Beispiel #1
0
void GPC_RenderTools::RenderText3D(	int fontid,
									const char* text,
									int size,
									int dpi,
									float* color,
									double* mat,
									float aspect)
{
	/* the actual drawing */
	glColor3fv(color);
 
	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size */
	/* the bigger the size, the smaller the aspect	*/
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, (char *)text, strlen(text));

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
	glEnable(GL_DEPTH_TEST);
}
Beispiel #2
0
static int text_font_draw_character(SpaceText *st, int x, int y, char c)
{
	BLF_position(mono, x, y, 0);
	BLF_draw(mono, &c, 1);

	return st->cwidth;
}
Beispiel #3
0
static int text_font_draw_character(const TextDrawContext *tdc, int x, int y, char c)
{
	BLF_position(tdc->font_id, x, y, 0);
	BLF_draw(tdc->font_id, &c, 1);

	return tdc->cwidth;
}
Beispiel #4
0
void BL_print_gamedebug_line(const char *text, int xco, int yco, int width, int height)
{
	/* gl prepping */
	DisableForText();
	glDisable(GL_DEPTH_TEST);

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();

	glOrtho(0, width, 0, height, -100, 100);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	/* the actual drawing */
	glColor3ub(255, 255, 255);
	BLF_size(blf_mono_font, 11, 72);
	BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
	BLF_draw(blf_mono_font, (char *)text, 65535); /* XXX, use real len */

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	glEnable(GL_DEPTH_TEST);
}
void RAS_OpenGLRasterizer::RenderText3D(
        int fontid, const char *text, int size, int dpi,
        const float color[4], const double mat[16], float aspect)
{
	/* gl prepping */
	DisableForText();

	/* the actual drawing */
	glColor4fv(color);

	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size      */
	/* the bigger the size, the smaller the aspect	           */
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, text, 65535);

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
}
Beispiel #6
0
static int text_font_draw(SpaceText *UNUSED(st), int x, int y, char *str)
{
	BLF_position(mono, x, y, 0);
	BLF_draw(mono, str, 65535); /* XXX, use real length */

	return BLF_width(mono, str);
}
Beispiel #7
0
void BLF_draw_default(float x, float y, float z, const char *str, size_t len)
{
	ASSERT_DEFAULT_SET;

	BLF_size(global_font_default, global_font_points, global_font_dpi);
	BLF_position(global_font_default, x, y, z);
	BLF_draw(global_font_default, str, len);
}
Beispiel #8
0
void UI_fontstyle_draw_ex(
        const uiFontStyle *fs, const rcti *rect, const char *str,
        size_t len, float *r_xofs, float *r_yofs)
{
	int xofs = 0, yofs;
	int font_flag = BLF_CLIPPING;

	UI_fontstyle_set(fs);

	/* set the flag */
	if (fs->shadow) {
		font_flag |= BLF_SHADOW;
		const float shadow_color[4] = {fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha};
		BLF_shadow(fs->uifont_id, fs->shadow, shadow_color);
		BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
	}
	if (fs->kerning == 1) {
		font_flag |= BLF_KERNING_DEFAULT;
	}
	if (fs->word_wrap == 1) {
		font_flag |= BLF_WORD_WRAP;
	}

	BLF_enable(fs->uifont_id, font_flag);

	if (fs->word_wrap == 1) {
		/* draw from boundbox top */
		yofs = BLI_rcti_size_y(rect) - BLF_height_max(fs->uifont_id);
	}
	else {
		/* draw from boundbox center */
		yofs = ceil(0.5f * (BLI_rcti_size_y(rect) - BLF_ascender(fs->uifont_id)));
	}

	if (fs->align == UI_STYLE_TEXT_CENTER) {
		xofs = floor(0.5f * (BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len)));
		/* don't center text if it chops off the start of the text, 2 gives some margin */
		if (xofs < 2) {
			xofs = 2;
		}
	}
	else if (fs->align == UI_STYLE_TEXT_RIGHT) {
		xofs = BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len) - 0.1f * U.widget_unit;
	}

	/* clip is very strict, so we give it some space */
	BLF_clipping(fs->uifont_id, rect->xmin - 2, rect->ymin - 4, rect->xmax + 1, rect->ymax + 4);
	BLF_position(fs->uifont_id, rect->xmin + xofs, rect->ymin + yofs, 0.0f);

	BLF_draw(fs->uifont_id, str, len);

	BLF_disable(fs->uifont_id, font_flag);

	*r_xofs = xofs;
	*r_yofs = yofs;
}
void RAS_OpenGLRasterizer::RenderText2D(
        RAS_TEXT_RENDER_MODE mode,
        const char* text,
        int xco, int yco,
        int width, int height)
{
	/* This is a rather important line :( The gl-mode hasn't been left
	 * behind quite as neatly as we'd have wanted to. I don't know
	 * what cause it, though :/ .*/
	DisableForText();
	glDisable(GL_DEPTH_TEST);

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();

	glOrtho(0, width, 0, height, -100, 100);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	if (mode == RAS_TEXT_PADDED) {
		/* draw in black first*/
		glColor3ub(0, 0, 0);
		BLF_size(blf_mono_font, 11, 72);
		BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
		BLF_draw(blf_mono_font, text, 65535); /* XXX, use real len */
	}

	/* the actual drawing */
	glColor3ub(255, 255, 255);
	BLF_size(blf_mono_font, 11, 72);
	BLF_position(blf_mono_font, (float)xco, (float)(height-yco), 0.0f);
	BLF_draw(blf_mono_font, text, 65535); /* XXX, use real len */

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Beispiel #10
0
static int text_font_draw_character(SpaceText *st, int x, int y, char c)
{
	char str[2];
	str[0]= c;
	str[1]= '\0';

	BLF_position(mono, x, y, 0);
	BLF_draw(mono, str, 1);

	return st->cwidth;
}
Beispiel #11
0
/* drawn same as above, but at 90 degree angle */
void UI_fontstyle_draw_rotated(const uiFontStyle *fs, const rcti *rect, const char *str)
{
	float height;
	int xofs, yofs;
	float angle;
	rcti txtrect;

	UI_fontstyle_set(fs);

	height = BLF_ascender(fs->uifont_id);
	/* becomes x-offset when rotated */
	xofs = ceil(0.5f * (BLI_rcti_size_y(rect) - height));

	/* ignore UI_STYLE, always aligned to top */

	/* rotate counter-clockwise for now (assumes left-to-right language)*/
	xofs += height;
	yofs = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX) + 5;
	angle = M_PI_2;

	/* translate rect to vertical */
	txtrect.xmin = rect->xmin - BLI_rcti_size_y(rect);
	txtrect.ymin = rect->ymin - BLI_rcti_size_x(rect);
	txtrect.xmax = rect->xmin;
	txtrect.ymax = rect->ymin;

	/* clip is very strict, so we give it some space */
	/* clipping is done without rotation, so make rect big enough to contain both positions */
	BLF_clipping(fs->uifont_id, txtrect.xmin - 1, txtrect.ymin - yofs - xofs - 4, rect->xmax + 1, rect->ymax + 4);
	BLF_enable(fs->uifont_id, BLF_CLIPPING);
	BLF_position(fs->uifont_id, txtrect.xmin + xofs, txtrect.ymax - yofs, 0.0f);

	BLF_enable(fs->uifont_id, BLF_ROTATION);
	BLF_rotation(fs->uifont_id, angle);

	if (fs->shadow) {
		BLF_enable(fs->uifont_id, BLF_SHADOW);
		const float shadow_color[4] = {fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha};
		BLF_shadow(fs->uifont_id, fs->shadow, shadow_color);
		BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
	}

	if (fs->kerning == 1)
		BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);

	BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
	BLF_disable(fs->uifont_id, BLF_ROTATION);
	BLF_disable(fs->uifont_id, BLF_CLIPPING);
	if (fs->shadow)
		BLF_disable(fs->uifont_id, BLF_SHADOW);
	if (fs->kerning == 1)
		BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
/**
 * Similar to #UI_fontstyle_draw
 * but ignore alignment, shadow & no clipping rect.
 *
 * For drawing on-screen labels.
 */
void UI_fontstyle_draw_simple(const uiFontStyle *fs, float x, float y, const char *str)
{
	if (fs->kerning == 1)
		BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);

	UI_fontstyle_set(fs);
	BLF_position(fs->uifont_id, x, y, 0.0f);
	BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);

	if (fs->kerning == 1)
		BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
Beispiel #13
0
/* drawn same as above, but at 90 degree angle */
void uiStyleFontDrawRotated(uiFontStyle *fs, rcti *rect, const char *str)
{
	float height;
	int xofs, yofs;
	float angle;
	rcti txtrect;

	uiStyleFontSet(fs);

	height= BLF_ascender(fs->uifont_id);
	/* becomes x-offset when rotated */
	xofs= ceil( 0.5f*(rect->ymax - rect->ymin - height));

	/* ignore UI_STYLE, always aligned to top */

	/* rotate counter-clockwise for now (assumes left-to-right language)*/
	xofs+= height;
	yofs= BLF_width(fs->uifont_id, str) + 5;
	angle= 90.0f;

	/* translate rect to vertical */
	txtrect.xmin= rect->xmin - (rect->ymax - rect->ymin);
	txtrect.ymin= rect->ymin - (rect->xmax - rect->xmin);
	txtrect.xmax= rect->xmin;
	txtrect.ymax= rect->ymin;

	/* clip is very strict, so we give it some space */
	/* clipping is done without rotation, so make rect big enough to contain both positions */
	BLF_clipping(fs->uifont_id, txtrect.xmin-1, txtrect.ymin-yofs-xofs-4, rect->xmax+1, rect->ymax+4);
	BLF_enable(fs->uifont_id, BLF_CLIPPING);
	BLF_position(fs->uifont_id, txtrect.xmin+xofs, txtrect.ymax-yofs, 0.0f);

	BLF_enable(fs->uifont_id, BLF_ROTATION);
	BLF_rotation(fs->uifont_id, angle);

	if (fs->shadow) {
		BLF_enable(fs->uifont_id, BLF_SHADOW);
		BLF_shadow(fs->uifont_id, fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
		BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
	}

	if (fs->kerning == 1)
		BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);

	BLF_draw(fs->uifont_id, str, 65535); /* XXX, use real length */
	BLF_disable(fs->uifont_id, BLF_ROTATION);
	BLF_disable(fs->uifont_id, BLF_CLIPPING);
	if (fs->shadow)
		BLF_disable(fs->uifont_id, BLF_SHADOW);
	if (fs->kerning == 1)
		BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
Beispiel #14
0
static PyObject *py_blf_draw(PyObject *UNUSED(self), PyObject *args)
{
	const char *text;
	int text_length;
	int fontid;

	if (!PyArg_ParseTuple(args, "is#:blf.draw", &fontid, &text, &text_length))
		return NULL;

	BLF_draw(fontid, text, (unsigned int)text_length);

	Py_RETURN_NONE;
}
Beispiel #15
0
/* temporarily, does widget font */
void UI_DrawString(float x, float y, const char *str)
{
	uiStyle *style= U.uistyles.first;
	
	if (style->widget.kerning == 1)
		BLF_enable(style->widget.uifont_id, BLF_KERNING_DEFAULT);

	uiStyleFontSet(&style->widget);
	BLF_position(style->widget.uifont_id, x, y, 0.0f);
	BLF_draw(style->widget.uifont_id, str, 65535); /* XXX, use real length */

	if (style->widget.kerning == 1)
		BLF_disable(style->widget.uifont_id, BLF_KERNING_DEFAULT);
}
void GPC_RenderTools::RenderText3D(	int fontid,
									const char* text,
									int size,
									int dpi,
									float* color,
									double* mat,
									float aspect)
{
	if(GLEW_ARB_multitexture) {
		for(int i=0; i<MAXTEX; i++) {
			glActiveTextureARB(GL_TEXTURE0_ARB+i);

			if(GLEW_ARB_texture_cube_map)
				if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
					glDisable(GL_TEXTURE_CUBE_MAP_ARB);

			if(glIsEnabled(GL_TEXTURE_2D))
				glDisable(GL_TEXTURE_2D);
		}

		glActiveTextureARB(GL_TEXTURE0_ARB);
	}
	else {
		if(GLEW_ARB_texture_cube_map)
			if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
				glDisable(GL_TEXTURE_CUBE_MAP_ARB);

		if(glIsEnabled(GL_TEXTURE_2D))
			glDisable(GL_TEXTURE_2D);
	}

	/* the actual drawing */
	glColor4fv(color);
 
	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size */
	/* the bigger the size, the smaller the aspect	*/
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, text, 65535);

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
	glEnable(GL_DEPTH_TEST);
}
void UI_fontstyle_draw_ex(
        const uiFontStyle *fs, const rcti *rect, const char *str,
        size_t len, float *r_xofs, float *r_yofs)
{
	float height;
	int xofs = 0, yofs;
	
	UI_fontstyle_set(fs);

	height = BLF_ascender(fs->uifont_id);
	yofs = ceil(0.5f * (BLI_rcti_size_y(rect) - height));

	if (fs->align == UI_STYLE_TEXT_CENTER) {
		xofs = floor(0.5f * (BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len)));
		/* don't center text if it chops off the start of the text, 2 gives some margin */
		if (xofs < 2) {
			xofs = 2;
		}
	}
	else if (fs->align == UI_STYLE_TEXT_RIGHT) {
		xofs = BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len) - 0.1f * U.widget_unit;
	}
	
	/* clip is very strict, so we give it some space */
	BLF_clipping(fs->uifont_id, rect->xmin - 2, rect->ymin - 4, rect->xmax + 1, rect->ymax + 4);
	BLF_enable(fs->uifont_id, BLF_CLIPPING);
	BLF_position(fs->uifont_id, rect->xmin + xofs, rect->ymin + yofs, 0.0f);

	if (fs->shadow) {
		BLF_enable(fs->uifont_id, BLF_SHADOW);
		BLF_shadow(fs->uifont_id, fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
		BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
	}

	if (fs->kerning == 1)
		BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);

	BLF_draw(fs->uifont_id, str, len);
	BLF_disable(fs->uifont_id, BLF_CLIPPING);
	if (fs->shadow)
		BLF_disable(fs->uifont_id, BLF_SHADOW);
	if (fs->kerning == 1)
		BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);

	*r_xofs = xofs;
	*r_yofs = yofs;
}
Beispiel #18
0
void BLF_draw_default(float x, float y, float z, const char *str, size_t len)
{
	if (!str)
		return;

	if (global_font_default == -1)
		global_font_default= blf_search("default");

	if (global_font_default == -1) {
		printf("Warning: Can't found default font!!\n");
		return;
	}

	BLF_size(global_font_default, global_font_points, global_font_dpi);
	BLF_position(global_font_default, x, y, z);
	BLF_draw(global_font_default, str, len);
}
Beispiel #19
0
void uiStyleFontDrawExt(uiFontStyle *fs, rcti *rect, const char *str,
	float *r_xofs, float *r_yofs)
{
	float height;
	int xofs=0, yofs;
	
	uiStyleFontSet(fs);

	height= BLF_ascender(fs->uifont_id);
	yofs= ceil( 0.5f*(rect->ymax - rect->ymin - height));

	if(fs->align==UI_STYLE_TEXT_CENTER) {
		xofs= floor( 0.5f*(rect->xmax - rect->xmin - BLF_width(fs->uifont_id, str)));
		/* don't center text if it chops off the start of the text, 2 gives some margin */
		if(xofs < 2) {
			xofs= 2;
		}
	}
	else if(fs->align==UI_STYLE_TEXT_RIGHT) {
		xofs= rect->xmax - rect->xmin - BLF_width(fs->uifont_id, str) - 1;
	}
	
	/* clip is very strict, so we give it some space */
	BLF_clipping(fs->uifont_id, rect->xmin-1, rect->ymin-4, rect->xmax+1, rect->ymax+4);
	BLF_enable(fs->uifont_id, BLF_CLIPPING);
	BLF_position(fs->uifont_id, rect->xmin+xofs, rect->ymin+yofs, 0.0f);

	if (fs->shadow) {
		BLF_enable(fs->uifont_id, BLF_SHADOW);
		BLF_shadow(fs->uifont_id, fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
		BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
	}

	if (fs->kerning == 1)
		BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);

	BLF_draw(fs->uifont_id, str, 65535); /* XXX, use real length */
	BLF_disable(fs->uifont_id, BLF_CLIPPING);
	if (fs->shadow)
		BLF_disable(fs->uifont_id, BLF_SHADOW);
	if (fs->kerning == 1)
		BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);

	*r_xofs= xofs;
	*r_yofs= yofs;
}
Beispiel #20
0
void clip_draw_curfra_label(SpaceClip *sc, float x, float y)
{
	uiStyle *style = UI_GetStyle();
	int fontid = style->widget.uifont_id;
	char numstr[32];
	float font_dims[2] = {0.0f, 0.0f};

	/* frame number */
	BLF_size(fontid, 11.0f, U.dpi);
	BLI_snprintf(numstr, sizeof(numstr), "%d", sc->user.framenr);

	BLF_width_and_height(fontid, numstr, &font_dims[0], &font_dims[1]);

	glRecti(x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);

	UI_ThemeColor(TH_TEXT);
	BLF_position(fontid, x + 2.0f, y + 2.0f, 0.0f);
	BLF_draw(fontid, numstr, sizeof(numstr));
}
Beispiel #21
0
/**
 * Same as #UI_fontstyle_draw but draw a colored backdrop.
 */
void UI_fontstyle_draw_simple_backdrop(const uiFontStyle *fs,
                                       float x,
                                       float y,
                                       const char *str,
                                       const float col_fg[4],
                                       const float col_bg[4])
{
  if (fs->kerning == 1) {
    BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
  }

  UI_fontstyle_set(fs);

  {
    const float width = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
    const float height = BLF_height_max(fs->uifont_id);
    const float decent = BLF_descender(fs->uifont_id);
    const float margin = height / 4.0f;

    /* backdrop */
    float color[4] = {col_bg[0], col_bg[1], col_bg[2], 0.5f};

    UI_draw_roundbox_corner_set(UI_CNR_ALL);
    UI_draw_roundbox_aa(true,
                        x - margin,
                        (y + decent) - margin,
                        x + width + margin,
                        (y + decent) + height + margin,
                        margin,
                        color);
  }

  BLF_position(fs->uifont_id, x, y, 0.0f);
  BLF_color4fv(fs->uifont_id, col_fg);
  BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);

  if (fs->kerning == 1) {
    BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
  }
}
Beispiel #22
0
/* Print 3D text */
void BL_print_game_line(int fontid, const char *text, int size, int dpi, float *color, double *mat, float aspect)
{
	/* gl prepping */
	DisableForText();

	/* the actual drawing */
	glColor4fv(color);

	/* multiply the text matrix by the object matrix */
	BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
	BLF_matrix(fontid, mat);

	/* aspect is the inverse scale that allows you to increase */
	/* your resolution without sizing the final text size      */
	/* the bigger the size, the smaller the aspect	           */
	BLF_aspect(fontid, aspect, aspect, aspect);

	BLF_size(fontid, size, dpi);
	BLF_position(fontid, 0, 0, 0);
	BLF_draw(fontid, (char *)text, 65535);

	BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
}
/**
 * Same as #UI_fontstyle_draw but draw a colored backdrop.
 */
void UI_fontstyle_draw_simple_backdrop(
        const uiFontStyle *fs, float x, float y, const char *str,
        const unsigned char fg[4], const unsigned char bg[4])
{
	if (fs->kerning == 1)
		BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);

	UI_fontstyle_set(fs);

	{
		const float width = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
		const float height = BLF_height_max(fs->uifont_id);
		const float decent = BLF_descender(fs->uifont_id);
		const float margin = height / 4.0f;

		/* backdrop */
		glColor4ubv(bg);

		UI_draw_roundbox_corner_set(UI_CNR_ALL | UI_RB_ALPHA);
		UI_draw_roundbox(
		        x - margin,
		        (y + decent) - margin,
		        x + width + margin,
		        (y + decent) + height + margin,
		        margin);

		glColor4ubv(fg);
	}


	BLF_position(fs->uifont_id, x, y, 0.0f);
	BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);

	if (fs->kerning == 1)
		BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
Beispiel #24
0
void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
{
  ScrArea *sa = CTX_wm_area(C);
  SpaceClip *sc = CTX_wm_space_clip(C);
  View2D *v2d = &ar->v2d;
  MovieClip *clip = ED_space_clip_get_clip(sc);
  uiStyle *style = UI_style_get();
  int fontid = style->widget.uifont_id;

  if (!clip) {
    return;
  }

  MovieTracking *tracking = &clip->tracking;
  MovieTrackingDopesheet *dopesheet = &tracking->dopesheet;
  int height = (dopesheet->tot_channel * CHANNEL_STEP) + (CHANNEL_HEIGHT);

  if (height > BLI_rcti_size_y(&v2d->mask)) {
    /* don't use totrect set, as the width stays the same
     * (NOTE: this is ok here, the configuration is pretty straightforward)
     */
    v2d->tot.ymin = (float)(-height);
  }

  /* need to do a view-sync here, so that the keys area doesn't jump around
   * (it must copy this) */
  UI_view2d_sync(NULL, sa, v2d, V2D_LOCK_COPY);

  /* loop through channels, and set up drawing depending on their type
   * first pass: just the standard GL-drawing for backdrop + text
   */
  float y = (float)CHANNEL_FIRST;

  GPUVertFormat *format = immVertexFormat();
  uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);

  immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);

  MovieTrackingDopesheetChannel *channel;
  for (channel = dopesheet->channels.first; channel; channel = channel->next) {
    float yminc = (float)(y - CHANNEL_HEIGHT_HALF);
    float ymaxc = (float)(y + CHANNEL_HEIGHT_HALF);

    /* check if visible */
    if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
        IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax)) {
      MovieTrackingTrack *track = channel->track;
      float color[3];
      track_channel_color(track, NULL, color);
      immUniformColor3fv(color);

      immRectf(pos,
               v2d->cur.xmin,
               (float)y - CHANNEL_HEIGHT_HALF,
               v2d->cur.xmax + EXTRA_SCROLL_PAD,
               (float)y + CHANNEL_HEIGHT_HALF);
    }

    /* adjust y-position for next one */
    y -= CHANNEL_STEP;
  }
  immUnbindProgram();

  /* second pass: text */
  y = (float)CHANNEL_FIRST;

  BLF_size(fontid, 11.0f * U.pixelsize, U.dpi);

  for (channel = dopesheet->channels.first; channel; channel = channel->next) {
    float yminc = (float)(y - CHANNEL_HEIGHT_HALF);
    float ymaxc = (float)(y + CHANNEL_HEIGHT_HALF);

    /* check if visible */
    if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
        IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax)) {
      MovieTrackingTrack *track = channel->track;
      bool sel = (track->flag & TRACK_DOPE_SEL) != 0;

      UI_FontThemeColor(fontid, sel ? TH_TEXT_HI : TH_TEXT);

      float font_height = BLF_height(fontid, channel->name, sizeof(channel->name));
      BLF_position(fontid, v2d->cur.xmin + CHANNEL_PAD, y - font_height / 2.0f, 0.0f);
      BLF_draw(fontid, channel->name, strlen(channel->name));
    }

    /* adjust y-position for next one */
    y -= CHANNEL_STEP;
  }

  /* third pass: widgets */
  uiBlock *block = UI_block_begin(C, ar, __func__, UI_EMBOSS);
  y = (float)CHANNEL_FIRST;

  /* get RNA properties (once) */
  PropertyRNA *chan_prop_lock = RNA_struct_type_find_property(&RNA_MovieTrackingTrack, "lock");
  BLI_assert(chan_prop_lock);

  GPU_blend(true);
  for (channel = dopesheet->channels.first; channel; channel = channel->next) {
    float yminc = (float)(y - CHANNEL_HEIGHT_HALF);
    float ymaxc = (float)(y + CHANNEL_HEIGHT_HALF);

    /* check if visible */
    if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
        IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax)) {
      MovieTrackingTrack *track = channel->track;
      const int icon = (track->flag & TRACK_LOCKED) ? ICON_LOCKED : ICON_UNLOCKED;
      PointerRNA ptr;

      RNA_pointer_create(&clip->id, &RNA_MovieTrackingTrack, track, &ptr);

      UI_block_emboss_set(block, UI_EMBOSS_NONE);
      uiDefIconButR_prop(block,
                         UI_BTYPE_ICON_TOGGLE,
                         1,
                         icon,
                         v2d->cur.xmax - UI_UNIT_X - CHANNEL_PAD,
                         y - UI_UNIT_Y / 2.0f,
                         UI_UNIT_X,
                         UI_UNIT_Y,
                         &ptr,
                         chan_prop_lock,
                         0,
                         0,
                         0,
                         0,
                         0,
                         NULL);
      UI_block_emboss_set(block, UI_EMBOSS);
    }

    /* adjust y-position for next one */
    y -= CHANNEL_STEP;
  }
  GPU_blend(false);

  UI_block_end(C, block);
  UI_block_draw(C, block);
}
static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg)
{
	Scene *scene = CTX_data_scene(C);
	UnitSettings *unit = &scene->unit;
	RulerItem *ruler_item;
	RulerInfo *ruler_info = arg;
	RegionView3D *rv3d = ruler_info->ar->regiondata;
//	ARegion *ar = ruler_info->ar;
	const float cap_size = 4.0f;
	const float bg_margin = 4.0f * U.pixelsize;
	const float bg_radius = 4.0f * U.pixelsize;
	const float arc_size = 64.0f * U.pixelsize;
#define ARC_STEPS 24
	const int arc_steps = ARC_STEPS;
	int i;
	//unsigned int color_act = 0x666600;
	unsigned int color_act = 0xffffff;
	unsigned int color_base = 0x0;
	unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
	unsigned char color_text[3];
	unsigned char color_wire[3];

	/* anti-aliased lines for more consistent appearance */
	glEnable(GL_LINE_SMOOTH);

	BLF_enable(blf_mono_font, BLF_ROTATION);
	BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi);
	BLF_rotation(blf_mono_font, 0.0f);

	UI_GetThemeColor3ubv(TH_TEXT, color_text);
	UI_GetThemeColor3ubv(TH_WIRE, color_wire);

	for (ruler_item = ruler_info->items.first, i = 0; ruler_item; ruler_item = ruler_item->next, i++) {
		const bool is_act = (i == ruler_info->item_active);
		float dir_ruler[2];
		float co_ss[3][2];
		int j;

		/* should these be checked? - ok for now not to */
		for (j = 0; j < 3; j++) {
			ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
		}

		glEnable(GL_BLEND);

		cpack(is_act ? color_act : color_base);

		if (ruler_item->flag & RULERITEM_USE_ANGLE) {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j++) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			cpack(0xaaaaaa);
			setlinestyle(3);
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j++) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			setlinestyle(0);

			/* arc */
			{
				float dir_tmp[3];
				float co_tmp[3];
				float arc_ss_coords[ARC_STEPS + 1][2];

				float dir_a[3];
				float dir_b[3];
				float quat[4];
				float axis[3];
				float angle;
				const float px_scale = (ED_view3d_pixel_size(rv3d, ruler_item->co[1]) *
				                        min_fff(arc_size,
				                                len_v2v2(co_ss[0], co_ss[1]) / 2.0f,
				                                len_v2v2(co_ss[2], co_ss[1]) / 2.0f));

				sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]);
				sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]);
				normalize_v3(dir_a);
				normalize_v3(dir_b);

				cross_v3_v3v3(axis, dir_a, dir_b);
				angle = angle_normalized_v3v3(dir_a, dir_b);

				axis_angle_to_quat(quat, axis, angle / arc_steps);

				copy_v3_v3(dir_tmp, dir_a);

				glColor3ubv(color_wire);

				for (j = 0; j <= arc_steps; j++) {
					madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
					ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
					mul_qt_v3(quat, dir_tmp);
				}

				glEnableClientState(GL_VERTEX_ARRAY);
				glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
				glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
				glDisableClientState(GL_VERTEX_ARRAY);
			}

			/* text */
			{
				char numstr[256];
				float numstr_size[2];
				float pos[2];
				const int prec = 2;  /* XXX, todo, make optional */

				ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);

				BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);

				pos[0] = co_ss[1][0] + (cap_size * 2.0f);
				pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);

				/* draw text (bg) */
				glColor4ubv(color_back);
				uiSetRoundBox(UI_CNR_ALL);
				uiRoundBox(pos[0] - bg_margin,                  pos[1] - bg_margin,
				           pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
				           bg_radius);
				/* draw text */
				glColor3ubv(color_text);
				BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
				BLF_rotation(blf_mono_font, 0.0f);
				BLF_draw(blf_mono_font, numstr, sizeof(numstr));
			}

			/* capping */
			{
				float rot_90_vec_a[2];
				float rot_90_vec_b[2];
				float cap[2];

				sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]);
				rot_90_vec_a[0] = -dir_ruler[1];
				rot_90_vec_a[1] =  dir_ruler[0];
				normalize_v2(rot_90_vec_a);

				sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]);
				rot_90_vec_b[0] = -dir_ruler[1];
				rot_90_vec_b[1] =  dir_ruler[0];
				normalize_v2(rot_90_vec_b);

				glEnable(GL_BLEND);

				glColor3ubv(color_wire);

				glBegin(GL_LINES);

				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
				glVertex2fv(cap);

				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
				glVertex2fv(cap);

				/* angle vertex */
				glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
				glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
				glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
				glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
				glEnd();

				glDisable(GL_BLEND);
			}
		}
		else {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j += 2) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			cpack(0xaaaaaa);
			setlinestyle(3);
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j += 2) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			setlinestyle(0);

			sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);

			/* text */
			{
				char numstr[256];
				float numstr_size[2];
				const int prec = 6;  /* XXX, todo, make optional */
				float pos[2];

				ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);

				BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);

				mid_v2_v2v2(pos, co_ss[0], co_ss[2]);

				/* center text */
				pos[0] -= numstr_size[0] / 2.0f;
				pos[1] -= numstr_size[1] / 2.0f;

				/* draw text (bg) */
				glColor4ubv(color_back);
				uiSetRoundBox(UI_CNR_ALL);
				uiRoundBox(pos[0] - bg_margin,                  pos[1] - bg_margin,
				           pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
				           bg_radius);
				/* draw text */
				glColor3ubv(color_text);
				BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
				BLF_draw(blf_mono_font, numstr, sizeof(numstr));
			}

			/* capping */
			{
				float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]};
				float cap[2];

				normalize_v2(rot_90_vec);

				glEnable(GL_BLEND);
				glColor3ubv(color_wire);

				glBegin(GL_LINES);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
				glVertex2fv(cap);

				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
				glVertex2fv(cap);
				glEnd();

				glDisable(GL_BLEND);
			}
		}
	}

	glDisable(GL_LINE_SMOOTH);

	BLF_disable(blf_mono_font, BLF_ROTATION);

#undef ARC_STEPS

	/* draw snap */
	if ((ruler_info->snap_flag & RULER_SNAP_OK) && (ruler_info->state == RULER_STATE_DRAG)) {
		ruler_item = ruler_item_active_get(ruler_info);
		if (ruler_item) {
			/* size from drawSnapping */
			const float size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
			float co_ss[3];
			ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);

			cpack(color_act);
			circ(co_ss[0], co_ss[1], size * U.pixelsize);
		}
	}

}
Beispiel #26
0
static void playanim_toscreen(PlayState *ps, PlayAnimPict *picture, struct ImBuf *ibuf, int fontid, int fstep)
{
	float offsx, offsy;

	if (ibuf == NULL) {
		printf("%s: no ibuf for picture '%s'\n", __func__, picture ? picture->name : "<NIL>");
		return;
	}
	if (ibuf->rect == NULL && ibuf->rect_float) {
		IMB_rect_from_float(ibuf);
		imb_freerectfloatImBuf(ibuf);
	}
	if (ibuf->rect == NULL)
		return;

	GHOST_ActivateWindowDrawingContext(g_WS.ghost_window);

	/* offset within window */
	offsx = 0.5f * (((float)ps->win_x - ps->zoom * ibuf->x) / (float)ps->win_x);
	offsy = 0.5f * (((float)ps->win_y - ps->zoom * ibuf->y) / (float)ps->win_y);

	CLAMP(offsx, 0.0f, 1.0f);
	CLAMP(offsy, 0.0f, 1.0f);
	glRasterPos2f(offsx, offsy);

	glClearColor(0.1, 0.1, 0.1, 0.0);
	glClear(GL_COLOR_BUFFER_BIT);
	
	/* checkerboard for case alpha */
	if (ibuf->planes == 32) {
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		fdrawcheckerboard(offsx, offsy, offsx + (ps->zoom * ibuf->x) / (float)ps->win_x, offsy + (ps->zoom * ibuf->y) / (float)ps->win_y);
	}
	
	glDrawPixels(ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);

	glDisable(GL_BLEND);
	
	pupdate_time();

	if (picture && (g_WS.qual & (WS_QUAL_SHIFT | WS_QUAL_LMOUSE)) && (fontid != -1)) {
		int sizex, sizey;
		float fsizex_inv, fsizey_inv;
		char str[32 + FILE_MAX];
		cpack(-1);
		BLI_snprintf(str, sizeof(str), "%s | %.2f frames/s", picture->name, fstep / swaptime);

		playanim_window_get_size(&sizex, &sizey);
		fsizex_inv = 1.0f / sizex;
		fsizey_inv = 1.0f / sizey;

		BLF_enable(fontid, BLF_ASPECT);
		BLF_aspect(fontid, fsizex_inv, fsizey_inv, 1.0f);
		BLF_position(fontid, 10.0f * fsizex_inv, 10.0f * fsizey_inv, 0.0f);
		BLF_draw(fontid, str, sizeof(str));
	}

	GHOST_SwapWindowBuffers(g_WS.ghost_window);
}
Beispiel #27
0
static void loggerwindow_do_draw(LoggerWindow *lw) {
	int i, ndisplines, startline;
	int sb_rect[2][2], sb_thumb[2][2];
		
	GHOST_ActivateWindowDrawingContext(lw->win);
	
	glClearColor(1, 1, 1, 1);
	glClear(GL_COLOR_BUFFER_BIT);

	glColor3f(0.8, 0.8, 0.8);
	rect_bevel_smooth(lw->textarea, 4);
	
	scrollbar_get_rect(lw->scroll, sb_rect);
	scrollbar_get_thumb(lw->scroll, sb_thumb);
	
	glColor3f(0.6, 0.6, 0.6);
	rect_bevel_smooth(sb_rect, 1);
	
	if (scrollbar_is_scrolling(lw->scroll)) {
		glColor3f(0.6, 0.7, 0.5);
	} else {
		glColor3f(0.9, 0.9, 0.92);
	}
	rect_bevel_smooth(sb_thumb, 1);
	
	startline= scrollbar_get_thumbpos(lw->scroll)*(lw->nloglines-1);
	ndisplines= min_i(lw->ndisplines, lw->nloglines-startline);

	if (lw->fonttexid!=-1) {
		glBindTexture(GL_TEXTURE_2D, lw->fonttexid);
		
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_BLEND);
		glEnable(GL_TEXTURE_2D);		
	}
	glColor3f(0, 0, 0);
	for (i=0; i<ndisplines; i++) {
			/* stored in reverse order */
		char *line= lw->loglines[(lw->nloglines-1)-(i+startline)];
		int x_pos= lw->textarea[0][0] + 4;
		int y_pos= lw->textarea[0][1] + 4 + i*lw->fontheight;

#ifdef USE_BMF		
		if (lw->fonttexid==-1) {
			glRasterPos2i(x_pos, y_pos);
			BMF_DrawString(lw->font, line);
		} else {
			BMF_DrawStringTexture(lw->font, line, x_pos, y_pos, 0.0);
		}
#else
		BLF_position(lw->font, x_pos, y_pos, 0.0);
		BLF_draw(lw->font, line, 256); // XXX
#endif
	}

#ifdef USE_BMF
	if (lw->fonttexid!=-1) {
		glDisable(GL_TEXTURE_2D);		
		glDisable(GL_BLEND);
	}
#endif

	GHOST_SwapWindowBuffers(lw->win);
}
Beispiel #28
0
static void draw_marker_texts(SpaceClip *sc, MovieTrackingTrack *track, MovieTrackingMarker *marker,
                              const float marker_pos[2], int act, int width, int height, float zoomx, float zoomy)
{
	char str[128] = {0}, state[64] = {0};
	float dx = 0.0f, dy = 0.0f, fontsize, pos[3];
	uiStyle *style = U.uistyles.first;
	int fontid = style->widget.uifont_id;

	if (!TRACK_VIEW_SELECTED(sc, track))
		return;

	BLF_size(fontid, 11.0f * U.pixelsize, U.dpi);
	fontsize = BLF_height_max(fontid);

	if (marker->flag & MARKER_DISABLED) {
		if (act)
			UI_ThemeColor(TH_ACT_MARKER);
		else
			UI_ThemeColorShade(TH_DIS_MARKER, 128);
	}
	else {
		if (act)
			UI_ThemeColor(TH_ACT_MARKER);
		else
			UI_ThemeColor(TH_SEL_MARKER);
	}

	if ((sc->flag & SC_SHOW_MARKER_SEARCH) &&
	    ((marker->flag & MARKER_DISABLED) == 0 || (sc->flag & SC_SHOW_MARKER_PATTERN) == 0))
	{
		dx = marker->search_min[0];
		dy = marker->search_min[1];
	}
	else if (sc->flag & SC_SHOW_MARKER_PATTERN) {
		float pat_min[2], pat_max[2];

		BKE_tracking_marker_pattern_minmax(marker, pat_min, pat_max);
		dx = pat_min[0];
		dy = pat_min[1];
	}

	pos[0] = (marker_pos[0] + dx) * width;
	pos[1] = (marker_pos[1] + dy) * height;
	pos[2] = 0.0f;

	mul_m4_v3(sc->stabmat, pos);

	pos[0] = pos[0] * zoomx;
	pos[1] = pos[1] * zoomy - fontsize;

	if (marker->flag & MARKER_DISABLED)
		strcpy(state, "disabled");
	else if (marker->framenr != ED_space_clip_get_clip_frame_number(sc))
		strcpy(state, "estimated");
	else if (marker->flag & MARKER_TRACKED)
		strcpy(state, "tracked");
	else
		strcpy(state, "keyframed");

	if (state[0])
		BLI_snprintf(str, sizeof(str), "%s: %s", track->name, state);
	else
		BLI_strncpy(str, track->name, sizeof(str));

	BLF_position(fontid, pos[0], pos[1], 0.0f);
	BLF_draw(fontid, str, sizeof(str));
	pos[1] -= fontsize;

	if (track->flag & TRACK_HAS_BUNDLE) {
		BLI_snprintf(str, sizeof(str), "Average error: %.3f", track->error);
		BLF_position(fontid, pos[0], pos[1], 0.0f);
		BLF_draw(fontid, str, sizeof(str));
		pos[1] -= fontsize;
	}

	if (track->flag & TRACK_LOCKED) {
		BLF_position(fontid, pos[0], pos[1], 0.0f);
		BLF_draw(fontid, "locked", 6);
	}
}
void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
{
	ScrArea *sa = CTX_wm_area(C);
	SpaceClip *sc = CTX_wm_space_clip(C);
	View2D *v2d = &ar->v2d;
	MovieClip *clip = ED_space_clip_get_clip(sc);
	MovieTracking *tracking;
	MovieTrackingDopesheet *dopesheet;
	MovieTrackingDopesheetChannel *channel;
	uiStyle *style = UI_GetStyle();
	uiBlock *block;
	int fontid = style->widget.uifont_id;
	int height;
	float y;
	PropertyRNA *chan_prop_lock;

	if (!clip)
		return;

	tracking = &clip->tracking;
	dopesheet = &tracking->dopesheet;
	height = (dopesheet->tot_channel * CHANNEL_STEP) + (CHANNEL_HEIGHT);

	if (height > BLI_rcti_size_y(&v2d->mask)) {
		/* don't use totrect set, as the width stays the same
		 * (NOTE: this is ok here, the configuration is pretty straightforward)
		 */
		v2d->tot.ymin = (float)(-height);
	}

	/* need to do a view-sync here, so that the keys area doesn't jump around (it must copy this) */
	UI_view2d_sync(NULL, sa, v2d, V2D_LOCK_COPY);

	/* loop through channels, and set up drawing depending on their type
	 * first pass: just the standard GL-drawing for backdrop + text
	 */
	y = (float) CHANNEL_FIRST;

	BLF_size(fontid, 11.0f * U.pixelsize, U.dpi);

	for (channel = dopesheet->channels.first; channel; channel = channel->next) {
		float yminc = (float) (y - CHANNEL_HEIGHT_HALF);
		float ymaxc = (float) (y + CHANNEL_HEIGHT_HALF);

		/* check if visible */
		if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
		    IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax))
		{
			MovieTrackingTrack *track = channel->track;
			float font_height, color[3];
			int sel = track->flag & TRACK_DOPE_SEL;

			track_channel_color(track, NULL, color);
			glColor3fv(color);

			glRectf(v2d->cur.xmin, (float) y - CHANNEL_HEIGHT_HALF,
			        v2d->cur.xmax + EXTRA_SCROLL_PAD, (float) y + CHANNEL_HEIGHT_HALF);

			if (sel)
				UI_ThemeColor(TH_TEXT_HI);
			else
				UI_ThemeColor(TH_TEXT);

			font_height = BLF_height(fontid, channel->name, sizeof(channel->name));
			BLF_position(fontid, v2d->cur.xmin + CHANNEL_PAD,
			             y - font_height / 2.0f, 0.0f);
			BLF_draw(fontid, channel->name, strlen(channel->name));
		}

		/* adjust y-position for next one */
		y -= CHANNEL_STEP;
	}

	/* second pass: widgets */
	block = uiBeginBlock(C, ar, __func__, UI_EMBOSS);
	y = (float) CHANNEL_FIRST;

	/* get RNA properties (once) */
	chan_prop_lock = RNA_struct_type_find_property(&RNA_MovieTrackingTrack, "lock");
	BLI_assert(chan_prop_lock);

	glEnable(GL_BLEND);
	for (channel = dopesheet->channels.first; channel; channel = channel->next) {
		float yminc = (float)(y - CHANNEL_HEIGHT_HALF);
		float ymaxc = (float)(y + CHANNEL_HEIGHT_HALF);

		/* check if visible */
		if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
		    IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax))
		{
			MovieTrackingTrack *track = channel->track;
			const int icon = (track->flag & TRACK_LOCKED) ? ICON_LOCKED : ICON_UNLOCKED;
			PointerRNA ptr;

			RNA_pointer_create(&clip->id, &RNA_MovieTrackingTrack, track, &ptr);

			uiBlockSetEmboss(block, UI_EMBOSSN);
			uiDefIconButR_prop(block, ICONTOG, 1, icon,
			                   v2d->cur.xmax - UI_UNIT_X - CHANNEL_PAD, y - UI_UNIT_Y / 2.0f,
			                   UI_UNIT_X, UI_UNIT_Y, &ptr, chan_prop_lock, 0, 0, 0, 0, 0, NULL);
			uiBlockSetEmboss(block, UI_EMBOSS);
		}

		/* adjust y-position for next one */
		y -= CHANNEL_STEP;
	}
	glDisable(GL_BLEND);

	uiEndBlock(C, block);
	uiDrawBlock(C, block);
}
Beispiel #30
0
static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str_len, unsigned char *fg, unsigned char *bg)
{
#define STEP_SEL(value) cdc->sel[0] += (value); cdc->sel[1] += (value)
	int rct_ofs= cdc->lheight/4;
	int tot_lines = (str_len/cdc->console_width)+1; /* total number of lines for wrapping */
	int y_next = (str_len > cdc->console_width) ? cdc->xy[1]+cdc->lheight*tot_lines : cdc->xy[1]+cdc->lheight;
	const int mono= blf_mono_font;

	/* just advance the height */
	if(cdc->draw==0) {
		if(cdc->pos_pick && (cdc->mval[1] != INT_MAX)) {
			if(cdc->xy[1] <= cdc->mval[1]) {
				if((y_next >= cdc->mval[1])) {
					int ofs = (int)floor(((float)cdc->mval[0] / (float)cdc->cwidth));

					/* wrap */
					if(str_len > cdc->console_width)
						ofs += (cdc->console_width * ((int)((((float)(y_next - cdc->mval[1]) / (float)(y_next-cdc->xy[1])) * tot_lines))));
	
					CLAMP(ofs, 0, str_len);
					*cdc->pos_pick += str_len - ofs;
				} else
					*cdc->pos_pick += str_len + 1;
			}
		}

		cdc->xy[1]= y_next;
		return 1;
	}
	else if (y_next-cdc->lheight < cdc->ymin) {
		/* have not reached the drawable area so don't break */
		cdc->xy[1]= y_next;

		/* adjust selection even if not drawing */
		if(cdc->sel[0] != cdc->sel[1]) {
			STEP_SEL(-(str_len + 1));
		}

		return 1;
	}

	if(str_len > cdc->console_width) { /* wrap? */
		const int initial_offset= ((tot_lines-1) * cdc->console_width);
		const char *line_stride= str + initial_offset;	/* advance to the last line and draw it first */
		
		int sel_orig[2];
		copy_v2_v2_int(sel_orig, cdc->sel);

		/* invert and swap for wrapping */
		cdc->sel[0] = str_len - sel_orig[1];
		cdc->sel[1] = str_len - sel_orig[0];
		
		if(bg) {
			glColor3ubv(bg);
			glRecti(0, cdc->xy[1]-rct_ofs, cdc->winx, (cdc->xy[1]+(cdc->lheight*tot_lines))+rct_ofs);
		}

		glColor3ubv(fg);

		/* last part needs no clipping */
		BLF_position(mono, cdc->xy[0], cdc->xy[1], 0);
		BLF_draw(mono, line_stride, str_len - initial_offset);

		if(cdc->sel[0] != cdc->sel[1]) {
			STEP_SEL(-initial_offset);
			// glColor4ub(255, 0, 0, 96); // debug
			console_draw_sel(cdc->sel, cdc->xy, str_len % cdc->console_width, cdc->cwidth, cdc->lheight);
			STEP_SEL(cdc->console_width);
			glColor3ubv(fg);
		}

		cdc->xy[1] += cdc->lheight;

		line_stride -= cdc->console_width;
		
		for(; line_stride >= str; line_stride -= cdc->console_width) {
			BLF_position(mono, cdc->xy[0], cdc->xy[1], 0);
			BLF_draw(mono, line_stride, cdc->console_width);
			
			if(cdc->sel[0] != cdc->sel[1]) {
				// glColor4ub(0, 255, 0, 96); // debug
				console_draw_sel(cdc->sel, cdc->xy, cdc->console_width, cdc->cwidth, cdc->lheight);
				STEP_SEL(cdc->console_width);
				glColor3ubv(fg);
			}

			cdc->xy[1] += cdc->lheight;
			
			/* check if were out of view bounds */
			if(cdc->xy[1] > cdc->ymax)
				return 0;
		}

		copy_v2_v2_int(cdc->sel, sel_orig);
		STEP_SEL(-(str_len + 1));
	}
	else { /* simple, no wrap */

		if(bg) {
			glColor3ubv(bg);
			glRecti(0, cdc->xy[1]-rct_ofs, cdc->winx, cdc->xy[1]+cdc->lheight-rct_ofs);
		}

		glColor3ubv(fg);

		BLF_position(mono, cdc->xy[0], cdc->xy[1], 0);
		BLF_draw(mono, str, str_len);
		
		if(cdc->sel[0] != cdc->sel[1]) {
			int isel[2];

			isel[0]= str_len - cdc->sel[1];
			isel[1]= str_len - cdc->sel[0];

			// glColor4ub(255, 255, 0, 96); // debug
			console_draw_sel(isel, cdc->xy, str_len, cdc->cwidth, cdc->lheight);
			STEP_SEL(-(str_len + 1));
		}

		cdc->xy[1] += cdc->lheight;

		if(cdc->xy[1] > cdc->ymax)
			return 0;
	}

	return 1;
#undef STEP_SEL
}