Fix area splitting from action zone flipping viewports

The top-left and bottom-right corners were creating the new area in the
wrong place.

Blender 2.7x only had action zone corners in the top-right, and
bottom-left corners. So it had some hardcoded assumptions based on that.

This commit feels a bit like a hack, but I think it may be fine.

Bug reported via IRC, how to reproduce:

* Change shading to Rendered.
* Split viewport from the top-left corner.
This commit is contained in:
Dalai Felinto 2018-12-04 17:30:23 -02:00
parent baf89af0f5
commit 7c56ac2355
1 changed files with 22 additions and 8 deletions

View File

@ -1900,19 +1900,33 @@ static int area_split_invoke(bContext *C, wmOperator *op, const wmEvent *event)
if (CTX_wm_area(C) != sad->sa1 || sad->sa1 != sad->sa2)
return OPERATOR_PASS_THROUGH;
/* prepare operator state vars */
if (sad->gesture_dir == 'n' || sad->gesture_dir == 's') {
/* The factor will be close to 1.0f when near the top-left and the bottom-right corners. */
const float factor_v = ((float)(event->y - sad->sa1->v1->vec.y)) / (float)sad->sa1->winy;
const float factor_h = ((float)(event->x - sad->sa1->v1->vec.x)) / (float)sad->sa1->winx;
const bool is_left = factor_v < 0.5f;
const bool is_bottom = factor_h < 0.5f;
const bool is_right = !is_left;
const bool is_top = !is_bottom;
float factor;
/* Prepare operator state vars. */
if (ELEM(sad->gesture_dir, 'n', 's')) {
dir = 'h';
RNA_property_float_set(
op->ptr, prop_factor,
((float)(event->x - sad->sa1->v1->vec.x)) / (float)sad->sa1->winx);
factor = factor_h;
}
else {
dir = 'v';
RNA_property_float_set(
op->ptr, prop_factor,
((float)(event->y - sad->sa1->v1->vec.y)) / (float)sad->sa1->winy);
factor = factor_v;
}
if ((is_top && is_left) ||
(is_bottom && is_right))
{
factor = 1.0f - factor;
}
RNA_property_float_set(op->ptr, prop_factor, factor);
RNA_property_enum_set(op->ptr, prop_dir, dir);
/* general init, also non-UI case, adds customdata, sets area and defaults */