Cleanup: UI naming
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420e379e99
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89ab591345
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@ -91,7 +91,7 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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uiSafetyRct *saferct;
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rctf butrct;
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/*float aspect;*/ /*UNUSED*/
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int xsize, ysize, xof = 0, yof = 0, center;
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int size_x, size_y, offset_x = 0, offset_y = 0;
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short dir1 = 0, dir2 = 0;
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/* transform to window coordinates, using the source button region/block */
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@ -127,34 +127,28 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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//block->rect.xmin -= 2.0; block->rect.ymin -= 2.0;
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//block->rect.xmax += 2.0; block->rect.ymax += 2.0;
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xsize = BLI_rctf_size_x(&block->rect) + 0.2f * UI_UNIT_X; /* 4 for shadow */
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ysize = BLI_rctf_size_y(&block->rect) + 0.2f * UI_UNIT_Y;
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/* aspect /= (float)xsize;*/ /*UNUSED*/
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size_x = BLI_rctf_size_x(&block->rect) + 0.2f * UI_UNIT_X; /* 4 for shadow */
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size_y = BLI_rctf_size_y(&block->rect) + 0.2f * UI_UNIT_Y;
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/* aspect /= (float)size_x;*/ /*UNUSED*/
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{
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bool left = 0, right = 0, top = 0, down = 0;
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int winx, winy;
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// int offscreen;
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winx = WM_window_pixels_x(window);
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winy = WM_window_pixels_y(window);
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// wm_window_get_size(window, &winx, &winy);
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const int win_x = WM_window_pixels_x(window);
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const int win_y = WM_window_pixels_y(window);
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// wm_window_get_size(window, &win_x, &win_y);
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if (block->direction & UI_DIR_CENTER_Y) {
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center = ysize / 2;
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}
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else {
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center = 0;
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}
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const int center_y = (block->direction & UI_DIR_CENTER_Y) ? size_y / 2 : 0;
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/* check if there's space at all */
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if (butrct.xmin - xsize > 0.0f) left = 1;
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if (butrct.xmax + xsize < winx) right = 1;
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if (butrct.ymin - ysize + center > 0.0f) down = 1;
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if (butrct.ymax + ysize - center < winy) top = 1;
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if (butrct.xmin - size_x > 0.0f) left = 1;
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if (butrct.xmax + size_x < win_x) right = 1;
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if (butrct.ymin - size_y + center_y > 0.0f) down = 1;
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if (butrct.ymax + size_y - center_y < win_y) top = 1;
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if (top == 0 && down == 0) {
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if (butrct.ymin - ysize < winy - butrct.ymax - ysize)
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if (butrct.ymin - size_y < win_y - butrct.ymax - size_y)
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top = 1;
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else
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down = 1;
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@ -162,7 +156,7 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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dir1 = (block->direction & UI_DIR_ALL);
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/* secundary directions */
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/* Secondary directions. */
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if (dir1 & (UI_DIR_UP | UI_DIR_DOWN)) {
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if (dir1 & UI_DIR_LEFT) dir2 = UI_DIR_LEFT;
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else if (dir1 & UI_DIR_RIGHT) dir2 = UI_DIR_RIGHT;
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@ -189,28 +183,28 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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}
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if (dir1 == UI_DIR_LEFT) {
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xof = butrct.xmin - block->rect.xmax;
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if (dir2 == UI_DIR_UP) yof = butrct.ymin - block->rect.ymin - center - MENU_PADDING;
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else yof = butrct.ymax - block->rect.ymax + center + MENU_PADDING;
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offset_x = butrct.xmin - block->rect.xmax;
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if (dir2 == UI_DIR_UP) offset_y = butrct.ymin - block->rect.ymin - center_y - MENU_PADDING;
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else offset_y = butrct.ymax - block->rect.ymax + center_y + MENU_PADDING;
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}
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else if (dir1 == UI_DIR_RIGHT) {
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xof = butrct.xmax - block->rect.xmin;
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if (dir2 == UI_DIR_UP) yof = butrct.ymin - block->rect.ymin - center - MENU_PADDING;
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else yof = butrct.ymax - block->rect.ymax + center + MENU_PADDING;
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offset_x = butrct.xmax - block->rect.xmin;
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if (dir2 == UI_DIR_UP) offset_y = butrct.ymin - block->rect.ymin - center_y - MENU_PADDING;
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else offset_y = butrct.ymax - block->rect.ymax + center_y + MENU_PADDING;
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}
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else if (dir1 == UI_DIR_UP) {
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yof = butrct.ymax - block->rect.ymin;
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if (dir2 == UI_DIR_RIGHT) xof = butrct.xmax - block->rect.xmax;
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else xof = butrct.xmin - block->rect.xmin;
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offset_y = butrct.ymax - block->rect.ymin;
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if (dir2 == UI_DIR_RIGHT) offset_x = butrct.xmax - block->rect.xmax;
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else offset_x = butrct.xmin - block->rect.xmin;
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/* changed direction? */
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if ((dir1 & block->direction) == 0) {
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UI_block_order_flip(block);
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}
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}
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else if (dir1 == UI_DIR_DOWN) {
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yof = butrct.ymin - block->rect.ymax;
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if (dir2 == UI_DIR_RIGHT) xof = butrct.xmax - block->rect.xmax;
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else xof = butrct.xmin - block->rect.xmin;
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offset_y = butrct.ymin - block->rect.ymax;
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if (dir2 == UI_DIR_RIGHT) offset_x = butrct.xmax - block->rect.xmax;
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else offset_x = butrct.xmin - block->rect.xmin;
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/* changed direction? */
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if ((dir1 & block->direction) == 0) {
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UI_block_order_flip(block);
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@ -221,7 +215,7 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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if (top == 0 && down == 0) {
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if (dir1 == UI_DIR_LEFT || dir1 == UI_DIR_RIGHT) {
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/* align with bottom of screen */
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// yof = ysize; (not with menu scrolls)
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// offset_y = size_y; (not with menu scrolls)
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}
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}
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@ -230,17 +224,17 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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if (left == 0 && right == 0) {
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if (dir1 == UI_DIR_UP || dir1 == UI_DIR_DOWN) {
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/* align with left size of screen */
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xof = -block->rect.xmin + 5;
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offset_x = -block->rect.xmin + 5;
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}
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}
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#endif
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#if 0
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/* clamp to window bounds, could be made into an option if its ever annoying */
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if ( (offscreen = (block->rect.ymin + yof)) < 0) yof -= offscreen; /* bottom */
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else if ((offscreen = (block->rect.ymax + yof) - winy) > 0) yof -= offscreen; /* top */
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if ( (offscreen = (block->rect.xmin + xof)) < 0) xof -= offscreen; /* left */
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else if ((offscreen = (block->rect.xmax + xof) - winx) > 0) xof -= offscreen; /* right */
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if ( (offscreen = (block->rect.ymin + offset_y)) < 0) offset_y -= offscreen; /* bottom */
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else if ((offscreen = (block->rect.ymax + offset_y) - winy) > 0) offset_y -= offscreen; /* top */
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if ( (offscreen = (block->rect.xmin + offset_x)) < 0) offset_x -= offscreen; /* left */
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else if ((offscreen = (block->rect.xmax + offset_x) - winx) > 0) offset_x -= offscreen; /* right */
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#endif
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}
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@ -249,13 +243,13 @@ static void ui_block_position(wmWindow *window, ARegion *butregion, uiBut *but,
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for (bt = block->buttons.first; bt; bt = bt->next) {
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ui_block_to_window_rctf(butregion, but->block, &bt->rect, &bt->rect);
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BLI_rctf_translate(&bt->rect, xof, yof);
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BLI_rctf_translate(&bt->rect, offset_x, offset_y);
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/* ui_but_update recalculates drawstring size in pixels */
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ui_but_update(bt);
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}
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BLI_rctf_translate(&block->rect, xof, yof);
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BLI_rctf_translate(&block->rect, offset_x, offset_y);
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/* safety calculus */
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{
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