1]-= grid->dy;
1268                         }
1269                 }
1270         }
1271         
1272         /* Axes are drawn as darker lines */
1273         UI_ThemeColorShade(TH_GRID, -50);
1274         
1275         /* horizontal axis */
1276         if (flag & V2D_HORIZONTAL_AXIS) {
1277                 vec1[0]= v2d->cur.xmin;
1278                 vec2[0]= v2d->cur.xmax;
1279                 vec1[1]= vec2[1]= 0.0f;
1280                 
1281                 glBegin(GL_LINE_STRIP);
1282                         glVertex2fv(vec1);
1283                         glVertex2fv(vec2);
1284                 glEnd();
1285         }
1286         
1287         /* vertical axis */
1288         if (flag & V2D_VERTICAL_AXIS) {
1289                 vec1[1]= v2d->cur.ymin;
1290                 vec2[1]= v2d->cur.ymax;
1291                 vec1[0]= vec2[0]= 0.0f;
1292                 
1293                 glBegin(GL_LINE_STRIP);
1294                         glVertex2fv(vec1); 
1295                         glVertex2fv(vec2);
1296                 glEnd();
1297         }
1298 }
1299
1300 /* Draw a constant grid in given 2d-region */
1301 void UI_view2d_constant_grid_draw(View2D *v2d)
1302 {
1303         float start, step= 25.0f;
1304
1305         UI_ThemeColorShade(TH_BACK, -10);
1306         
1307         start= v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
1308         
1309         glBegin(GL_LINES);
1310         for(; start<v2d->cur.xmax; start+=step) {
1311                 glVertex2f(start, v2d->cur.ymin);
1312                 glVertex2f(start, v2d->cur.ymax);
1313         }
1314
1315         start= v2d->cur.ymin - (float)fmod(v2d->cur.ymin, step);
1316         for(; start<v2d->cur.ymax; start+=step) {
1317                 glVertex2f(v2d->cur.xmin, start);
1318                 glVertex2f(v2d->cur.xmax, start);
1319         }
1320         
1321         /* X and Y axis */
1322         UI_ThemeColorShade(TH_BACK, -18);
1323         glVertex2f(0.0f, v2d->cur.ymin);
1324         glVertex2f(0.0f, v2d->cur.ymax);
1325         glVertex2f(v2d->cur.xmin, 0.0f);
1326         glVertex2f(v2d->cur.xmax, 0.0f);
1327         
1328         glEnd();
1329 }
1330
1331 /* the price we pay for not exposting structs :( */
1332 void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy)
1333 {
1334         *r_dx= grid->dx;
1335         *r_dy= grid->dy;
1336 }
1337
1338 /* free temporary memory used for drawing grid */
1339 void UI_view2d_grid_free(View2DGrid *grid)
1340 {
1341         /* only free if there's a grid */
1342         if (grid) {
1343                 MEM_freeN(grid);
1344         }
1345 }
1346
1347 /* *********************************************************************** */
1348 /* Scrollers */
1349
1350 /* View2DScrollers is typedef'd in UI_view2d.h 
1351  * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 
1352  *                 For now, we don't need to have a separate (internal) header for structs like this...
1353  */
1354 struct View2DScrollers {
1355                 /* focus bubbles */
1356         int vert_min, vert_max; /* vertical scrollbar */
1357         int hor_min, hor_max;   /* horizontal scrollbar */
1358         
1359         rcti hor, vert;                 /* exact size of slider backdrop */
1360         int horfull, vertfull;  /* set if sliders are full, we don't draw them */
1361         
1362         /* scales */
1363         View2DGrid *grid;               /* grid for coordinate drawing */
1364         short xunits, xclamp;   /* units and clamping options for x-axis */
1365         short yunits, yclamp;   /* units and clamping options for y-axis */
1366 };
1367
1368 /* Calculate relevant scroller properties */
1369 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
1370 {
1371         View2DScrollers *scrollers;
1372         rcti vert, hor;
1373         float fac1, fac2, totsize, scrollsize;
1374         int scroll= view2d_scroll_mapped(v2d->scroll);
1375         
1376         /* scrollers is allocated here... */
1377         scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
1378         
1379         vert= v2d->vert;
1380         hor= v2d->hor;
1381         
1382         /* slider rects need to be smaller than region */
1383         hor.xmin+=4;
1384         hor.xmax-=4;
1385         if (scroll & V2D_SCROLL_BOTTOM)
1386                 hor.ymin+=4;
1387         else
1388                 hor.ymax-=4;
1389         
1390         if (scroll & V2D_SCROLL_LEFT)
1391                 vert.xmin+=4;
1392         else
1393                 vert.xmax-=4;
1394         vert.ymin+=4;
1395         vert.ymax-=4;
1396         
1397         CLAMP(vert.ymin, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE);
1398         CLAMP(hor.xmin, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE);
1399         
1400         /* store in scrollers, used for drawing */
1401         scrollers->vert= vert;
1402         scrollers->hor= hor;
1403         
1404         /* scroller 'buttons':
1405          *      - These should always remain within the visible region of the scrollbar
1406          *      - They represent the region of 'tot' that is visible in 'cur'
1407          */
1408         
1409         /* horizontal scrollers */
1410         if (scroll & V2D_SCROLL_HORIZONTAL) {
1411                 /* scroller 'button' extents */
1412                 totsize= v2d->tot.xmax - v2d->tot.xmin;
1413                 scrollsize= (float)(hor.xmax - hor.xmin);
1414                 if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */
1415                 
1416                 fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
1417                 if(fac1<=0.0f)
1418                         scrollers->hor_min= hor.xmin;
1419                 else
1420                         scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize));
1421                 
1422                 fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
1423                 if(fac2>=1.0f)
1424                         scrollers->hor_max= hor.xmax;
1425                 else
1426                         scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize));
1427                 
1428                 /* prevent inverted sliders */
1429                 if (scrollers->hor_min > scrollers->hor_max) 
1430                         scrollers->hor_min= scrollers->hor_max;
1431                 /* prevent sliders from being too small, and disappearing */
1432                 if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE) {
1433                         scrollers->hor_max= scrollers->hor_min + V2D_SCROLLER_HANDLE_SIZE;
1434
1435                         CLAMP(scrollers->hor_max, hor.xmin+V2D_SCROLLER_HANDLE_SIZE, hor.xmax);
1436                         CLAMP(scrollers->hor_min, hor.xmin, hor.xmax-V2D_SCROLLER_HANDLE_SIZE);
1437                 }
1438                 
1439                 /* check whether sliders can disappear due to the full-range being used */
1440                 if(v2d->keeptot) {
1441                         if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { 
1442                                 v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR;
1443                                 scrollers->horfull= 1;
1444                         }
1445                         else    
1446                                 v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR;
1447                 }
1448         }
1449         
1450         /* vertical scrollers */
1451         if (scroll & V2D_SCROLL_VERTICAL) {
1452                 /* scroller 'button' extents */
1453                 totsize= v2d->tot.ymax - v2d->tot.ymin;
1454                 scrollsize= (float)(vert.ymax - vert.ymin);
1455                 if(totsize==0.0f) totsize = 1.0f; /* avoid divide by zero */
1456                 
1457                 fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
1458                 if(fac1<=0.0f)
1459                         scrollers->vert_min= vert.ymin;
1460                 else
1461                         scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize));
1462                 
1463                 fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
1464                 if(fac2>=1.0f)
1465                         scrollers->vert_max= vert.ymax;
1466                 else
1467                         scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize));
1468                 
1469                 /* prevent inverted sliders */
1470                 if (scrollers->vert_min > scrollers->vert_max) 
1471                         scrollers->vert_min= scrollers->vert_max;
1472                 /* prevent sliders from being too small, and disappearing */
1473                 if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE) {
1474                         
1475                         scrollers->vert_max= scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE;
1476                         
1477                         CLAMP(scrollers->vert_max, vert.ymin+V2D_SCROLLER_HANDLE_SIZE, vert.ymax);
1478                         CLAMP(scrollers->vert_min, vert.ymin, vert.ymax-V2D_SCROLLER_HANDLE_SIZE);
1479                 }
1480
1481                 /* check whether sliders can disappear due to the full-range being used */
1482                 if(v2d->keeptot) {
1483                         if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) { 
1484                                 v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR;
1485                                 scrollers->vertfull= 1;
1486                         }
1487                         else    
1488                                 v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR;
1489                 }
1490         }
1491         
1492         /* grid markings on scrollbars */
1493         if (scroll & (V2D_SCROLL_SCALE_HORIZONTAL|V2D_SCROLL_SCALE_VERTICAL)) {
1494                 /* store clamping */
1495                 scrollers->xclamp= xclamp;
1496                 scrollers->xunits= xunits;
1497                 scrollers->yclamp= yclamp;
1498                 scrollers->yunits= yunits;
1499                 
1500                 scrollers->grid= UI_view2d_grid_calc(CTX_data_scene(C), v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
1501         }
1502         
1503         /* return scrollers */
1504         return scrollers;
1505 }
1506
1507 /* Print scale marking along a time scrollbar */
1508 static void scroll_printstr(Scene *scene, float x, float y, float val, int power, short unit, char dir)
1509 {
1510         int len;
1511         char timecode_str[32];
1512         
1513         /* adjust the scale unit to work ok */
1514         if (dir == 'v') {
1515                 /* here we bump up the power by factor of 10, as 
1516                  * rotation values (hence 'degrees') are divided by 10 to 
1517                  * be able to show the curves at the same time
1518                  */
1519                 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
1520                         power += 1;
1521                         val *= 10;
1522                 }
1523         }
1524         
1525         /* get string to print */
1526         ANIM_timecode_string_from_frame(timecode_str, scene, power, (unit == V2D_UNIT_SECONDS), val);
1527         
1528         /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
1529         len= strlen(timecode_str);
1530         if (dir == 'h') {
1531                 /* seconds/timecode display has slightly longer strings... */
1532                 if (unit == V2D_UNIT_SECONDS)
1533                         x-= 3*len;
1534                 else
1535                         x-= 4*len;
1536         }
1537         
1538         /* Add degree sympbol to end of string for vertical scrollbar? */
1539         if ((dir == 'v') && (unit == V2D_UNIT_DEGREES)) {
1540                 timecode_str[len]= 186;
1541                 timecode_str[len+1]= 0;
1542         }
1543         
1544         /* draw it */
1545         BLF_draw_default_ascii(x, y, 0.0f, timecode_str, sizeof(timecode_str));
1546 }
1547
1548 /* Draw scrollbars in the given 2d-region */
1549 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
1550 {
1551         Scene *scene= CTX_data_scene(C);
1552         rcti vert, hor;
1553         int scroll= view2d_scroll_mapped(v2d->scroll);
1554         
1555         /* make copies of rects for less typing */
1556         vert= vs->vert;
1557         hor= vs->hor;
1558         
1559         /* horizontal scrollbar */
1560         if (scroll & V2D_SCROLL_HORIZONTAL) {
1561                 /* only draw scrollbar when it doesn't fill the entire space */
1562                 if(vs->horfull==0) {
1563                         bTheme *btheme= UI_GetTheme();
1564                         uiWidgetColors wcol= btheme->tui.wcol_scroll;
1565                         rcti slider;
1566                         int state;
1567                         
1568                         slider.xmin= vs->hor_min;
1569                         slider.xmax= vs->hor_max;
1570                         slider.ymin= hor.ymin;
1571                         slider.ymax= hor.ymax;
1572                         
1573                         state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0;
1574                         
1575                         /* show zoom handles if:
1576                          *      - zooming on x-axis is allowed (no scroll otherwise)
1577                          *      - slider bubble is large enough (no overdraw confusion)
1578                          *      - scale is shown on the scroller 
1579                          *        (workaround to make sure that button windows don't show these, 
1580                          *              and only the time-grids with their zoomability can do so)
1581                          */
1582                         if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0 && 
1583                                 (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) &&
1584                                 (slider.xmax - slider.xmin > V2D_SCROLLER_HANDLE_SIZE))
1585                         {
1586                                 state |= UI_SCROLL_ARROWS;
1587                         }
1588                         
1589                         UI_ThemeColor(TH_BACK);
1590                         glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
1591                         
1592                         uiWidgetScrollDraw(&wcol, &hor, &slider, state);
1593                 }
1594                 
1595                 /* scale indicators */
1596                 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
1597                         View2DGrid *grid= vs->grid;
1598                         float fac, dfac, fac2, val;
1599                         
1600                         /* the numbers: convert grid->startx and -dx to scroll coordinates 
1601                          *      - fac is x-coordinate to draw to
1602                          *      - dfac is gap between scale markings
1603                          */
1604                         fac= (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1605                         fac= (float)hor.xmin + fac*(hor.xmax - hor.xmin);
1606                         
1607                         dfac= (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
1608                         dfac= dfac * (hor.xmax - hor.xmin);
1609                         
1610                         /* set starting value, and text color */
1611                         UI_ThemeColor(TH_TEXT);
1612                         val= grid->startx;
1613                         
1614                         /* if we're clamping to whole numbers only, make sure entries won't be repeated */
1615                         if (vs->xclamp == V2D_GRID_CLAMP) {
1616                                 while (grid->dx < 0.9999f) {
1617                                         grid->dx *= 2.0f;
1618                                         dfac *= 2.0f;
1619                                 }
1620                         }
1621                         if (vs->xunits == V2D_UNIT_FRAMES)
1622                                 grid->powerx= 1;
1623                         
1624                         /* draw numbers in the appropriate range */
1625                         if (dfac > 0.0f) {
1626                                 float h= 2.0f+(float)(hor.ymin);
1627                                 
1628                                 for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) {
1629                                         
1630                                         /* make prints look nicer for scrollers */
1631                                         if(fac < hor.xmin+10)
1632                                                 continue;
1633                                         
1634                                         switch (vs->xunits) {                                                   
1635                                                 case V2D_UNIT_FRAMES:           /* frames (as whole numbers)*/
1636                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
1637                                                         break;
1638                                                         
1639                                                 case V2D_UNIT_FRAMESCALE:       /* frames (not always as whole numbers) */
1640                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
1641                                                         break;
1642                                                 
1643                                                 case V2D_UNIT_SECONDS:          /* seconds */
1644                                                         fac2= val/(float)FPS;
1645                                                         scroll_printstr(scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
1646                                                         break;
1647                                                         
1648                                                 case V2D_UNIT_SECONDSSEQ:       /* seconds with special calculations (only used for sequencer only) */
1649                                                 {
1650                                                         float time;
1651                                                         
1652                                                         fac2= val/(float)FPS;
1653                                                         time= (float)floor(fac2);
1654                                                         fac2= fac2-time;
1655                                                         
1656                                                         scroll_printstr(scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
1657                                                 }
1658                                                         break;
1659                                                         
1660                                                 case V2D_UNIT_DEGREES:          /* Graph Editor for rotation Drivers */
1661                                                         /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
1662                                                         scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
1663                                                         break;
1664                                         }
1665                                 }
1666                         }
1667                 }
1668         }
1669         
1670         /* vertical scrollbar */
1671         if (scroll & V2D_SCROLL_VERTICAL) {
1672                 /* only draw scrollbar when it doesn't fill the entire space */
1673                 if(vs->vertfull==0) {
1674                         bTheme *btheme= UI_GetTheme();
1675                         uiWidgetColors wcol= btheme->tui.wcol_scroll;
1676                         rcti slider;
1677                         int state;
1678                         
1679                         slider.xmin= vert.xmin;
1680                         slider.xmax= vert.xmax;
1681                         slider.ymin= vs->vert_min;
1682                         slider.ymax= vs->vert_max;
1683                         
1684                         state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0;
1685                         
1686                         /* show zoom handles if:
1687                          *      - zooming on y-axis is allowed (no scroll otherwise)
1688                          *      - slider bubble is large enough (no overdraw confusion)
1689                          *      - scale is shown on the scroller 
1690                          *        (workaround to make sure that button windows don't show these, 
1691                          *              and only the time-grids with their zoomability can do so)
1692                          */
1693                         if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0 && 
1694                                 (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) &&
1695                                 (slider.ymax - slider.ymin > V2D_SCROLLER_HANDLE_SIZE))
1696                         {
1697                                 state |= UI_SCROLL_ARROWS;
1698                         }
1699                                 
1700                         UI_ThemeColor(TH_BACK);
1701                         glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
1702                         
1703                         uiWidgetScrollDraw(&wcol, &vert, &slider, state);
1704                 }
1705                 
1706                 
1707                 /* scale indiators */
1708                 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
1709                         View2DGrid *grid= vs->grid;
1710                         float fac, dfac, val;
1711                         
1712                         /* the numbers: convert grid->starty and dy to scroll coordinates 
1713                          *      - fac is y-coordinate to draw to
1714                          *      - dfac is gap between scale markings
1715                          *      - these involve a correction for horizontal scrollbar
1716                          *        NOTE: it's assumed that that scrollbar is there if this is involved!
1717                          */
1718                         fac= (grid->starty- v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1719                         fac= vert.ymin + fac*(vert.ymax - vert.ymin);
1720                         
1721                         dfac= (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
1722                         dfac= dfac * (vert.ymax - vert.ymin);
1723                         
1724                         /* set starting value, and text color */
1725                         UI_ThemeColor(TH_TEXT);
1726                         val= grid->starty;
1727                         
1728                         /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
1729                         if (vs->yclamp == V2D_GRID_CLAMP)
1730                                 fac += 0.5f * dfac;
1731                                 
1732                         /* draw vertical steps */
1733                         if (dfac > 0.0f) {
1734                                 
1735                                 BLF_rotation_default(90.0f);
1736                                 BLF_enable_default(BLF_ROTATION);
1737
1738                                 for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) {
1739                                         
1740                                         /* make prints look nicer for scrollers */
1741                                         if(fac < vert.ymin+10)
1742                                                 continue;
1743                                         
1744                                         scroll_printstr(scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v');
1745                                 }
1746                                 
1747                                 BLF_disable_default(BLF_ROTATION);
1748                         }
1749                 }       
1750         }
1751         
1752 }
1753
1754 /* free temporary memory used for drawing scrollers */
1755 void UI_view2d_scrollers_free(View2DScrollers *scrollers)
1756 {
1757         /* need to free grid as well... */
1758         if (scrollers->grid) {
1759                 MEM_freeN(scrollers->grid);
1760         }
1761         MEM_freeN(scrollers);
1762 }
1763
1764 /* *********************************************************************** */
1765 /* List View Utilities */
1766
1767 /* Get the view-coordinates of the nominated cell 
1768  *      - columnwidth, rowheight        = size of each 'cell'
1769  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1770  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1771  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1772  *                                                        the min-coordinates of the first item.
1773  *      - column, row                           = the 2d-corodinates (in 2D-view / 'tot' rect space) the cell exists at
1774  *      - rect                                  = coordinates of the cell (passed as single var instead of 4 separate, as it's more useful this way)
1775  */
1776 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)
1777 {
1778         /* sanity checks */
1779         if ELEM(NULL, v2d, rect)
1780                 return;
1781         if ((columnwidth <= 0) && (rowheight <= 0)) {
1782                 rect->xmin= rect->xmax= 0.0f;
1783                 rect->ymin= rect->ymax= 0.0f;
1784                 return;
1785         }
1786         
1787         /* x-coordinates */
1788         rect->xmin= startx + (float)(columnwidth * column);
1789         rect->xmax= startx + (float)(columnwidth * (column + 1));
1790         
1791         if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
1792                 /* simply negate the values for the coordinates if in negative half */
1793                 rect->xmin = -rect->xmin;
1794                 rect->xmax = -rect->xmax;
1795         }
1796         
1797         /* y-coordinates */
1798         rect->ymin= starty + (float)(rowheight * row);
1799         rect->ymax= starty + (float)(rowheight * (row + 1));
1800         
1801         if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
1802                 /* simply negate the values for the coordinates if in negative half */
1803                 rect->ymin = -rect->ymin;
1804                 rect->ymax = -rect->ymax;
1805         }
1806 }
1807
1808 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
1809  *      - columnwidth, rowheight        = size of each 'cell'
1810  *      - startx, starty                        = coordinates (in 'tot' rect space) that the list starts from
1811  *                                                        This should be (0,0) for most views. However, for those where the starting row was offsetted
1812  *                                                        (like for Animation Editor channel lists, to make the first entry more visible), these will be 
1813  *                                                        the min-coordinates of the first item.
1814  *      - viewx, viewy                  = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
1815  *      - column, row                           = the 'coordinates' of the relevant 'cell'
1816  */
1817 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1818                                                 float viewx, float viewy, int *column, int *row)
1819 {
1820         /* adjust view coordinates to be all positive ints, corrected for the start offset */
1821         const int x= (int)(floorf(fabsf(viewx) + 0.5f) - startx);
1822         const int y= (int)(floorf(fabsf(viewy) + 0.5f) - starty);
1823         
1824         /* sizes must not be negative */
1825         if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) {
1826                 if (column) *column= 0;
1827                 if (row) *row= 0;
1828                 
1829                 return;
1830         }
1831         
1832         /* get column */
1833         if ((column) && (columnwidth > 0))
1834                 *column= x / columnwidth;
1835         else if (column)
1836                 *column= 0;
1837         
1838         /* get row */
1839         if ((row) && (rowheight > 0))
1840                 *row= y / rowheight;
1841         else if (row)
1842                 *row= 0;
1843 }
1844
1845 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect 
1846  *      - columnwidth, rowheight        = size of each 'cell'
1847  *      - startx, starty                        = coordinates that the list starts from, which should be (0,0) for most views
1848  *      - column/row_min/max            = the starting and ending column/row indices
1849  */
1850 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, 
1851                                                 int *column_min, int *column_max, int *row_min, int *row_max)
1852 {
1853         /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
1854         if (v2d) {
1855                 /* min */
1856                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1857                                         v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
1858                                         
1859                 /* max*/
1860                 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty, 
1861                                         v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
1862         }
1863 }
1864
1865 /* *********************************************************************** */
1866 /* Coordinate Conversions */
1867
1868 /* Convert from screen/region space to 2d-View space 
1869  *      
1870  *      - x,y                   = coordinates to convert
1871  *      - viewx,viewy           = resultant coordinates
1872  */
1873 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *viewx, float *viewy)
1874 {
1875         float div, ofs;
1876
1877         if (viewx) {
1878                 div= (float)(v2d->mask.xmax - v2d->mask.xmin);
1879                 ofs= (float)v2d->mask.xmin;
1880                 
1881                 *viewx= v2d->cur.xmin + (v2d->cur.xmax-v2d->cur.xmin) * ((float)x - ofs) / div;
1882         }
1883
1884         if (viewy) {
1885                 div= (float)(v2d->mask.ymax - v2d->mask.ymin);
1886                 ofs= (float)v2d->mask.ymin;
1887                 
1888                 *viewy= v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
1889         }
1890 }
1891
1892 /* Convert from 2d-View space to screen/region space
1893  *      - Coordinates are clamped to lie within bounds of region
1894  *
1895  *      - x,y                           = coordinates to convert
1896  *      - regionx,regiony       = resultant coordinates 
1897  */
1898 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
1899 {
1900         /* set initial value in case coordinate lies outside of bounds */
1901         if (regionx)
1902                 *regionx= V2D_IS_CLIPPED;
1903         if (regiony)
1904                 *regiony= V2D_IS_CLIPPED;
1905         
1906         /* express given coordinates as proportional values */
1907         x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1908         y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1909         
1910         /* check if values are within bounds */
1911         if ((x>=0.0f) && (x<=1.0f) && (y>=0.0f) && (y<=1.0f)) {
1912                 if (regionx)
1913                         *regionx= (int)(v2d->mask.xmin + x*(v2d->mask.xmax-v2d->mask.xmin));
1914                 if (regiony)
1915                         *regiony= (int)(v2d->mask.ymin + y*(v2d->mask.ymax-v2d->mask.ymin));
1916         }
1917 }
1918
1919 /* Convert from 2d-view space to screen/region space
1920  *      - Coordinates are NOT clamped to lie within bounds of region
1921  *
1922  *      - x,y                           = coordinates to convert
1923  *      - regionx,regiony       = resultant coordinates 
1924  */
1925 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
1926 {
1927         /* step 1: express given coordinates as proportional values */
1928         x= (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1929         y= (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1930         
1931         /* step 2: convert proportional distances to screen coordinates  */
1932         x= v2d->mask.xmin + x*(v2d->mask.xmax - v2d->mask.xmin);
1933         y= v2d->mask.ymin + y*(v2d->mask.ymax - v2d->mask.ymin);
1934         
1935         /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
1936         if (regionx) {
1937                 if (x < INT_MIN) *regionx= INT_MIN;
1938                 else if(x > INT_MAX) *regionx= INT_MAX;
1939                 else *regionx= (int)x;
1940         }
1941         if (regiony) {
1942                 if (y < INT_MIN) *regiony= INT_MIN;
1943                 else if(y > INT_MAX) *regiony= INT_MAX;
1944                 else *regiony= (int)y;
1945         }
1946 }
1947
1948 /* *********************************************************************** */
1949 /* Utilities */
1950
1951 /* View2D data by default resides in region, so get from region stored in context */
1952 View2D *UI_view2d_fromcontext(const bContext *C)
1953 {
1954         ScrArea *area= CTX_wm_area(C);
1955         ARegion *region= CTX_wm_region(C);
1956
1957         if (area == NULL) return NULL;
1958         if (region == NULL) return NULL;
1959         return &(region->v2d);
1960 }
1961
1962 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
1963 View2D *UI_view2d_fromcontext_rwin(const bContext *C)
1964 {
1965         ScrArea *sa= CTX_wm_area(C);
1966         ARegion *region= CTX_wm_region(C);
1967
1968         if (sa == NULL) return NULL;
1969         if (region == NULL) return NULL;
1970         if (region->regiontype!=RGN_TYPE_WINDOW) {
1971                 ARegion *ar= BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
1972                 return ar ? &(ar->v2d) : NULL;
1973         }
1974         return &(region->v2d);
1975 }
1976
1977
1978 /* Calculate the scale per-axis of the drawing-area
1979  *      - Is used to inverse correct drawing of icons, etc. that need to follow view 
1980  *        but not be affected by scale
1981  *
1982  *      - x,y   = scale on each axis
1983  */
1984 void UI_view2d_getscale(View2D *v2d, float *x, float *y) 
1985 {
1986         if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1987         if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1988 }
1989
1990 /* Check if mouse is within scrollers
1991  *      - Returns appropriate code for match
1992  *              'h' = in horizontal scroller
1993  *              'v' = in vertical scroller
1994  *              0 = not in scroller
1995  *      
1996  *      - x,y   = mouse coordinates in screen (not region) space
1997  */
1998 short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y)
1999 {
2000         ARegion *ar= CTX_wm_region(C);
2001         int co[2];
2002         int scroll= view2d_scroll_mapped(v2d->scroll);
2003         
2004         /* clamp x,y to region-coordinates first */
2005         co[0]= x - ar->winrct.xmin;
2006         co[1]= y - ar->winrct.ymin;
2007         
2008         /* check if within scrollbars */
2009         if (scroll & V2D_SCROLL_HORIZONTAL) {
2010                 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
2011         }
2012         if (scroll & V2D_SCROLL_VERTICAL) {
2013                 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
2014         }       
2015         
2016         /* not found */
2017         return 0;
2018 }
2019
2020 /* ******************* view2d text drawing cache ******************** */
2021
2022 /* assumes caches are used correctly, so for time being no local storage in v2d */
2023 static ListBase strings= {NULL, NULL};
2024
2025 typedef struct View2DString {
2026         struct View2DString *next, *prev;
2027         union {
2028                 unsigned char ub[4];
2029                 int pack;
2030         } col;
2031         int mval[2];
2032         rcti rect;
2033 } View2DString;
2034
2035
2036 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4])
2037 {
2038         int mval[2];
2039         
2040         UI_view2d_view_to_region(v2d, x, y, mval, mval+1);
2041         
2042         if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) {
2043                 int len= strlen(str)+1;
2044                 /* use calloc, rect has to be zeroe'd */
2045                 View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString");
2046                 char *v2s_str= (char *)(v2s+1);
2047                 memcpy(v2s_str, str, len);
2048
2049                 BLI_addtail(&strings, v2s);
2050                 v2s->col.pack= *((int *)col);
2051                 v2s->mval[0]= mval[0];
2052                 v2s->mval[1]= mval[1];
2053         }
2054 }
2055
2056 /* no clip (yet) */
2057 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4])
2058 {
2059         int len= strlen(str)+1;
2060         View2DString *v2s= MEM_callocN(sizeof(View2DString)+len, "View2DString");
2061         char *v2s_str= (char *)(v2s+1);
2062         memcpy(v2s_str, str, len);
2063
2064         UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
2065         UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
2066
2067         v2s->col.pack= *((int *)col);
2068         v2s->mval[0]= v2s->rect.xmin;
2069         v2s->mval[1]= v2s->rect.ymin;
2070
2071         BLI_addtail(&strings, v2s);
2072 }
2073
2074
2075 void UI_view2d_text_cache_draw(ARegion *ar)
2076 {
2077         View2DString *v2s;
2078         int col_pack_prev= 0;
2079         
2080         // glMatrixMode(GL_PROJECTION);
2081         // glPushMatrix();
2082         // glMatrixMode(GL_MODELVIEW);
2083         // glPushMatrix();
2084         ED_region_pixelspace(ar);
2085         
2086         for(v2s= strings.first; v2s; v2s= v2s->next) {
2087                 const char *str= (const char *)(v2s+1);
2088                 int xofs=0, yofs;
2089
2090                 yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28")));
2091                 if(yofs<1) yofs= 1;
2092
2093                 if(col_pack_prev != v2s->col.pack) {
2094                         glColor3ubv(v2s->col.ub);
2095                         col_pack_prev= v2s->col.pack;
2096                 }
2097
2098                 if(v2s->rect.xmin >= v2s->rect.xmax)
2099                         BLF_draw_default((float)v2s->mval[0]+xofs, (float)v2s->mval[1]+yofs, 0.0, str, BLF_DRAW_STR_DUMMY_MAX);
2100                 else {
2101                         BLF_clipping_default(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4);
2102                         BLF_enable_default(BLF_CLIPPING);
2103                         BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, str, BLF_DRAW_STR_DUMMY_MAX);
2104                         BLF_disable_default(BLF_CLIPPING);
2105                 }
2106         }
2107         
2108         // glMatrixMode(GL_PROJECTION);
2109         // glPopMatrix();
2110         // glMatrixMode(GL_MODELVIEW);
2111         // glPopMatrix();
2112         
2113         if(strings.first) 
2114                 BLI_freelistN(&strings);
2115 }
2116
2117
2118 /* ******************************************************** */
2119
2120