[Bf-blender-cvs] [35c18e4] blender2.8: Move screen drawing functions into new screen_draw.c
Julian Eisel
noreply at git.blender.org
Thu Dec 8 23:18:48 CET 2016
Commit: 35c18e487172165c52f93494ffecbaf484c785e0
Author: Julian Eisel
Date: Thu Dec 8 23:02:29 2016 +0100
Branches: blender2.8
https://developer.blender.org/rB35c18e487172165c52f93494ffecbaf484c785e0
Move screen drawing functions into new screen_draw.c
===================================================================
M source/blender/editors/screen/screen_draw.c
M source/blender/editors/screen/screen_edit.c
M source/blender/editors/screen/screen_intern.h
===================================================================
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index 4332112..f73bed1 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -28,7 +28,331 @@
#include "GPU_immediate.h"
#include "WM_api.h"
+#include "WM_types.h"
+#include "screen_intern.h"
+
+
+/**
+ * Draw vertical shape visualizing future joining (left as well right direction of future joining).
+ */
+static void draw_horizontal_join_shape(ScrArea *sa, char dir)
+{
+ vec2f points[10];
+ short i;
+ float w, h;
+ float width = sa->v3->vec.x - sa->v1->vec.x;
+ float height = sa->v3->vec.y - sa->v1->vec.y;
+
+ if (height < width) {
+ h = height / 8;
+ w = height / 4;
+ }
+ else {
+ h = width / 8;
+ w = width / 4;
+ }
+
+ points[0].x = sa->v1->vec.x;
+ points[0].y = sa->v1->vec.y + height / 2;
+
+ points[1].x = sa->v1->vec.x;
+ points[1].y = sa->v1->vec.y;
+
+ points[2].x = sa->v4->vec.x - w;
+ points[2].y = sa->v4->vec.y;
+
+ points[3].x = sa->v4->vec.x - w;
+ points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
+
+ points[4].x = sa->v4->vec.x - 2 * w;
+ points[4].y = sa->v4->vec.y + height / 2;
+
+ points[5].x = sa->v4->vec.x - w;
+ points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
+
+ points[6].x = sa->v3->vec.x - w;
+ points[6].y = sa->v3->vec.y;
+
+ points[7].x = sa->v2->vec.x;
+ points[7].y = sa->v2->vec.y;
+
+ points[8].x = sa->v4->vec.x;
+ points[8].y = sa->v4->vec.y + height / 2 - h;
+
+ points[9].x = sa->v4->vec.x;
+ points[9].y = sa->v4->vec.y + height / 2 + h;
+
+ if (dir == 'l') {
+ /* when direction is left, then we flip direction of arrow */
+ float cx = sa->v1->vec.x + width;
+ for (i = 0; i < 10; i++) {
+ points[i].x -= cx;
+ points[i].x = -points[i].x;
+ points[i].x += sa->v1->vec.x;
+ }
+ }
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < 5; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glEnd();
+ glBegin(GL_POLYGON);
+ for (i = 4; i < 8; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glVertex2f(points[0].x, points[0].y);
+ glEnd();
+
+ glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
+ glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
+}
+
+/**
+ * Draw vertical shape visualizing future joining (up/down direction).
+ */
+static void draw_vertical_join_shape(ScrArea *sa, char dir)
+{
+ vec2f points[10];
+ short i;
+ float w, h;
+ float width = sa->v3->vec.x - sa->v1->vec.x;
+ float height = sa->v3->vec.y - sa->v1->vec.y;
+
+ if (height < width) {
+ h = height / 4;
+ w = height / 8;
+ }
+ else {
+ h = width / 4;
+ w = width / 8;
+ }
+
+ points[0].x = sa->v1->vec.x + width / 2;
+ points[0].y = sa->v3->vec.y;
+
+ points[1].x = sa->v2->vec.x;
+ points[1].y = sa->v2->vec.y;
+
+ points[2].x = sa->v1->vec.x;
+ points[2].y = sa->v1->vec.y + h;
+
+ points[3].x = sa->v1->vec.x + width / 2 - 2 * w;
+ points[3].y = sa->v1->vec.y + h;
+
+ points[4].x = sa->v1->vec.x + width / 2;
+ points[4].y = sa->v1->vec.y + 2 * h;
+
+ points[5].x = sa->v1->vec.x + width / 2 + 2 * w;
+ points[5].y = sa->v1->vec.y + h;
+
+ points[6].x = sa->v4->vec.x;
+ points[6].y = sa->v4->vec.y + h;
+
+ points[7].x = sa->v3->vec.x;
+ points[7].y = sa->v3->vec.y;
+
+ points[8].x = sa->v1->vec.x + width / 2 - w;
+ points[8].y = sa->v1->vec.y;
+
+ points[9].x = sa->v1->vec.x + width / 2 + w;
+ points[9].y = sa->v1->vec.y;
+
+ if (dir == 'u') {
+ /* when direction is up, then we flip direction of arrow */
+ float cy = sa->v1->vec.y + height;
+ for (i = 0; i < 10; i++) {
+ points[i].y -= cy;
+ points[i].y = -points[i].y;
+ points[i].y += sa->v1->vec.y;
+ }
+ }
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < 5; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glEnd();
+ glBegin(GL_POLYGON);
+ for (i = 4; i < 8; i++)
+ glVertex2f(points[i].x, points[i].y);
+ glVertex2f(points[0].x, points[0].y);
+ glEnd();
+
+ glRectf(points[2].x, points[2].y, points[8].x, points[8].y);
+ glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
+}
+
+/**
+ * Draw join shape due to direction of joining.
+ */
+static void draw_join_shape(ScrArea *sa, char dir)
+{
+ if (dir == 'u' || dir == 'd')
+ draw_vertical_join_shape(sa, dir);
+ else
+ draw_horizontal_join_shape(sa, dir);
+}
+
+/**
+ * Draw screen area darker with arrow (visualization of future joining).
+ */
+static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
+{
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4ub(0, 0, 0, 50);
+ draw_join_shape(sa, dir);
+}
+
+/**
+ * Draw screen area ligher with arrow shape ("eraser" of previous dark shape).
+ */
+static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
+{
+ glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
+ /* value 181 was hardly computed: 181~105 */
+ glColor4ub(255, 255, 255, 50);
+ /* draw_join_shape(sa, dir); */
+ glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
+}
+
+static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
+{
+ /* right border area */
+ if (x2 < sizex - 1) {
+ glVertex2s(x2, y1);
+ glVertex2s(x2, y2);
+ }
+
+ /* left border area */
+ if (x1 > 0) { /* otherwise it draws the emboss of window over */
+ glVertex2s(x1, y1);
+ glVertex2s(x1, y2);
+ }
+
+ /* top border area */
+ if (y2 < sizey - 1) {
+ glVertex2s(x1, y2);
+ glVertex2s(x2, y2);
+ }
+
+ /* bottom border area */
+ if (y1 > 0) {
+ glVertex2s(x1, y1);
+ glVertex2s(x2, y1);
+ }
+}
+
+/**
+ * \brief Screen edges drawing.
+ */
+static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
+{
+ short x1 = sa->v1->vec.x;
+ short y1 = sa->v1->vec.y;
+ short x2 = sa->v3->vec.x;
+ short y2 = sa->v3->vec.y;
+
+ drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
+}
+
+/**
+ * Only for edge lines between areas, and the blended join arrows.
+ */
+void ED_screen_draw(wmWindow *win)
+{
+ const int winsize_x = WM_window_pixels_x(win);
+ const int winsize_y = WM_window_pixels_y(win);
+
+ ScrArea *sa;
+ ScrArea *sa1 = NULL;
+ ScrArea *sa2 = NULL;
+ ScrArea *sa3 = NULL;
+
+ wmSubWindowSet(win, win->screen->mainwin);
+
+ /* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
+ if (U.pixelsize > 1.0f) {
+ /* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
+ glLineWidth((2.0f * U.pixelsize) - 1);
+ glColor3ub(0x50, 0x50, 0x50);
+ glBegin(GL_LINES);
+ for (sa = win->screen->areabase.first; sa; sa = sa->next)
+ drawscredge_area(sa, winsize_x, winsize_y);
+ glEnd();
+ }
+
+ glLineWidth(1);
+ glColor3ub(0, 0, 0);
+ glBegin(GL_LINES);
+ for (sa = win->screen->areabase.first; sa; sa = sa->next) {
+ drawscredge_area(sa, winsize_x, winsize_y);
+
+ /* gather area split/join info */
+ if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
+ if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
+ if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
+ }
+ glEnd();
+
+ /* blended join arrow */
+ if (sa1 && sa2) {
+ int dir = area_getorientation(sa1, sa2);
+ int dira = -1;
+ if (dir != -1) {
+ switch (dir) {
+ case 0: /* W */
+ dir = 'r';
+ dira = 'l';
+ break;
+ case 1: /* N */
+ dir = 'd';
+ dira = 'u';
+ break;
+ case 2: /* E */
+ dir = 'l';
+ dira = 'r';
+ break;
+ case 3: /* S */
+ dir = 'u';
+ dira = 'd';
+ break;
+ }
+ }
+ glEnable(GL_BLEND);
+ scrarea_draw_shape_dark(sa2, dir);
+ scrarea_draw_shape_light(sa1, dira);
+ glDisable(GL_BLEND);
+ }
+
+ /* splitpoint */
+ if (sa3) {
+ glEnable(GL_BLEND);
+ glBegin(GL_LINES);
+ glColor4ub(255, 255, 255, 100);
+
+ if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
+ glVertex2s(sa3->totrct.xmin, win->eventstate->y);
+ glVertex2s(sa3->totrct.xmax, win->eventstate->y);
+ glColor4ub(0, 0, 0, 100);
+ glVertex2s(sa3->totrct.xmin, win->eventstate->y + 1);
+ glVertex2s(sa3->totrct.xmax, win->eventstate->y + 1);
+ }
+ else {
+ glVertex2s(win->eventstate->x, sa3->totrct.ymin);
+ glVertex2s(win->eventstate->x, sa3->totrct.ymax);
+ glColor4ub(0, 0, 0, 100);
+ glVertex2s(win->eventstate->x + 1, sa3->totrct.ymin);
+ glVertex2s(win->eventstate->x + 1, sa3->totrct.ymax);
+ }
+ glEnd();
+ glDisable(GL_BLEND);
+ }
+
+ win->screen->do_draw = false;
+}
+
+
+/* -------------------------------------------------------------------- */
+/* Screen Thumbnail Preview */
/**
* Calculates a scale factor to squash the preview for \a screen into a rectangle of given size and aspect.
diff --git a/source/blender/editors/screen/screen_edit.c b/source/blender/editors/screen/screen_edit.c
index 1f30923..239577a 100644
--- a/source/blender/editors/screen/screen_edit.c
+++ b/source/blender/editors/screen/screen_edit.c
@@ -52,9 +52,6 @@
#include "BKE_screen.h"
#include "BKE_scene.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
-
#include "WM_api.h"
#include "WM_types.h"
@@ -837,217 +834,6 @@ static void screen_test_scale(bScreen *sc, int winsize_x, int winsize_y)
}
-/* *********************** DRAWING **************************************** */
-
-/* draw vertical shape visualizing future joining (left as well
- * right direction of future joining) */
-static void draw_horizontal_join_shape(ScrArea *sa, char dir)
-{
- vec2f points[10];
- short i;
- float w, h;
- float width = sa->v3->vec.x - sa->v1->vec.x;
- float height = sa->v3->vec.y - sa->v1->vec.y;
-
- if (height < width) {
- h = height / 8;
- w = height / 4;
- }
- else {
- h = width / 8;
- w = width / 4;
- }
-
- points[0].x = sa->v1->vec.x;
- points[0].y = sa->v1->vec.y + height / 2;
-
- points[1].x = sa->v1->vec.x;
- points[1].y = sa->v1->vec.y;
-
- points[2].x = sa->v4->vec.x - w;
- points[2].y = sa->v4->vec.y;
-
- points[3].x = sa->v4->vec.x - w;
- points[3].y = sa->v4->vec.y + height / 2 - 2 * h;
-
- points[4].x = sa->v4->vec.x - 2 * w;
- points[4].y = sa->v4->vec.y + height / 2;
-
- points[5].x = sa->v4->vec.x - w;
- points[5].y = sa->v4->vec.y + height / 2 + 2 * h;
-
- points[6].x = sa->v3->vec.x - w;
- points[6].y = sa->v3->vec.y;
-
- points[7].x = sa->v2->vec.x;
- points[7].y = sa->v2->vec.y;
-
- points[8].x = sa->v4->vec.x;
- points[8].y = sa->v4->vec.y + height / 2 - h;
-
- points[9].x = sa->v4->vec.x;
- points[9].y = sa->v4->vec.y + height / 2 + h;
-
- if (dir == 'l') {
- /* when direction is left, then
@@ Diff output truncated at 10240 characters. @@
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