2 * ***** BEGIN GPL LICENSE BLOCK *****
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.
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.
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.
18 * The Original Code is Copyright (C) 2008 Blender Foundation.
19 * All rights reserved.
21 * Contributor(s): Blender Foundation, Joshua Leung
23 * ***** END GPL LICENSE BLOCK *****
26 /** \file blender/editors/interface/view2d.c
27 * \ingroup edinterface
36 #include "MEM_guardedalloc.h"
38 #include "DNA_scene_types.h"
39 #include "DNA_userdef_types.h"
41 #include "BLI_blenlib.h"
42 #include "BLI_utildefines.h"
44 #include "BKE_context.h"
45 #include "BKE_screen.h"
46 #include "BKE_global.h"
55 #include "ED_anim_api.h"
56 #include "ED_screen.h"
58 #include "UI_interface.h"
59 #include "UI_view2d.h"
61 #include "interface_intern.h"
63 /* *********************************************************************** */
65 /* XXX still unresolved: scrolls hide/unhide vs region mask handling */
66 /* XXX there's V2D_SCROLL_HORIZONTAL_HIDE and V2D_SCROLL_HORIZONTAL_FULLR ... */
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
74 static int view2d_scroll_mapped(int scroll)
76 if (scroll & V2D_SCROLL_HORIZONTAL_HIDE)
77 scroll &= ~(V2D_SCROLL_HORIZONTAL);
78 if (scroll & V2D_SCROLL_VERTICAL_HIDE)
79 scroll &= ~(V2D_SCROLL_VERTICAL);
83 /* called each time cur changes, to dynamically update masks */
84 static void view2d_masks(View2D *v2d)
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;
95 v2d->scroll &= ~(V2D_SCROLL_HORIZONTAL_HIDE | V2D_SCROLL_VERTICAL_HIDE);
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;
106 scroll = view2d_scroll_mapped(v2d->scroll);
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)
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;
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;
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;
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;
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;
149 else if (scroll & V2D_SCROLL_TOP) {
150 /* on upper edge of region */
151 v2d->vert.ymax = v2d->mask.ymax;
158 /* Refresh and Validation */
160 /* Initialize all relevant View2D data (including view rects if first time) and/or refresh mask sizes after view resize
161 * - for some of these presets, it is expected that the region will have defined some
162 * additional settings necessary for the customization of the 2D viewport to its requirements
163 * - this function should only be called from region init() callbacks, where it is expected that
164 * this is called before UI_view2d_size_update(), as this one checks that the rects are properly initialized.
166 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
168 short tot_changed = 0, init = 0;
169 uiStyle *style = UI_GetStyle();
171 /* initialize data if there is a need for such */
172 if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
173 /* set initialized flag so that View2D doesn't get reinitialised next time again */
174 v2d->flag |= V2D_IS_INITIALISED;
178 /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
180 /* 'standard view' - optimum setup for 'standard' view behavior,
181 * that should be used new views as basis for their
182 * own unique View2D settings, which should be used instead of this in most cases...
184 case V2D_COMMONVIEW_STANDARD:
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;
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
196 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_NEG_Y);
197 v2d->keeptot = V2D_KEEPTOT_BOUNDS;
199 v2d->tot.xmin = v2d->tot.ymin = 0.0f;
200 v2d->tot.xmax = (float)(winx - 1);
201 v2d->tot.ymax = (float)(winy - 1);
205 /* scrollers - should we have these by default? */
206 // XXX for now, we don't override this, or set it either!
210 /* 'list/channel view' - zoom, aspect ratio, and alignment restrictions are set here */
211 case V2D_COMMONVIEW_LIST:
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;
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;
222 /* scroller settings are currently not set here... that is left for regions... */
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:
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;
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;
239 /* scroller settings are currently not set here... that is left for regions... */
243 /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
244 case V2D_COMMONVIEW_HEADER:
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);
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;
257 /* panning in y-axis is prohibited */
258 v2d->keepofs = V2D_LOCKOFS_Y;
260 /* absolutely no scrollers allowed */
266 /* panels view, with horizontal/vertical align */
267 case V2D_COMMONVIEW_PANELS_UI:
269 float panelzoom = (style) ? style->panelzoom : 1.0f;
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);
277 v2d->align = (V2D_ALIGN_NO_NEG_X | V2D_ALIGN_NO_POS_Y);
278 v2d->keeptot = V2D_KEEPTOT_BOUNDS;
280 v2d->scroll |= (V2D_SCROLL_RIGHT | V2D_SCROLL_BOTTOM);
281 v2d->scroll |= V2D_SCROLL_HORIZONTAL_HIDE;
282 v2d->scroll &= ~V2D_SCROLL_VERTICAL_HIDE;
284 v2d->tot.xmin = 0.0f;
285 v2d->tot.xmax = winx;
287 v2d->tot.ymax = 0.0f;
288 v2d->tot.ymin = -winy;
290 v2d->cur.xmin = 0.0f;
291 /* bad workaround for keeping zoom level with scrollers */
292 v2d->cur.xmax = (winx - V2D_SCROLL_WIDTH) * panelzoom;
294 v2d->cur.ymax = 0.0f;
295 v2d->cur.ymin = (-winy) * panelzoom;
299 /* other view types are completely defined using their own settings already */
301 /* we don't do anything here, as settings should be fine, but just make sure that rect */
306 /* store view size */
313 /* set 'tot' rect before setting cur? */
315 UI_view2d_totRect_set_resize(v2d, winx, winy, !init);
317 UI_view2d_curRect_validate_resize(v2d, !init);
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
323 // XXX pre2.5 -> this used to be called test_view2d()
324 void UI_view2d_curRect_validate_resize(View2D *v2d, int resize)
326 float totwidth, totheight, curwidth, curheight, width, height;
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);
334 /* get pointers to rcts for less typing */
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)
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
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;
355 /* if zoom is locked, size on the appropriate axis is reset to mask size */
356 if (v2d->keepzoom & V2D_LOCKZOOM_X)
358 if (v2d->keepzoom & V2D_LOCKZOOM_Y)
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
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;
370 /* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */
371 if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) {
374 if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) {
376 oldzoom = v2d->oldwinx / curwidth;
379 width *= zoom / oldzoom;
382 if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0) {
383 zoom = winy / height;
384 oldzoom = v2d->oldwiny / curheight;
387 height *= zoom / oldzoom;
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
393 else if (v2d->keepzoom & V2D_LIMITZOOM) {
396 /* check if excessive zoom on x-axis */
397 if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0) {
399 if ((zoom < v2d->minzoom) || (zoom > v2d->maxzoom)) {
400 fac = (zoom < v2d->minzoom) ? (zoom / v2d->minzoom) : (zoom / v2d->maxzoom);
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);
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]);
420 /* check if we should restore aspect ratio (if view size changed) */
421 if (v2d->keepzoom & V2D_KEEPASPECT) {
422 short do_x = FALSE, do_y = FALSE, do_cur /* , do_win */ /* UNUSED */;
423 float /* curRatio, */ /* UNUSED */ winRatio;
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'
428 if (winx != v2d->oldwinx) do_x = TRUE;
429 if (winy != v2d->oldwiny) do_y = TRUE;
431 /* curRatio = height / width; */ /* UNUSED */
432 winRatio = winy / winx;
434 /* both sizes change (area/region maximised) */
437 /* here is 1,1 case, so all others must be 0,0 */
438 if (ABS(winx - v2d->oldwinx) > ABS(winy - v2d->oldwiny)) do_y = FALSE;
441 else if (winRatio > 1.0f) do_x = FALSE;
445 /* do_win = do_y; */ /* UNUSED */
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...
454 if (winx < v2d->oldwinx) {
455 float temp = v2d->oldwinx - winx;
460 /* width does not get modified, as keepaspect here is just set to make
461 * sure visible area adjusts to changing view shape!
466 /* portrait window: correct for x */
467 width = height / winRatio;
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...
476 if (winy < v2d->oldwiny) {
477 float temp = v2d->oldwiny - winy;
485 /* landscape window: correct for y */
486 height = width * winRatio;
490 /* store region size for next time */
491 v2d->oldwinx = (short)winx;
492 v2d->oldwiny = (short)winy;
495 /* Step 2: apply new sizes to cur rect, but need to take into account alignment settings here... */
496 if ((width != curwidth) || (height != curheight)) {
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);
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);
508 cur->xmax += width - (cur->xmax - cur->xmin);
511 temp = (cur->xmax + cur->xmin) * 0.5f;
514 cur->xmin = temp - dh;
515 cur->xmax = temp + dh;
518 if (height != curheight) {
519 if (v2d->keepofs & V2D_LOCKOFS_Y) {
520 cur->ymax += height - (cur->ymax - cur->ymin);
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);
526 cur->ymax += height - (cur->ymax - cur->ymin);
529 temp = (cur->ymax + cur->ymin) * 0.5f;
532 cur->ymin = temp - dh;
533 cur->ymax = temp + dh;
538 /* Step 3: adjust so that it doesn't fall outside of bounds of 'tot' */
542 /* recalculate extents of cur */
543 curwidth = cur->xmax - cur->xmin;
544 curheight = cur->ymax - cur->ymin;
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;
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
557 if (cur->xmin < tot->xmin) {
558 /* move cur across so that it sits at minimum of tot */
559 temp = tot->xmin - cur->xmin;
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???
569 temp = cur->xmax - tot->xmax;
571 if ((cur->xmin - temp) < tot->xmin) {
572 /* only offset by difference from cur-min and tot-min */
573 temp = cur->xmin - tot->xmin;
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
589 * So, resolution is to just shift view by the gap between the extremities.
590 * We favour moving the 'minimum' across, as that's origin for most things
591 * (XXX - in the past, max was favored... if there are bugs, swap!)
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;
598 cur->xmin = temp - diff;
599 cur->xmax = temp + diff;
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;
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???
613 temp = cur->xmax - tot->xmax;
615 if ((cur->xmin - temp) < tot->xmin) {
616 /* only offset by difference from cur-min and tot-min */
617 temp = cur->xmin - tot->xmin;
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;
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
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
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;
648 cur->ymin = temp - diff;
649 cur->ymax = temp + diff;
651 else if (cur->ymin < tot->ymin) {
652 /* there's still space remaining, so shift up */
653 temp = tot->ymin - cur->ymin;
658 else if (cur->ymax > tot->ymax) {
659 /* there's still space remaining, so shift down */
660 temp = cur->ymax - tot->ymax;
668 /* Step 4: Make sure alignment restrictions are respected */
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
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.
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;
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;
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;
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;
715 void UI_view2d_curRect_validate(View2D *v2d)
717 UI_view2d_curRect_validate_resize(v2d, 0);
720 /* ------------------ */
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)
728 /* don't continue if no view syncing to be done */
729 if ((v2dcur->flag & (V2D_VIEWSYNC_SCREEN_TIME | V2D_VIEWSYNC_AREA_VERTICAL)) == 0)
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;
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;
750 /* region possibly changed, so refresh */
751 ED_region_tag_redraw(ar);
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;
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;
776 /* region possibly changed, so refresh */
777 ED_region_tag_redraw(ar);
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)
789 void UI_view2d_curRect_reset(View2D *v2d)
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);
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;
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;
809 /* width is centered around (x == 0) */
810 const float dx = (float)width / 2.0f;
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;
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;
828 /* height is centered around (y == 0) */
829 const float dy = (float)height / 2.0f;
836 /* ------------------ */
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)
841 int scroll = view2d_scroll_mapped(v2d->scroll);
843 /* don't do anything if either value is 0 */
845 height = abs(height);
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;
854 if (ELEM3(0, v2d, width, height)) {
855 if (G.debug & G_DEBUG)
856 printf("Error: View2D totRect set exiting: v2d=%p width=%d height=%d\n", (void *)v2d, width, height); // XXX temp debug info
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;
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;
872 /* width is centered around (x == 0) */
873 const float dx = (float)width / 2.0f;
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;
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;
891 /* height is centered around (y == 0) */
892 const float dy = (float)height / 2.0f;
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);
902 void UI_view2d_totRect_set(View2D *v2d, int width, int height)
904 UI_view2d_totRect_set_resize(v2d, width, height, 0);
907 int UI_view2d_tab_set(View2D *v2d, int tab)
909 float default_offset[2] = {0.0f, 0.0f};
910 float *offset, *new_offset;
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];
918 offset = default_offset;
920 v2d->cur.xmax += offset[0] - v2d->cur.xmin;
921 v2d->cur.xmin = offset[0];
923 v2d->cur.ymin += offset[1] - v2d->cur.ymax;
924 v2d->cur.ymax = offset[1];
926 /* validation should happen in subsequent totRect_set */
931 /* resize array if needed */
932 if (tab >= v2d->tab_num) {
933 new_offset = MEM_callocN(sizeof(float) * (tab + 1) * 2, "view2d tab offset");
935 if (v2d->tab_offset) {
936 memcpy(new_offset, v2d->tab_offset, sizeof(float) * v2d->tab_num * 2);
937 MEM_freeN(v2d->tab_offset);
940 v2d->tab_offset = new_offset;
941 v2d->tab_num = tab + 1;
944 /* set current tab and offset */
946 v2d->tab_offset[2 * tab + 0] = v2d->cur.xmin;
947 v2d->tab_offset[2 * tab + 1] = v2d->cur.ymax;
952 /* *********************************************************************** */
953 /* View Matrix Setup */
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)
958 *curmasked = v2d->cur;
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));
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);
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);
977 /* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
978 void UI_view2d_view_ortho(View2D *v2d)
983 /* pixel offsets (-0.375f) are needed to get 1:1 correspondence with pixels for smooth UI drawing,
984 * but only applied where requested
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);
991 /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
992 view2d_map_cur_using_mask(v2d, &curmasked);
994 curmasked.xmin -= xofs; curmasked.xmax -= xofs;
995 curmasked.ymin -= yofs; curmasked.ymax -= yofs;
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;
1002 if (v2d->flag & V2D_PIXELOFS_Y) {
1003 curmasked.ymin = floorf(curmasked.ymin) - 0.001f;
1004 curmasked.ymax = floorf(curmasked.ymax) - 0.001f;
1007 /* set matrix on all appropriate axes */
1008 wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
1010 /* XXX is this necessary? */
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)
1017 void UI_view2d_view_orthoSpecial(ARegion *ar, View2D *v2d, short xaxis)
1022 /* pixel offsets (-0.375f) are needed to get 1:1 correspondence with pixels for smooth UI drawing,
1023 * but only applied where requested
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;
1029 /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
1030 view2d_map_cur_using_mask(v2d, &curmasked);
1032 /* only set matrix with 'cur' coordinates on relevant axes */
1034 wmOrtho2(curmasked.xmin - xofs, curmasked.xmax - xofs, -yofs, ar->winy - yofs);
1036 wmOrtho2(-xofs, ar->winx - xofs, curmasked.ymin - yofs, curmasked.ymax - yofs);
1038 /* XXX is this necessary? */
1043 /* Restore view matrices after drawing */
1044 void UI_view2d_view_restore(const bContext *C)
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;
1050 wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
1053 // ED_region_pixelspace(CTX_wm_region(C));
1056 /* *********************************************************************** */
1059 /* View2DGrid is typedef'd in UI_view2d.h */
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 */
1066 /* --------------- */
1068 /* try to write step as a power of 10 */
1069 static void step_to_grid(float *step, int *power, int unit)
1071 const float loga = (float)log10(*step);
1074 *power = (int)(loga);
1076 rem = loga - (*power);
1077 rem = (float)pow(10.0, rem);
1080 if (rem < 0.2f) rem = 0.2f;
1081 else if (rem < 0.5f) rem = 0.5f;
1084 *step = rem * (float)pow(10.0, (*power));
1086 /* for frames, we want 1.0 frame intervals only */
1087 if (unit == V2D_UNIT_FRAMES) {
1089 *step = 2.0f; /* use 2 since there are grid lines drawn in between, this way to get 1 line per frane */
1092 /* prevents printing 1.0 2.0 3.0 etc */
1093 if (rem == 1.0f) (*power)++;
1096 if (rem < 2.0f) rem = 2.0f;
1097 else if (rem < 5.0f) rem = 5.0f;
1100 *step = rem * (float)pow(10.0, (*power));
1103 /* prevents printing 1.0, 2.0, 3.0, etc. */
1104 if (rem == 10.0f) (*power)++;
1108 /* Initialize settings necessary for drawing gridlines in a 2d-view
1109 * - Currently, will return pointer to View2DGrid struct that needs to
1110 * be freed with UI_view2d_grid_free()
1111 * - Is used for scrollbar drawing too (for units drawing)
1112 * - Units + clamping args will be checked, to make sure they are valid values that can be used
1113 * so it is very possible that we won't return grid at all!
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
1120 View2DGrid *UI_view2d_grid_calc(Scene *scene, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp, int UNUSED(winx), int winy)
1124 float space, pixels, seconddiv;
1126 /* check that there are at least some workable args */
1127 if (ELEM(V2D_ARG_DUMMY, xunits, xclamp) && ELEM(V2D_ARG_DUMMY, yunits, yclamp))
1130 /* grid here is allocated... */
1131 grid = MEM_callocN(sizeof(View2DGrid), "View2DGrid");
1133 /* rule: gridstep is minimal GRIDSTEP pixels */
1134 if (xunits == V2D_UNIT_SECONDS) {
1135 seconddiv = (float)(0.01 * FPS);
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);
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;
1152 if (xclamp == V2D_GRID_CLAMP) {
1153 if (grid->dx < 0.1f) grid->dx = 0.1f;
1155 if (grid->powerx < -2) grid->powerx = -2;
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;
1164 grid->dy = U.v2d_min_gridsize * space / pixels;
1165 step_to_grid(&grid->dy, &grid->powery, yunits);
1167 if (yclamp == V2D_GRID_CLAMP) {
1168 if (grid->dy < 1.0f) grid->dy = 1.0f;
1169 if (grid->powery < 1) grid->powery = 1;
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;
1179 grid->startx = v2d->cur.xmin;
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;
1186 grid->starty = v2d->cur.ymin;
1191 /* Draw gridlines in the given 2d-region */
1192 void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
1194 float vec1[2], vec2[2];
1197 /* check for grid first, as it may not exist */
1201 /* vertical lines */
1202 if (flag & V2D_VERTICAL_LINES) {
1203 /* initialize initial settings */
1204 vec1[0] = vec2[0] = grid->startx;
1205 vec1[1] = grid->starty;
1206 vec2[1] = v2d->cur.ymax;
1208 /* minor gridlines */
1209 step = (v2d->mask.xmax - v2d->mask.xmin + 1) / U.v2d_min_gridsize;
1210 UI_ThemeColor(TH_GRID);
1212 for (a = 0; a < step; a++) {
1213 glBegin(GL_LINE_STRIP);
1218 vec2[0] = vec1[0] += grid->dx;
1221 /* major gridlines */
1222 vec2[0] = vec1[0] -= 0.5f * grid->dx;
1223 UI_ThemeColorShade(TH_GRID, 16);
1226 for (a = 0; a <= step; a++) {
1227 glBegin(GL_LINE_STRIP);
1232 vec2[0] = vec1[0] -= grid->dx;
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;
1243 step = (v2d->mask.ymax - v2d->mask.ymin + 1) / U.v2d_min_gridsize;
1245 UI_ThemeColor(TH_GRID);
1246 for (a = 0; a <= step; a++) {
1247 glBegin(GL_LINE_STRIP);
1252 vec2[1] = vec1[1] += grid->dy;
1255 /* fine grid lines */
1256 vec2[1] = vec1[1] -= 0.5f * grid->dy;
1259 if (flag & V2D_HORIZONTAL_FINELINES) {
1260 UI_ThemeColorShade(TH_GRID, 16);
1261 for (a = 0; a < step; a++) {
1262 glBegin(GL_LINE_STRIP);
1267 vec2[1] = vec1[1] -= grid->dy;
1272 /* Axes are drawn as darker lines */
1273 UI_ThemeColorShade(TH_GRID, -50);
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;
1281 glBegin(GL_LINE_STRIP);
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;
1293 glBegin(GL_LINE_STRIP);
1300 /* Draw a constant grid in given 2d-region */
1301 void UI_view2d_constant_grid_draw(View2D *v2d)
1303 float start, step = 25.0f;
1305 UI_ThemeColorShade(TH_BACK, -10);
1307 start = v2d->cur.xmin - (float)fmod(v2d->cur.xmin, step);
1310 for (; start < v2d->cur.xmax; start += step) {
1311 glVertex2f(start, v2d->cur.ymin);
1312 glVertex2f(start, v2d->cur.ymax);
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);
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);
1331 /* the price we pay for not exposting structs :( */
1332 void UI_view2d_grid_size(View2DGrid *grid, float *r_dx, float *r_dy)
1338 /* free temporary memory used for drawing grid */
1339 void UI_view2d_grid_free(View2DGrid *grid)
1341 /* only free if there's a grid */
1347 /* *********************************************************************** */
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...
1354 struct View2DScrollers {
1356 int vert_min, vert_max; /* vertical scrollbar */
1357 int hor_min, hor_max; /* horizontal scrollbar */
1359 rcti hor, vert; /* exact size of slider backdrop */
1360 int horfull, vertfull; /* set if sliders are full, we don't draw them */
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 */
1368 /* Calculate relevant scroller properties */
1369 View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short xunits, short xclamp, short yunits, short yclamp)
1371 View2DScrollers *scrollers;
1373 float fac1, fac2, totsize, scrollsize;
1374 int scroll = view2d_scroll_mapped(v2d->scroll);
1376 /* scrollers is allocated here... */
1377 scrollers = MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
1382 /* slider rects need to be smaller than region */
1385 if (scroll & V2D_SCROLL_BOTTOM)
1390 if (scroll & V2D_SCROLL_LEFT)
1397 CLAMP(vert.ymin, vert.ymin, vert.ymax - V2D_SCROLLER_HANDLE_SIZE);
1398 CLAMP(hor.xmin, hor.xmin, hor.xmax - V2D_SCROLLER_HANDLE_SIZE);
1400 /* store in scrollers, used for drawing */
1401 scrollers->vert = vert;
1402 scrollers->hor = hor;
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'
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 */
1416 fac1 = (v2d->cur.xmin - v2d->tot.xmin) / totsize;
1418 scrollers->hor_min = hor.xmin;
1420 scrollers->hor_min = (int)(hor.xmin + (fac1 * scrollsize));
1422 fac2 = (v2d->cur.xmax - v2d->tot.xmin) / totsize;
1424 scrollers->hor_max = hor.xmax;
1426 scrollers->hor_max = (int)(hor.xmin + (fac2 * scrollsize));
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;
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);
1439 /* check whether sliders can disappear due to the full-range being used */
1441 if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) {
1442 v2d->scroll |= V2D_SCROLL_HORIZONTAL_FULLR;
1443 scrollers->horfull = 1;
1446 v2d->scroll &= ~V2D_SCROLL_HORIZONTAL_FULLR;
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 */
1457 fac1 = (v2d->cur.ymin - v2d->tot.ymin) / totsize;
1459 scrollers->vert_min = vert.ymin;
1461 scrollers->vert_min = (int)(vert.ymin + (fac1 * scrollsize));
1463 fac2 = (v2d->cur.ymax - v2d->tot.ymin) / totsize;
1465 scrollers->vert_max = vert.ymax;
1467 scrollers->vert_max = (int)(vert.ymin + (fac2 * scrollsize));
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) {
1475 scrollers->vert_max = scrollers->vert_min + V2D_SCROLLER_HANDLE_SIZE;
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);
1481 /* check whether sliders can disappear due to the full-range being used */
1483 if ((fac1 <= 0.0f) && (fac2 >= 1.0f)) {
1484 v2d->scroll |= V2D_SCROLL_VERTICAL_FULLR;
1485 scrollers->vertfull = 1;
1488 v2d->scroll &= ~V2D_SCROLL_VERTICAL_FULLR;
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;
1500 scrollers->grid = UI_view2d_grid_calc(CTX_data_scene(C), v2d, xunits, xclamp, yunits, yclamp, (hor.xmax - hor.xmin), (vert.ymax - vert.ymin));
1503 /* return scrollers */
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)
1511 char timecode_str[32];
1513 /* adjust the scale unit to work ok */
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
1519 if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
1525 /* get string to print */
1526 ANIM_timecode_string_from_frame(timecode_str, scene, power, (unit == V2D_UNIT_SECONDS), val);
1528 /* get length of string, and adjust printing location to fit it into the horizontal scrollbar */
1529 len = strlen(timecode_str);
1531 /* seconds/timecode display has slightly longer strings... */
1532 if (unit == V2D_UNIT_SECONDS)
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;
1545 BLF_draw_default_ascii(x, y, 0.0f, timecode_str, sizeof(timecode_str));
1548 /* Draw scrollbars in the given 2d-region */
1549 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
1551 Scene *scene = CTX_data_scene(C);
1553 int scroll = view2d_scroll_mapped(v2d->scroll);
1555 /* make copies of rects for less typing */
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;
1568 slider.xmin = vs->hor_min;
1569 slider.xmax = vs->hor_max;
1570 slider.ymin = hor.ymin;
1571 slider.ymax = hor.ymax;
1573 state = (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE) ? UI_SCROLL_PRESSED : 0;
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)
1582 if ((v2d->keepzoom & V2D_LOCKZOOM_X) == 0 &&
1583 (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) &&
1584 (slider.xmax - slider.xmin > V2D_SCROLLER_HANDLE_SIZE))
1586 state |= UI_SCROLL_ARROWS;
1589 UI_ThemeColor(TH_BACK);
1590 glRecti(v2d->hor.xmin, v2d->hor.ymin, v2d->hor.xmax, v2d->hor.ymax);
1592 uiWidgetScrollDraw(&wcol, &hor, &slider, state);
1595 /* scale indicators */
1596 if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
1597 View2DGrid *grid = vs->grid;
1598 float fac, dfac, fac2, val;
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
1604 fac = (grid->startx - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1605 fac = (float)hor.xmin + fac * (hor.xmax - hor.xmin);
1607 dfac = (grid->dx) / (v2d->cur.xmax - v2d->cur.xmin);
1608 dfac = dfac * (hor.xmax - hor.xmin);
1610 /* set starting value, and text color */
1611 UI_ThemeColor(TH_TEXT);
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) {
1621 if (vs->xunits == V2D_UNIT_FRAMES)
1624 /* draw numbers in the appropriate range */
1626 float h = 2.0f + (float)(hor.ymin);
1628 for (; fac < hor.xmax - 10; fac += dfac, val += grid->dx) {
1630 /* make prints look nicer for scrollers */
1631 if (fac < hor.xmin + 10)
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');
1639 case V2D_UNIT_FRAMESCALE: /* frames (not always as whole numbers) */
1640 scroll_printstr(scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
1643 case V2D_UNIT_SECONDS: /* seconds */
1644 fac2 = val / (float)FPS;
1645 scroll_printstr(scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
1648 case V2D_UNIT_SECONDSSEQ: /* seconds with special calculations (only used for sequencer only) */
1652 fac2 = val / (float)FPS;
1653 time = (float)floor(fac2);
1656 scroll_printstr(scene, fac, h, time + (float)FPS * fac2 / 100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
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');
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;
1679 slider.xmin = vert.xmin;
1680 slider.xmax = vert.xmax;
1681 slider.ymin = vs->vert_min;
1682 slider.ymax = vs->vert_max;
1684 state = (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE) ? UI_SCROLL_PRESSED : 0;
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)
1693 if ((v2d->keepzoom & V2D_LOCKZOOM_Y) == 0 &&
1694 (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) &&
1695 (slider.ymax - slider.ymin > V2D_SCROLLER_HANDLE_SIZE))
1697 state |= UI_SCROLL_ARROWS;
1700 UI_ThemeColor(TH_BACK);
1701 glRecti(v2d->vert.xmin, v2d->vert.ymin, v2d->vert.xmax, v2d->vert.ymax);
1703 uiWidgetScrollDraw(&wcol, &vert, &slider, state);
1707 /* scale indiators */
1708 if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
1709 View2DGrid *grid = vs->grid;
1710 float fac, dfac, val;
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!
1718 fac = (grid->starty - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1719 fac = vert.ymin + fac * (vert.ymax - vert.ymin);
1721 dfac = (grid->dy) / (v2d->cur.ymax - v2d->cur.ymin);
1722 dfac = dfac * (vert.ymax - vert.ymin);
1724 /* set starting value, and text color */
1725 UI_ThemeColor(TH_TEXT);
1728 /* if vertical clamping (to whole numbers) is used (i.e. in Sequencer), apply correction */
1729 if (vs->yclamp == V2D_GRID_CLAMP)
1732 /* draw vertical steps */
1735 BLF_rotation_default(90.0f);
1736 BLF_enable_default(BLF_ROTATION);
1738 for (; fac < vert.ymax - 10; fac += dfac, val += grid->dy) {
1740 /* make prints look nicer for scrollers */
1741 if (fac < vert.ymin + 10)
1744 scroll_printstr(scene, (float)(vert.xmax) - 2.0f, fac, val, grid->powery, vs->yunits, 'v');
1747 BLF_disable_default(BLF_ROTATION);
1754 /* free temporary memory used for drawing scrollers */
1755 void UI_view2d_scrollers_free(View2DScrollers *scrollers)
1757 /* need to free grid as well... */
1758 if (scrollers->grid) {
1759 MEM_freeN(scrollers->grid);
1761 MEM_freeN(scrollers);
1764 /* *********************************************************************** */
1765 /* List View Utilities */
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)
1776 void UI_view2d_listview_cell_to_view(View2D *v2d, short columnwidth, short rowheight, float startx, float starty, int column, int row, rctf *rect)
1779 if (ELEM(NULL, v2d, rect)) {
1783 if ((columnwidth <= 0) && (rowheight <= 0)) {
1784 rect->xmin = rect->xmax = 0.0f;
1785 rect->ymin = rect->ymax = 0.0f;
1790 rect->xmin = startx + (float)(columnwidth * column);
1791 rect->xmax = startx + (float)(columnwidth * (column + 1));
1793 if ((v2d->align & V2D_ALIGN_NO_POS_X) && !(v2d->align & V2D_ALIGN_NO_NEG_X)) {
1794 /* simply negate the values for the coordinates if in negative half */
1795 rect->xmin = -rect->xmin;
1796 rect->xmax = -rect->xmax;
1800 rect->ymin = starty + (float)(rowheight * row);
1801 rect->ymax = starty + (float)(rowheight * (row + 1));
1803 if ((v2d->align & V2D_ALIGN_NO_POS_Y) && !(v2d->align & V2D_ALIGN_NO_NEG_Y)) {
1804 /* simply negate the values for the coordinates if in negative half */
1805 rect->ymin = -rect->ymin;
1806 rect->ymax = -rect->ymax;
1810 /* Get the 'cell' (row, column) that the given 2D-view coordinates (i.e. in 'tot' rect space) lie in.
1811 * - columnwidth, rowheight = size of each 'cell'
1812 * - startx, starty = coordinates (in 'tot' rect space) that the list starts from
1813 * This should be (0,0) for most views. However, for those where the starting row was offsetted
1814 * (like for Animation Editor channel lists, to make the first entry more visible), these will be
1815 * the min-coordinates of the first item.
1816 * - viewx, viewy = 2D-coordinates (in 2D-view / 'tot' rect space) to get the cell for
1817 * - column, row = the 'coordinates' of the relevant 'cell'
1819 void UI_view2d_listview_view_to_cell(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
1820 float viewx, float viewy, int *column, int *row)
1822 /* adjust view coordinates to be all positive ints, corrected for the start offset */
1823 const int x = (int)(floorf(fabsf(viewx) + 0.5f) - startx);
1824 const int y = (int)(floorf(fabsf(viewy) + 0.5f) - starty);
1826 /* sizes must not be negative */
1827 if ( (v2d == NULL) || ((columnwidth <= 0) && (rowheight <= 0)) ) {
1828 if (column) *column = 0;
1835 if ((column) && (columnwidth > 0))
1836 *column = x / columnwidth;
1841 if ((row) && (rowheight > 0))
1842 *row = y / rowheight;
1847 /* Get the 'extreme' (min/max) column and row indices which are visible within the 'cur' rect
1848 * - columnwidth, rowheight = size of each 'cell'
1849 * - startx, starty = coordinates that the list starts from, which should be (0,0) for most views
1850 * - column/row_min/max = the starting and ending column/row indices
1852 void UI_view2d_listview_visible_cells(View2D *v2d, short columnwidth, short rowheight, float startx, float starty,
1853 int *column_min, int *column_max, int *row_min, int *row_max)
1855 /* using 'cur' rect coordinates, call the cell-getting function to get the cells for this */
1858 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
1859 v2d->cur.xmin, v2d->cur.ymin, column_min, row_min);
1862 UI_view2d_listview_view_to_cell(v2d, columnwidth, rowheight, startx, starty,
1863 v2d->cur.xmax, v2d->cur.ymax, column_max, row_max);
1867 /* *********************************************************************** */
1868 /* Coordinate Conversions */
1870 /* Convert from screen/region space to 2d-View space
1872 * - x,y = coordinates to convert
1873 * - viewx,viewy = resultant coordinates
1875 void UI_view2d_region_to_view(View2D *v2d, int x, int y, float *r_viewx, float *r_viewy)
1880 div = (float)(v2d->mask.xmax - v2d->mask.xmin);
1881 ofs = (float)v2d->mask.xmin;
1883 *r_viewx = v2d->cur.xmin + (v2d->cur.xmax - v2d->cur.xmin) * ((float)x - ofs) / div;
1887 div = (float)(v2d->mask.ymax - v2d->mask.ymin);
1888 ofs = (float)v2d->mask.ymin;
1890 *r_viewy = v2d->cur.ymin + (v2d->cur.ymax - v2d->cur.ymin) * ((float)y - ofs) / div;
1894 /* Convert from 2d-View space to screen/region space
1895 * - Coordinates are clamped to lie within bounds of region
1897 * - x,y = coordinates to convert
1898 * - regionx,regiony = resultant coordinates
1900 void UI_view2d_view_to_region(View2D *v2d, float x, float y, int *regionx, int *regiony)
1902 /* set initial value in case coordinate lies outside of bounds */
1904 *regionx = V2D_IS_CLIPPED;
1906 *regiony = V2D_IS_CLIPPED;
1908 /* express given coordinates as proportional values */
1909 x = (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1910 y = (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1912 /* check if values are within bounds */
1913 if ((x >= 0.0f) && (x <= 1.0f) && (y >= 0.0f) && (y <= 1.0f)) {
1915 *regionx = (int)(v2d->mask.xmin + x * (v2d->mask.xmax - v2d->mask.xmin));
1917 *regiony = (int)(v2d->mask.ymin + y * (v2d->mask.ymax - v2d->mask.ymin));
1921 /* Convert from 2d-view space to screen/region space
1922 * - Coordinates are NOT clamped to lie within bounds of region
1924 * - x,y = coordinates to convert
1925 * - regionx,regiony = resultant coordinates
1927 void UI_view2d_to_region_no_clip(View2D *v2d, float x, float y, int *regionx, int *regiony)
1929 /* step 1: express given coordinates as proportional values */
1930 x = (x - v2d->cur.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1931 y = (y - v2d->cur.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1933 /* step 2: convert proportional distances to screen coordinates */
1934 x = v2d->mask.xmin + x * (v2d->mask.xmax - v2d->mask.xmin);
1935 y = v2d->mask.ymin + y * (v2d->mask.ymax - v2d->mask.ymin);
1937 /* although we don't clamp to lie within region bounds, we must avoid exceeding size of ints */
1939 if (x < INT_MIN) *regionx = INT_MIN;
1940 else if (x > INT_MAX) *regionx = INT_MAX;
1941 else *regionx = (int)x;
1944 if (y < INT_MIN) *regiony = INT_MIN;
1945 else if (y > INT_MAX) *regiony = INT_MAX;
1946 else *regiony = (int)y;
1950 /* *********************************************************************** */
1953 /* View2D data by default resides in region, so get from region stored in context */
1954 View2D *UI_view2d_fromcontext(const bContext *C)
1956 ScrArea *area = CTX_wm_area(C);
1957 ARegion *region = CTX_wm_region(C);
1959 if (area == NULL) return NULL;
1960 if (region == NULL) return NULL;
1961 return &(region->v2d);
1964 /* same as above, but it returns regionwindow. Utility for pulldowns or buttons */
1965 View2D *UI_view2d_fromcontext_rwin(const bContext *C)
1967 ScrArea *sa = CTX_wm_area(C);
1968 ARegion *region = CTX_wm_region(C);
1970 if (sa == NULL) return NULL;
1971 if (region == NULL) return NULL;
1972 if (region->regiontype != RGN_TYPE_WINDOW) {
1973 ARegion *ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
1974 return ar ? &(ar->v2d) : NULL;
1976 return &(region->v2d);
1980 /* Calculate the scale per-axis of the drawing-area
1981 * - Is used to inverse correct drawing of icons, etc. that need to follow view
1982 * but not be affected by scale
1984 * - x,y = scale on each axis
1986 void UI_view2d_getscale(View2D *v2d, float *x, float *y)
1988 if (x) *x = (v2d->mask.xmax - v2d->mask.xmin) / (v2d->cur.xmax - v2d->cur.xmin);
1989 if (y) *y = (v2d->mask.ymax - v2d->mask.ymin) / (v2d->cur.ymax - v2d->cur.ymin);
1992 /* Check if mouse is within scrollers
1993 * - Returns appropriate code for match
1994 * 'h' = in horizontal scroller
1995 * 'v' = in vertical scroller
1996 * 0 = not in scroller
1998 * - x,y = mouse coordinates in screen (not region) space
2000 short UI_view2d_mouse_in_scrollers(const bContext *C, View2D *v2d, int x, int y)
2002 ARegion *ar = CTX_wm_region(C);
2004 int scroll = view2d_scroll_mapped(v2d->scroll);
2006 /* clamp x,y to region-coordinates first */
2007 co[0] = x - ar->winrct.xmin;
2008 co[1] = y - ar->winrct.ymin;
2010 /* check if within scrollbars */
2011 if (scroll & V2D_SCROLL_HORIZONTAL) {
2012 if (IN_2D_HORIZ_SCROLL(v2d, co)) return 'h';
2014 if (scroll & V2D_SCROLL_VERTICAL) {
2015 if (IN_2D_VERT_SCROLL(v2d, co)) return 'v';
2022 /* ******************* view2d text drawing cache ******************** */
2024 /* assumes caches are used correctly, so for time being no local storage in v2d */
2025 static ListBase strings = {NULL, NULL};
2027 typedef struct View2DString {
2028 struct View2DString *next, *prev;
2030 unsigned char ub[4];
2038 void UI_view2d_text_cache_add(View2D *v2d, float x, float y, const char *str, const char col[4])
2042 UI_view2d_view_to_region(v2d, x, y, mval, mval + 1);
2044 if (mval[0] != V2D_IS_CLIPPED && mval[1] != V2D_IS_CLIPPED) {
2045 int len = strlen(str) + 1;
2046 /* use calloc, rect has to be zeroe'd */
2047 View2DString *v2s = MEM_callocN(sizeof(View2DString) + len, "View2DString");
2048 char *v2s_str = (char *)(v2s + 1);
2049 memcpy(v2s_str, str, len);
2051 BLI_addtail(&strings, v2s);
2052 v2s->col.pack = *((int *)col);
2053 v2s->mval[0] = mval[0];
2054 v2s->mval[1] = mval[1];
2059 void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, const char *str, const char col[4])
2061 int len = strlen(str) + 1;
2062 View2DString *v2s = MEM_callocN(sizeof(View2DString) + len, "View2DString");
2063 char *v2s_str = (char *)(v2s + 1);
2064 memcpy(v2s_str, str, len);
2066 UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
2067 UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
2069 v2s->col.pack = *((int *)col);
2070 v2s->mval[0] = v2s->rect.xmin;
2071 v2s->mval[1] = v2s->rect.ymin;
2073 BLI_addtail(&strings, v2s);
2077 void UI_view2d_text_cache_draw(ARegion *ar)
2080 int col_pack_prev = 0;
2082 /* investigate using BLF_ascender() */
2083 const float default_height = strings.first ? BLF_height_default("28") : 0.0f;
2085 // glMatrixMode(GL_PROJECTION);
2087 // glMatrixMode(GL_MODELVIEW);
2089 ED_region_pixelspace(ar);
2091 for (v2s = strings.first; v2s; v2s = v2s->next) {
2092 const char *str = (const char *)(v2s + 1);
2095 yofs = ceil(0.5f * (v2s->rect.ymax - v2s->rect.ymin - default_height));
2096 if (yofs < 1) yofs = 1;
2098 if (col_pack_prev != v2s->col.pack) {
2099 glColor3ubv(v2s->col.ub);
2100 col_pack_prev = v2s->col.pack;
2103 if (v2s->rect.xmin >= v2s->rect.xmax)
2104 BLF_draw_default((float)v2s->mval[0] + xofs, (float)v2s->mval[1] + yofs, 0.0, str, BLF_DRAW_STR_DUMMY_MAX);
2106 BLF_clipping_default(v2s->rect.xmin - 4, v2s->rect.ymin - 4, v2s->rect.xmax + 4, v2s->rect.ymax + 4);
2107 BLF_enable_default(BLF_CLIPPING);
2108 BLF_draw_default(v2s->rect.xmin + xofs, v2s->rect.ymin + yofs, 0.0f, str, BLF_DRAW_STR_DUMMY_MAX);
2109 BLF_disable_default(BLF_CLIPPING);
2113 // glMatrixMode(GL_PROJECTION);
2115 // glMatrixMode(GL_MODELVIEW);
2119 BLI_freelistN(&strings);
2123 /* ******************************************************** */