soc-2008-mxcurioni: merged changes to revision 23516
[blender.git] / source / blender / editors / interface / view2d.c
index d6c93bed174b181647de8809afefdc955e1c0212..be58a78ca859908082b25af9418ccdf86e2e8b51 100644 (file)
@@ -34,6 +34,7 @@
 #include "DNA_scene_types.h"
 #include "DNA_screen_types.h"
 #include "DNA_space_types.h"
+#include "DNA_userdef_types.h"
 #include "DNA_view2d_types.h"
 
 #include "BLI_blenlib.h"
 #include "BIF_gl.h"
 #include "BIF_glutil.h"
 
+#include "BLF_api.h"
+
 #include "ED_screen.h"
 
+#include "UI_interface.h"
 #include "UI_resources.h"
-#include "UI_text.h"
 #include "UI_view2d.h"
 
-#include "UI_interface.h"
 #include "interface_intern.h"
 
 /* *********************************************************************** */
@@ -152,12 +154,15 @@ static void view2d_masks(View2D *v2d)
  */
 void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
 {
-       short tot_changed= 0;
-       
+       short tot_changed= 0, init= 0;
+       uiStyle *style= U.uistyles.first;
+
        /* initialise data if there is a need for such */
        if ((v2d->flag & V2D_IS_INITIALISED) == 0) {
                /* set initialised flag so that View2D doesn't get reinitialised next time again */
                v2d->flag |= V2D_IS_INITIALISED;
+
+               init= 1;
                
                /* see eView2D_CommonViewTypes in UI_view2d.h for available view presets */
                switch (type) {
@@ -167,7 +172,7 @@ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
                        case V2D_COMMONVIEW_STANDARD:
                        {
                                /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
-                               v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
+                               v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM);
                                v2d->minzoom= 0.01f;
                                v2d->maxzoom= 1000.0f;
                                
@@ -194,7 +199,7 @@ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
                        case V2D_COMMONVIEW_LIST:
                        {
                                /* zoom + aspect ratio are locked */
-                               v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
+                               v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
                                v2d->minzoom= v2d->maxzoom= 1.0f;
                                
                                /* tot rect has strictly regulated placement, and must only occur in +/- quadrant */
@@ -206,11 +211,28 @@ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
                        }
                                break;
                                
+                       /* 'stack view' - practically the same as list/channel view, except is located in the pos y half instead. 
+                        *      zoom, aspect ratio, and alignment restrictions are set here */
+                       case V2D_COMMONVIEW_STACK:
+                       {
+                               /* zoom + aspect ratio are locked */
+                               v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
+                               v2d->minzoom= v2d->maxzoom= 1.0f;
+                               
+                               /* tot rect has strictly regulated placement, and must only occur in +/+ quadrant */
+                               v2d->align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
+                               v2d->keeptot = V2D_KEEPTOT_STRICT;
+                               tot_changed= 1;
+                               
+                               /* scroller settings are currently not set here... that is left for regions... */
+                       }
+                               break;
+                               
                        /* 'header' regions - zoom, aspect ratio, alignment, and panning restrictions are set here */
                        case V2D_COMMONVIEW_HEADER:
                        {
                                /* zoom + aspect ratio are locked */
-                               v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPZOOM|V2D_KEEPASPECT);
+                               v2d->keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
                                v2d->minzoom= v2d->maxzoom= 1.0f;
                                v2d->min[0]= v2d->max[0]= (float)(winx-1);
                                v2d->min[1]= v2d->max[1]= (float)(winy-1);
@@ -231,48 +253,38 @@ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
                        }
                                break;
                        
-                       /* ui listviews, tries to wrap 'tot' inside region width */
-                       case V2D_COMMONVIEW_LIST_UI:
+                       /* panels view, with horizontal/vertical align */
+                       case V2D_COMMONVIEW_PANELS_UI:
                        {
+                               float panelzoom= (style) ? style->panelzoom : 1.0f;
+                               
                                /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
-                               v2d->keepzoom= (V2D_KEEPASPECT|V2D_KEEPZOOM);
+                               v2d->keepzoom= (V2D_KEEPASPECT|V2D_LIMITZOOM|V2D_KEEPZOOM);
                                v2d->minzoom= 0.5f;
                                v2d->maxzoom= 2.0f;
+                               //tot_changed= 1;
                                
                                v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
                                v2d->keeptot= V2D_KEEPTOT_BOUNDS;
                                
-                               v2d->tot.xmin= 0.0f;
-                               v2d->tot.xmax= 336.f; // XXX 320 width + 2 x PNL_DIST
-                               
-                               v2d->tot.ymax= 0.0f;
-                               v2d->tot.ymin= -336.0f*((float)winy)/(float)winx;
-                               
-                               v2d->cur= v2d->tot;
-                       }
-                               break;
-
-                       /* panels view, with free/horizontal/vertical align */
-                       case V2D_COMMONVIEW_PANELS_UI:
-                       {
-                               /* for now, aspect ratio should be maintained, and zoom is clamped within sane default limits */
-                               v2d->keepzoom= (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPASPECT|V2D_KEEPZOOM);
-                               v2d->minzoom= 0.5f;
-                               v2d->maxzoom= 2.0f;
-                               
-                               v2d->align= (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
-                               v2d->keeptot= V2D_KEEPTOT_STRICT;
+                               v2d->scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
                                
                                v2d->tot.xmin= 0.0f;
                                v2d->tot.xmax= winx;
-
+                               
                                v2d->tot.ymax= 0.0f;
                                v2d->tot.ymin= -winy;
-
-                               v2d->cur= v2d->tot;
+                               
+                               v2d->cur.xmin= 0.0f;
+                               /* bad workaround for keeping zoom level with scrollers */
+                               v2d->cur.xmax= (winx - V2D_SCROLL_WIDTH)*panelzoom;
+                               
+                               v2d->cur.ymax= 0.0f;
+                               /* bad workaround for keeping zoom level with scrollers */
+                               v2d->cur.ymin= (-winy + V2D_SCROLL_HEIGHT)*panelzoom;
                        }
                                break;
-
+                               
                                /* other view types are completely defined using their own settings already */
                        default:
                                /* we don't do anything here, as settings should be fine, but just make sure that rect */
@@ -289,17 +301,16 @@ void UI_view2d_region_reinit(View2D *v2d, short type, int winx, int winy)
        
        /* set 'tot' rect before setting cur? */
        if (tot_changed) 
-               UI_view2d_totRect_set(v2d, winx, winy);
+               UI_view2d_totRect_set_resize(v2d, winx, winy, !init);
        else
-               UI_view2d_curRect_validate(v2d);
-       
+               UI_view2d_curRect_validate_resize(v2d, !init);
 }
 
 /* Ensure View2D rects remain in a viable configuration 
  *     - cur is not allowed to be: larger than max, smaller than min, or outside of tot
  */
 // XXX pre2.5 -> this used to be called  test_view2d()
-void UI_view2d_curRect_validate(View2D *v2d)
+void UI_view2d_curRect_validate_resize(View2D *v2d, int resize)
 {
        float totwidth, totheight, curwidth, curheight, width, height;
        float winx, winy;
@@ -336,10 +347,36 @@ void UI_view2d_curRect_validate(View2D *v2d)
        if (v2d->keepzoom & V2D_LOCKZOOM_Y)
                height= winy;
                
-       /* keepzoom (V2D_KEEPZOOM set), indicates that zoom level on each axis must not exceed limits 
+       /* values used to divide, so make it safe */
+       if(width<1) width= 1;
+       if(height<1) height= 1;
+       if(winx<1) winx= 1;
+       if(winy<1) winy= 1;
+       
+       /* V2D_LIMITZOOM indicates that zoom level should be preserved when the window size changes */
+       if (resize && (v2d->keepzoom & V2D_KEEPZOOM)) {
+               float zoom, oldzoom;
+
+               if ((v2d->keepzoom & V2D_LOCKZOOM_X)==0) {
+                       zoom= winx / width;
+                       oldzoom= v2d->oldwinx / curwidth;
+
+                       if(oldzoom != zoom)
+                               width *= zoom/oldzoom;
+               }
+
+               if ((v2d->keepzoom & V2D_LOCKZOOM_Y)==0) {
+                       zoom= winy / height;
+                       oldzoom= v2d->oldwiny / curheight;
+
+                       if(oldzoom != zoom)
+                               height *= zoom/oldzoom;
+               }
+       }
+       /* keepzoom (V2D_LIMITZOOM set), indicates that zoom level on each axis must not exceed limits 
         * NOTE: in general, it is not expected that the lock-zoom will be used in conjunction with this
         */
-       if (v2d->keepzoom & V2D_KEEPZOOM) {
+       else if (v2d->keepzoom & V2D_LIMITZOOM) {
                float zoom, fac;
                
                /* check if excessive zoom on x-axis */
@@ -445,20 +482,42 @@ void UI_view2d_curRect_validate(View2D *v2d)
        if ((width != curwidth) || (height != curheight)) {
                float temp, dh;
                
-               /* resize from centerpoint */
+               /* resize from centerpoint, unless otherwise specified */
                if (width != curwidth) {
-                       temp= (cur->xmax + cur->xmin) * 0.5f;
-                       dh= width * 0.5f;
-                       
-                       cur->xmin = temp - dh;
-                       cur->xmax = temp + dh;
+                       if (v2d->keepofs & V2D_LOCKOFS_X) {
+                               cur->xmax += width - (cur->xmax - cur->xmin);
+                       }
+                       else if (v2d->keepofs & V2D_KEEPOFS_X) {
+                               if(v2d->align & V2D_ALIGN_NO_POS_X)
+                                       cur->xmin -= width - (cur->xmax - cur->xmin);
+                               else
+                                       cur->xmax += width - (cur->xmax - cur->xmin);
+                       }
+                       else {
+                               temp= (cur->xmax + cur->xmin) * 0.5f;
+                               dh= width * 0.5f;
+                               
+                               cur->xmin = temp - dh;
+                               cur->xmax = temp + dh;
+                       }
                }
                if (height != curheight) {
-                       temp= (cur->ymax + cur->ymin) * 0.5f;
-                       dh= height * 0.5f;
-                       
-                       cur->ymin = temp - dh;
-                       cur->ymax = temp + dh;
+                       if (v2d->keepofs & V2D_LOCKOFS_Y) {
+                               cur->ymax += height - (cur->ymax - cur->ymin);
+                       }
+                       else if (v2d->keepofs & V2D_KEEPOFS_Y) {
+                               if(v2d->align & V2D_ALIGN_NO_POS_Y)
+                                       cur->ymin -= height - (cur->ymax - cur->ymin);
+                               else
+                                       cur->ymax += height - (cur->ymax - cur->ymin);
+                       }
+                       else {
+                               temp= (cur->ymax + cur->ymin) * 0.5f;
+                               dh= height * 0.5f;
+                               
+                               cur->ymin = temp - dh;
+                               cur->ymax = temp + dh;
+                       }
                }
        }
        
@@ -471,7 +530,7 @@ void UI_view2d_curRect_validate(View2D *v2d)
                curheight= cur->ymax - cur->ymin;
                
                /* width */
-               if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X)) ) {
+               if ( (curwidth > totwidth) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_X|V2D_LIMITZOOM)) ) {
                        /* if zoom doesn't have to be maintained, just clamp edges */
                        if (cur->xmin < tot->xmin) cur->xmin= tot->xmin;
                        if (cur->xmax > tot->xmax) cur->xmax= tot->xmax;
@@ -517,13 +576,13 @@ void UI_view2d_curRect_validate(View2D *v2d)
                         * We favour moving the 'minimum' across, as that's origin for most things
                         * (XXX - in the past, max was favoured... if there are bugs, swap!)
                         */
-                       if ((cur->ymin < tot->ymin) && (cur->ymax > tot->ymax)) {
+                       if ((cur->xmin < tot->xmin) && (cur->xmax > tot->xmax)) {
                                /* outside boundaries on both sides, so take middle-point of tot, and place in balanced way */
-                               temp= (tot->ymax + tot->ymin) * 0.5f;
+                               temp= (tot->xmax + tot->xmin) * 0.5f;
                                diff= curheight * 0.5f;
                                
-                               cur->ymin= temp - diff;
-                               cur->ymax= temp + diff;
+                               cur->xmin= temp - diff;
+                               cur->xmax= temp + diff;
                        }
                        else if (cur->xmin < tot->xmin) {
                                /* move cur across so that it sits at minimum of tot */
@@ -554,7 +613,7 @@ void UI_view2d_curRect_validate(View2D *v2d)
                }
                
                /* height */
-               if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y)) ) {
+               if ( (curheight > totheight) && !(v2d->keepzoom & (V2D_KEEPZOOM|V2D_LOCKZOOM_Y|V2D_LIMITZOOM)) ) {
                        /* if zoom doesn't have to be maintained, just clamp edges */
                        if (cur->ymin < tot->ymin) cur->ymin= tot->ymin;
                        if (cur->ymax > tot->ymax) cur->ymax= tot->ymax;
@@ -639,6 +698,11 @@ void UI_view2d_curRect_validate(View2D *v2d)
        view2d_masks(v2d);
 }
 
+void UI_view2d_curRect_validate(View2D *v2d)
+{
+       return UI_view2d_curRect_validate_resize(v2d, 0);
+}
+
 /* ------------------ */
 
 /* Called by menus to activate it, or by view2d operators to make sure 'related' views stay in synchrony */
@@ -758,7 +822,7 @@ void UI_view2d_curRect_reset (View2D *v2d)
 /* ------------------ */
 
 /* Change the size of the maximum viewable area (i.e. 'tot' rect) */
-void UI_view2d_totRect_set (View2D *v2d, int width, int height)
+void UI_view2d_totRect_set_resize (View2D *v2d, int width, int height, int resize)
 {
        int scroll= view2d_scroll_mapped(v2d->scroll);
        
@@ -816,7 +880,57 @@ void UI_view2d_totRect_set (View2D *v2d, int width, int height)
        }
        
        /* make sure that 'cur' rect is in a valid state as a result of these changes */
-       UI_view2d_curRect_validate(v2d);
+       UI_view2d_curRect_validate_resize(v2d, resize);
+}
+
+void UI_view2d_totRect_set(View2D *v2d, int width, int height)
+{
+       UI_view2d_totRect_set_resize(v2d, width, height, 0);
+}
+
+int UI_view2d_tab_set(View2D *v2d, int tab)
+{
+       float default_offset[2]= {0.0f, 0.0f};
+       float *offset, *new_offset;
+       int changed= 0;
+
+       /* if tab changed, change offset */
+       if(tab != v2d->tab_cur && v2d->tab_offset) {
+               if(tab < v2d->tab_num)
+                       offset= &v2d->tab_offset[tab*2];
+               else
+                       offset= default_offset;
+
+               v2d->cur.xmax += offset[0] - v2d->cur.xmin;
+               v2d->cur.xmin= offset[0];
+
+               v2d->cur.ymin += offset[1] - v2d->cur.ymax;
+               v2d->cur.ymax= offset[1];
+
+               /* validation should happen in subsequent totRect_set */
+
+               changed= 1;
+       }
+
+       /* resize array if needed */
+       if(tab >= v2d->tab_num) {
+               new_offset= MEM_callocN(sizeof(float)*(tab+1)*2, "view2d tab offset");
+
+               if(v2d->tab_offset) {
+                       memcpy(new_offset, v2d->tab_offset, sizeof(float)*v2d->tab_num*2);
+                       MEM_freeN(v2d->tab_offset);
+               }
+
+               v2d->tab_offset= new_offset;
+               v2d->tab_num= tab+1;
+       }
+
+       /* set current tab and offset */
+       v2d->tab_cur= tab;
+       v2d->tab_offset[2*tab+0]= v2d->cur.xmin;
+       v2d->tab_offset[2*tab+1]= v2d->cur.ymax;
+
+       return changed;
 }
 
 /* *********************************************************************** */
@@ -853,8 +967,14 @@ void UI_view2d_view_ortho(const bContext *C, View2D *v2d)
        /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
         * but only applied where requsted
         */
-       xofs= (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
-       yofs= (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
+       /* XXX ton: fix this! */
+       xofs= 0.0; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
+       yofs= 0.0; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
+
+       /* XXX brecht: instead of zero at least use a tiny offset, otherwise
+        * pixel rounding is effectively random due to float inaccuracy */
+       xofs= 0.001f;
+       yofs= 0.001f;
        
        /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
        view2d_map_cur_using_mask(v2d, &curmasked);
@@ -878,8 +998,9 @@ void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
        /* pixel offsets (-0.375f) are needed to get 1:1 correspondance with pixels for smooth UI drawing, 
         * but only applied where requsted
         */
-       xofs= (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
-       yofs= (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
+       /* XXX temp (ton) */
+       xofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_X) ? 0.375f : 0.0f;
+       yofs= 0.0f; // (v2d->flag & V2D_PIXELOFS_Y) ? 0.375f : 0.0f;
        
        /* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
        view2d_map_cur_using_mask(v2d, &curmasked);
@@ -898,7 +1019,14 @@ void UI_view2d_view_orthoSpecial(const bContext *C, View2D *v2d, short xaxis)
 /* Restore view matrices after drawing */
 void UI_view2d_view_restore(const bContext *C)
 {
-       ED_region_pixelspace(CTX_wm_region(C));
+       ARegion *ar= CTX_wm_region(C);
+       int width= ar->winrct.xmax-ar->winrct.xmin+1;
+       int height= ar->winrct.ymax-ar->winrct.ymin+1;
+       
+       wmOrtho2(0.0f, (float)width, 0.0f, (float)height);
+       wmLoadIdentity();
+       
+       //      ED_region_pixelspace(CTX_wm_region(C));
 }
 
 /* *********************************************************************** */
@@ -1195,12 +1323,15 @@ void UI_view2d_grid_free(View2DGrid *grid)
  * WARNING: the start of this struct must not change, as view2d_ops.c uses this too. 
  *                For now, we don't need to have a separate (internal) header for structs like this...
  */
-struct View2DScrollers {       
+struct View2DScrollers {
                /* focus bubbles */
        int vert_min, vert_max; /* vertical scrollbar */
        int hor_min, hor_max;   /* horizontal scrollbar */
        
-               /* scales */
+       rcti hor, vert;                 /* exact size of slider backdrop */
+       int horfull, vertfull;  /* set if sliders are full, we don't draw them */
+       
+       /* scales */
        View2DGrid *grid;               /* grid for coordinate drawing */
        short xunits, xclamp;   /* units and clamping options for x-axis */
        short yunits, yclamp;   /* units and clamping options for y-axis */
@@ -1211,14 +1342,33 @@ View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short
 {
        View2DScrollers *scrollers;
        rcti vert, hor;
-       float fac, totsize, scrollsize;
+       float fac1, fac2, totsize, scrollsize;
        int scroll= view2d_scroll_mapped(v2d->scroll);
        
+       /* scrollers is allocated here... */
+       scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
+       
        vert= v2d->vert;
        hor= v2d->hor;
        
-       /* scrollers is allocated here... */
-       scrollers= MEM_callocN(sizeof(View2DScrollers), "View2DScrollers");
+       /* slider rects need to be smaller than region */
+       hor.xmin+=4;
+       hor.xmax-=4;
+       if (scroll & V2D_SCROLL_BOTTOM)
+               hor.ymin+=4;
+       else
+               hor.ymax-=4;
+       
+       if (scroll & V2D_SCROLL_LEFT)
+               vert.xmin+=4;
+       else
+               vert.xmax-=4;
+       vert.ymin+=4;
+       vert.ymax-=4;
+       
+       /* store in scrollers, used for drawing */
+       scrollers->vert= vert;
+       scrollers->hor= hor;
        
        /* scroller 'buttons':
         *      - These should always remain within the visible region of the scrollbar
@@ -1231,14 +1381,30 @@ View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short
                totsize= v2d->tot.xmax - v2d->tot.xmin;
                scrollsize= (float)(hor.xmax - hor.xmin);
                
-               fac= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
-               scrollers->hor_min= (int)(hor.xmin + (fac * scrollsize));
+               fac1= (v2d->cur.xmin - v2d->tot.xmin) / totsize;
+               if(fac1<=0.0f)
+                       scrollers->hor_min= hor.xmin;
+               else
+                       scrollers->hor_min= (int)(hor.xmin + (fac1 * scrollsize));
                
-               fac= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
-               scrollers->hor_max= (int)(hor.xmin + (fac * scrollsize));
+               fac2= (v2d->cur.xmax - v2d->tot.xmin) / totsize;
+               if(fac2>=1.0f)
+                       scrollers->hor_max= hor.xmax;
+               else
+                       scrollers->hor_max= (int)(hor.xmin + (fac2 * scrollsize));
                
+               /* prevent inverted sliders */
                if (scrollers->hor_min > scrollers->hor_max) 
                        scrollers->hor_min= scrollers->hor_max;
+               /* prevent sliders from being too small, and disappearing */
+               if ((scrollers->hor_max - scrollers->hor_min) < V2D_SCROLLER_HANDLE_SIZE)
+                       scrollers->hor_max+= V2D_SCROLLER_HANDLE_SIZE;
+               
+               /* check whether sliders can disappear */
+               if(v2d->keeptot) {
+                       if(fac1 <= 0.0f && fac2 >= 1.0f) 
+                               scrollers->horfull= 1;
+               }
        }
        
        /* vertical scrollers */
@@ -1247,14 +1413,30 @@ View2DScrollers *UI_view2d_scrollers_calc(const bContext *C, View2D *v2d, short
                totsize= v2d->tot.ymax - v2d->tot.ymin;
                scrollsize= (float)(vert.ymax - vert.ymin);
                
-               fac= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
-               scrollers->vert_min= (int)(vert.ymin + (fac * scrollsize));
+               fac1= (v2d->cur.ymin- v2d->tot.ymin) / totsize;
+               if(fac1<=0.0f)
+                       scrollers->vert_min= vert.ymin;
+               else
+                       scrollers->vert_min= (int)(vert.ymin + (fac1 * scrollsize));
                
-               fac= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
-               scrollers->vert_max= (int)(vert.ymin + (fac * scrollsize));
+               fac2= (v2d->cur.ymax - v2d->tot.ymin) / totsize;
+               if(fac2>=1.0f)
+                       scrollers->vert_max= vert.ymax;
+               else
+                       scrollers->vert_max= (int)(vert.ymin + (fac2 * scrollsize));
                
+               /* prevent inverted sliders */
                if (scrollers->vert_min > scrollers->vert_max) 
                        scrollers->vert_min= scrollers->vert_max;
+               /* prevent sliders from being too small, and disappearing */
+               if ((scrollers->vert_max - scrollers->vert_min) < V2D_SCROLLER_HANDLE_SIZE)
+                       scrollers->vert_max+= V2D_SCROLLER_HANDLE_SIZE;
+               
+               /* check whether sliders can disappear */
+               if(v2d->keeptot) {
+                       if(fac1 <= 0.0f && fac2 >= 1.0f) 
+                               scrollers->vertfull= 1;
+               }
        }
        
        /* grid markings on scrollbars */
@@ -1284,7 +1466,7 @@ static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, f
                 * rotation values (hence 'degrees') are divided by 10 to 
                 * be able to show the curves at the same time
                 */
-               if ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME) {
+               if (ELEM(unit, V2D_UNIT_DEGREES, V2D_UNIT_TIME)) {
                        power += 1;
                        val *= 10;
                }
@@ -1292,12 +1474,16 @@ static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, f
        
        /* get string to print */
        if (unit == V2D_UNIT_SECONDS) {
-               /* SMPTE timecode style:
+               /* Timecode:
                 *      - In general, minutes and seconds should be shown, as most clips will be
                 *        within this length. Hours will only be included if relevant.
                 *      - Only show frames when zoomed in enough for them to be relevant 
-                *        (using separator convention of ';' for frames, ala QuickTime).
+                *        (using separator of '!' for frames).
                 *        When showing frames, use slightly different display to avoid confusion with mm:ss format
+                * TODO: factor into reusable function.
+                * Meanwhile keep in sync:
+                *        source/blender/editors/animation/anim_draw.c
+                *        source/blender/editors/interface/view2d.c
                 */
                int hours=0, minutes=0, seconds=0, frames=0;
                char neg[2]= "";
@@ -1338,9 +1524,9 @@ static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, f
                /* print timecode to temp string buffer */
                if (power <= 0) {
                        /* include "frames" in display */
-                       if (hours) sprintf(str, "%s%02d:%02d:%02d;%02d", neg, hours, minutes, seconds, frames);
-                       else if (minutes) sprintf(str, "%s%02d:%02d;%02d", neg, minutes, seconds, frames);
-                       else sprintf(str, "%s%d;%02d", neg, seconds, frames);
+                       if (hours) sprintf(str, "%s%02d:%02d:%02d!%02d", neg, hours, minutes, seconds, frames);
+                       else if (minutes) sprintf(str, "%s%02d:%02d!%02d", neg, minutes, seconds, frames);
+                       else sprintf(str, "%s%d!%02d", neg, seconds, frames);
                }
                else {
                        /* don't include 'frames' in display */
@@ -1371,101 +1557,44 @@ static void scroll_printstr(View2DScrollers *scrollers, Scene *scene, float x, f
        }
        
        /* draw it */
-       ui_rasterpos_safe(x, y, 1.0);
-       UI_DrawString(G.fonts, str, 0); // XXX check this again when new text-drawing api is done
+       BLF_draw_default(x, y, 0.0f, str);
 }
 
-/* local defines for scrollers drawing */
-       /* radius of scroller 'button' caps */
-#define V2D_SCROLLCAP_RAD              5
-       /* shading factor for scroller 'bar' */
-#define V2D_SCROLLBAR_SHADE            0.1f
-       /* shading factor for scroller 'button' caps */
-#define V2D_SCROLLCAP_SHADE            0.2f
-
 /* Draw scrollbars in the given 2d-region */
 void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *vs)
 {
        Scene *scene= CTX_data_scene(C);
-       const short darker= -50, dark= -10, light= 20, lighter= 50;
-       rcti vert, hor, corner;
+       rcti vert, hor;
        int scroll= view2d_scroll_mapped(v2d->scroll);
        
        /* make copies of rects for less typing */
-       vert= v2d->vert;
-       hor= v2d->hor;
+       vert= vs->vert;
+       hor= vs->hor;
        
        /* horizontal scrollbar */
        if (scroll & V2D_SCROLL_HORIZONTAL) {
-               /* scroller backdrop */
-               UI_ThemeColorShade(TH_SHADE1, light);
-               glRecti(hor.xmin,  hor.ymin,  hor.xmax,  hor.ymax);
-               
-               /* scroller 'button' 
-                *      - if view is zoomable in x, draw handles too 
-                *      - handles are drawn darker
-                *      - no slider when view is > total for non-zoomable views
-                *        (otherwise, zoomable ones tend to flicker)
-                */
-               if ( (v2d->scroll & V2D_SCROLL_SCALE_HORIZONTAL) ||
-                        ((v2d->tot.xmax - v2d->tot.xmin) > (v2d->cur.xmax - v2d->cur.xmin)) ) 
-               { 
-                       if (v2d->keepzoom & V2D_LOCKZOOM_X) {
-                               /* draw base bar as rounded shape */
-                               UI_ThemeColorShade(TH_SHADE1, dark);
-                               uiSetRoundBox(15);
-                               
-                               /* check that box is large enough for round drawing */
-                               if ((vs->hor_max - vs->hor_min) < (V2D_SCROLLCAP_RAD * 2)) {
-                                       /* Rounded box still gets drawn at the minimum size limit
-                                        * This doesn't represent extreme scaling well, but looks nicer...
-                                        */
-                                       float mid= 0.5f * (vs->hor_max + vs->hor_min);
-                                       
-                                       gl_round_box_shade(GL_POLYGON, 
-                                               mid-V2D_SCROLLCAP_RAD, (float)hor.ymin+2, 
-                                               mid+V2D_SCROLLCAP_RAD, (float)hor.ymax-2, 
-                                               V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
-                               }
-                               else {
-                                       /* draw rounded box as per normal */
-                                       gl_round_box_shade(GL_POLYGON, 
-                                               (float)vs->hor_min, (float)hor.ymin+2, 
-                                               (float)vs->hor_max, (float)hor.ymax-2, 
-                                               V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
-                               }
-                       }
-                       else {
-                               /* base bar drawn as shaded rect */
-                               UI_ThemeColorShade(TH_SHADE1, dark);
-                               uiSetRoundBox(0);
-                               gl_round_box_shade(GL_POLYGON, 
-                                       (float)vs->hor_min, (float)hor.ymin+2, 
-                                       (float)vs->hor_max, (float)hor.ymax-2, 
-                                       V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
-                               
-                               /* 'minimum' handle */
-                               uiSetRoundBox(9);
-                               UI_ThemeColorShade(TH_SHADE1, darker);
-                               
-                               gl_round_box_shade(GL_POLYGON, 
-                                       (float)vs->hor_min-V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymin+2, 
-                                       (float)vs->hor_min+V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymax-2, 
-                                       V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
-                               
-                               /* maximum handle */
-                               uiSetRoundBox(6);
-                               UI_ThemeColorShade(TH_SHADE1, darker);
+               /* only draw scrollbar when it doesn't fill the entire space */
+               if(vs->horfull==0) {
+                       bTheme *btheme= U.themes.first;
+                       uiWidgetColors wcol= btheme->tui.wcol_scroll;
+                       rcti slider;
+                       int state;
+                       
+                       slider.xmin= vs->hor_min;
+                       slider.xmax= vs->hor_max;
+                       slider.ymin= hor.ymin;
+                       slider.ymax= hor.ymax;
+                       
+                       state= (v2d->scroll_ui & V2D_SCROLL_H_ACTIVE)?UI_SCROLL_PRESSED:0;
+                       
+                       // TODO: disable this for button regions... 
+                       if (!(v2d->keepzoom & V2D_LOCKZOOM_X))
+                               state |= UI_SCROLL_ARROWS;
                                
-                               gl_round_box_shade(GL_POLYGON, 
-                                       (float)vs->hor_max-V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymin+2, 
-                                       (float)vs->hor_max+V2D_SCROLLER_HANDLE_SIZE, (float)hor.ymax-2, 
-                                       V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
-                       }
+                       uiWidgetScrollDraw(&wcol, &hor, &slider, state);
                }
                
                /* scale indicators */
-               // XXX will need to update the font drawing when the new stuff comes in
                if ((scroll & V2D_SCROLL_SCALE_HORIZONTAL) && (vs->grid)) {
                        View2DGrid *grid= vs->grid;
                        float fac, dfac, fac2, val;
@@ -1496,19 +1625,26 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
                        
                        /* draw numbers in the appropriate range */
                        if (dfac > 0.0f) {
-                               for (; fac < hor.xmax; fac+=dfac, val+=grid->dx) {
+                               float h= 2.0f+(float)(hor.ymin);
+                               
+                               for (; fac < hor.xmax-10; fac+=dfac, val+=grid->dx) {
+                                       
+                                       /* make prints look nicer for scrollers */
+                                       if(fac < hor.xmin+10)
+                                               continue;
+                                       
                                        switch (vs->xunits) {                                                   
                                                case V2D_UNIT_FRAMES:           /* frames (as whole numbers)*/
-                                                       scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMES, 'h');
+                                                       scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMES, 'h');
                                                        break;
                                                        
                                                case V2D_UNIT_FRAMESCALE:       /* frames (not always as whole numbers) */
-                                                       scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
+                                                       scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_FRAMESCALE, 'h');
                                                        break;
                                                
                                                case V2D_UNIT_SECONDS:          /* seconds */
                                                        fac2= val/(float)FPS;
-                                                       scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
+                                                       scroll_printstr(vs, scene, fac, h, fac2, grid->powerx, V2D_UNIT_SECONDS, 'h');
                                                        break;
                                                        
                                                case V2D_UNIT_SECONDSSEQ:       /* seconds with special calculations (only used for sequencer only) */
@@ -1519,98 +1655,45 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
                                                        time= (float)floor(fac2);
                                                        fac2= fac2-time;
                                                        
-                                                       scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
+                                                       scroll_printstr(vs, scene, fac, h, time+(float)FPS*fac2/100.0f, grid->powerx, V2D_UNIT_SECONDSSEQ, 'h');
                                                }
                                                        break;
                                                        
                                                case V2D_UNIT_DEGREES:          /* Graph Editor for rotation Drivers */
                                                        /* HACK: although we're drawing horizontal, we make this draw as 'vertical', just to get degree signs */
-                                                       scroll_printstr(vs, scene, fac, 3.0f+(float)(hor.ymin), val, grid->powerx, V2D_UNIT_DEGREES, 'v');
+                                                       scroll_printstr(vs, scene, fac, h, val, grid->powerx, V2D_UNIT_DEGREES, 'v');
                                                        break;
                                        }
                                }
                        }
                }
-               
-               /* decoration outer bevel line */
-               UI_ThemeColorShade(TH_SHADE1, lighter);
-               if (scroll & (V2D_SCROLL_BOTTOM|V2D_SCROLL_BOTTOM_O))
-                       sdrawline(hor.xmin, hor.ymax, hor.xmax, hor.ymax);
-               else if (scroll & V2D_SCROLL_TOP)
-                       sdrawline(hor.xmin, hor.ymin, hor.xmax, hor.ymin);
        }
        
        /* vertical scrollbar */
        if (scroll & V2D_SCROLL_VERTICAL) {
-               /* scroller backdrop  */
-               UI_ThemeColorShade(TH_SHADE1, light);
-               glRecti(vert.xmin,  vert.ymin,  vert.xmax,  vert.ymax);
-               
-               /* scroller 'button' 
-                *      - if view is zoomable in y, draw handles too 
-                *      - handles are drawn darker
-                *      - no slider when view is > total for non-zoomable views
-                *        (otherwise, zoomable ones tend to flicker)
-                */
-               if ( (v2d->scroll & V2D_SCROLL_SCALE_VERTICAL) ||
-                        ((v2d->tot.ymax - v2d->tot.ymin) > (v2d->cur.ymax - v2d->cur.ymin)) ) 
-               { 
-                       if (v2d->keepzoom & V2D_LOCKZOOM_Y) {
-                               /* draw base bar as rounded shape */
-                               UI_ThemeColorShade(TH_SHADE1, dark);
-                               uiSetRoundBox(15);
-                               
-                               /* check that box is large enough for round drawing */
-                               if ((vs->vert_max - vs->vert_min) < (V2D_SCROLLCAP_RAD * 2)) {
-                                       /* Rounded box still gets drawn at the minimum size limit
-                                        * This doesn't represent extreme scaling well, but looks nicer...
-                                        */
-                                       float mid= 0.5f * (vs->vert_max + vs->vert_min);
-                                       
-                                       gl_round_box_vertical_shade(GL_POLYGON, 
-                                               (float)vert.xmin+2, mid-V2D_SCROLLCAP_RAD, 
-                                               (float)vert.xmax-2, mid+V2D_SCROLLCAP_RAD, 
-                                               V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
-                               }
-                               else {
-                                       /* draw rounded box as per normal */
-                                       gl_round_box_vertical_shade(GL_POLYGON, 
-                                               (float)vert.xmin+2, (float)vs->vert_min, 
-                                               (float)vert.xmax-2, (float)vs->vert_max, 
-                                               V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
-                               }
-                       }
-                       else {
-                               /* base bar drawn as shaded rect */
-                               UI_ThemeColorShade(TH_SHADE1, dark);
-                               uiSetRoundBox(0);
-                               gl_round_box_vertical_shade(GL_POLYGON, 
-                                       (float)vert.xmin+2, (float)vs->vert_min, 
-                                       (float)vert.xmax-2, (float)vs->vert_max,
-                                       V2D_SCROLLCAP_RAD, V2D_SCROLLBAR_SHADE, -V2D_SCROLLBAR_SHADE);
-                               
-                               /* 'minimum' handle */
-                               UI_ThemeColorShade(TH_SHADE1, darker);
-                               uiSetRoundBox(12);
-                               
-                               gl_round_box_vertical_shade(GL_POLYGON, 
-                                       (float)vert.xmin+2, (float)vs->vert_min-V2D_SCROLLER_HANDLE_SIZE, 
-                                       (float)vert.xmax-2, (float)vs->vert_min+V2D_SCROLLER_HANDLE_SIZE, 
-                                       V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
-                               
-                               /* maximum handle */
-                               UI_ThemeColorShade(TH_SHADE1, darker);
-                               uiSetRoundBox(3);
+               /* only draw scrollbar when it doesn't fill the entire space */
+               if(vs->vertfull==0) {
+                       bTheme *btheme= U.themes.first;
+                       uiWidgetColors wcol= btheme->tui.wcol_scroll;
+                       rcti slider;
+                       int state;
+                       
+                       slider.xmin= vert.xmin;
+                       slider.xmax= vert.xmax;
+                       slider.ymin= vs->vert_min;
+                       slider.ymax= vs->vert_max;
+                       
+                       state= (v2d->scroll_ui & V2D_SCROLL_V_ACTIVE)?UI_SCROLL_PRESSED:0;
+                       
+                       // TODO: disable this for button regions...
+                       if (!(v2d->keepzoom & V2D_LOCKZOOM_Y)) 
+                               state |= UI_SCROLL_ARROWS;
                                
-                               gl_round_box_vertical_shade(GL_POLYGON, 
-                                       (float)vert.xmin+2, (float)vs->vert_max-V2D_SCROLLER_HANDLE_SIZE, 
-                                       (float)vert.xmax-2, (float)vs->vert_max+V2D_SCROLLER_HANDLE_SIZE, 
-                                       V2D_SCROLLCAP_RAD, V2D_SCROLLCAP_SHADE, -V2D_SCROLLCAP_SHADE);
-                       }
+                       uiWidgetScrollDraw(&wcol, &vert, &slider, state);
                }
                
+               
                /* scale indiators */
-               // XXX will need to update the font drawing when the new stuff comes in
                if ((scroll & V2D_SCROLL_SCALE_VERTICAL) && (vs->grid)) {
                        View2DGrid *grid= vs->grid;
                        float fac, dfac, val;
@@ -1638,42 +1721,23 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
                                
                        /* draw vertical steps */
                        if (dfac > 0.0f) {
-                               for (; fac < vert.ymax; fac+= dfac, val += grid->dy) {
-                                       scroll_printstr(vs, scene, (float)(vert.xmax)-14.0f, fac, val, grid->powery, vs->yunits, 'v');
+                               
+                               BLF_default_rotation(90.0f);
+                               
+                               for (; fac < vert.ymax-10; fac+= dfac, val += grid->dy) {
+                                       
+                                       /* make prints look nicer for scrollers */
+                                       if(fac < vert.ymin+10)
+                                               continue;
+                                       
+                                       scroll_printstr(vs, scene, (float)(vert.xmax)-2.0f, fac, val, grid->powery, vs->yunits, 'v');
                                }
+                               
+                               BLF_default_rotation(0.0f);
                        }
                }       
-               
-               /* decoration outer bevel line */
-               UI_ThemeColorShade(TH_SHADE1, lighter);
-               if (scroll & V2D_SCROLL_RIGHT)
-                       sdrawline(vert.xmin, vert.ymin, vert.xmin, vert.ymax);
-               else if (scroll & V2D_SCROLL_LEFT)
-                       sdrawline(vert.xmax, vert.ymin, vert.xmax, vert.ymax);
-       }
-       
-       /* draw a 'sunken square' to cover up any overlapping corners resulting from intersection of overflowing scroller data */
-       if ((scroll & V2D_SCROLL_VERTICAL) && (scroll & V2D_SCROLL_HORIZONTAL)) {
-               /* set bounds (these should be right) */
-               corner.xmin= vert.xmin;
-               corner.xmax= vert.xmax;
-               corner.ymin= hor.ymin;
-               corner.ymax= hor.ymax;
-               
-               /* firstly, draw using background color to cover up any overlapping junk */
-               UI_ThemeColor(TH_SHADE1);
-               glRecti(corner.xmin, corner.ymin, corner.xmax, corner.ymax);
-               
-               /* now, draw suggestive highlighting... */
-                       /* first, dark lines on top to suggest scrollers overlap box */
-               UI_ThemeColorShade(TH_SHADE1, darker);
-               sdrawline(corner.xmin, corner.ymin, corner.xmin, corner.ymax);
-               sdrawline(corner.xmin, corner.ymax, corner.xmax, corner.ymax);
-                       /* now, light lines on bottom to show box is sunken in */
-               UI_ThemeColorShade(TH_SHADE1, lighter);
-               sdrawline(corner.xmax, corner.ymin, corner.xmax, corner.ymax);
-               sdrawline(corner.xmin, corner.ymin, corner.xmax, corner.ymin);
        }
+       
 }
 
 /* free temporary memory used for drawing scrollers */
@@ -1943,3 +2007,85 @@ short UI_view2d_mouse_in_scrollers (const bContext *C, View2D *v2d, int x, int y
        return 0;
 }
 
+/* ******************* view2d text drawing cache ******************** */
+
+/* assumes caches are used correctly, so for time being no local storage in v2d */
+static ListBase strings= {NULL, NULL};
+
+typedef struct View2DString {
+       struct View2DString *next, *prev;
+       float col[4];
+       char str[128]; 
+       short mval[2];
+       rcti rect;
+} View2DString;
+
+
+void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)
+{
+       int mval[2];
+       
+       UI_view2d_view_to_region(v2d, x, y, mval, mval+1);
+       
+       if(mval[0]!=V2D_IS_CLIPPED && mval[1]!=V2D_IS_CLIPPED) {
+               /* use calloc, rect has to be zeroe'd */
+               View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
+               
+               BLI_addtail(&strings, v2s);
+               BLI_strncpy(v2s->str, str, 128);
+               v2s->mval[0]= mval[0];
+               v2s->mval[1]= mval[1];
+               glGetFloatv(GL_CURRENT_COLOR, v2s->col);
+       }
+}
+
+/* no clip (yet) */
+void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)
+{
+       View2DString *v2s= MEM_callocN(sizeof(View2DString), "View2DString");
+       
+       UI_view2d_to_region_no_clip(v2d, rect->xmin, rect->ymin, &v2s->rect.xmin, &v2s->rect.ymin);
+       UI_view2d_to_region_no_clip(v2d, rect->xmax, rect->ymax, &v2s->rect.xmax, &v2s->rect.ymax);
+       
+       BLI_addtail(&strings, v2s);
+       BLI_strncpy(v2s->str, str, 128);
+       glGetFloatv(GL_CURRENT_COLOR, v2s->col);
+}
+
+
+void UI_view2d_text_cache_draw(ARegion *ar)
+{
+       View2DString *v2s;
+       
+       //      wmPushMatrix();
+       ED_region_pixelspace(ar);
+       
+       for(v2s= strings.first; v2s; v2s= v2s->next) {
+               glColor3fv(v2s->col);
+               if(v2s->rect.xmin==v2s->rect.xmax)
+                       BLF_draw_default((float)v2s->mval[0], (float)v2s->mval[1], 0.0, v2s->str);
+               else {
+                       int xofs=0, yofs;
+                       
+                       yofs= ceil( 0.5f*(v2s->rect.ymax - v2s->rect.ymin - BLF_height_default("28")));
+                       if(yofs<1) yofs= 1;
+                       
+                       BLF_clipping(v2s->rect.xmin-4, v2s->rect.ymin-4, v2s->rect.xmax+4, v2s->rect.ymax+4);
+                       BLF_enable(BLF_CLIPPING);
+                       
+                       BLF_draw_default(v2s->rect.xmin+xofs, v2s->rect.ymin+yofs, 0.0f, v2s->str);
+
+                       BLF_disable(BLF_CLIPPING);
+               }
+       }
+       
+       //      wmPopMatrix();
+       
+       if(strings.first) 
+               BLI_freelistN(&strings);
+}
+
+
+/* ******************************************************** */
+
+