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test2/source/blender/editors/interface/interface_align.cc
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/* SPDX-FileCopyrightText: 2015 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "BLI_rect.h"
#include "BLI_vector.hh"
#include "interface_intern.hh"
#include "MEM_guardedalloc.h"
/**
* This struct stores a (simplified) 2D representation of all buttons of a same align group,
* with their immediate neighbors (if found),
* and needed value to compute 'stitching' of aligned buttons.
*
* \note This simplistic struct cannot fully represent complex layouts where buttons share some
* 'align space' with several others (see schema below), we'd need linked list and more
* complex code to handle that. However, looks like we can do without that for now,
* which is rather lucky!
*
* <pre>
* +--------+-------+
* | BUT 1 | BUT 2 | BUT 3 has two 'top' neighbors...
* |----------------| => In practice, we only store one of BUT 1 or 2 (which ones is not
* | BUT 3 | really deterministic), and assume the other stores a ref to BUT 3.
* +----------------+
* </pre>
*
* This will probably not work in all possible cases,
* but not sure we want to support such exotic cases anyway.
*/
struct ButAlign {
uiBut *but;
/* Neighbor buttons */
ButAlign *neighbors[4];
/* Pointers to coordinates (rctf values) of the button. */
std::array<float *, 4> borders;
/* Distances to the neighbors. */
blender::float4 dists;
/* Flags, used to mark whether we should 'stitch'
* the corners of this button with its neighbors' ones. */
blender::char4 flags;
};
/* Side-related enums and flags. */
enum {
/* Sides (used as indices, order is **crucial**,
* this allows us to factorize code in a loop over the four sides). */
LEFT = 0,
TOP = 1,
RIGHT = 2,
DOWN = 3,
TOTSIDES = 4,
/* Stitch flags, built from sides values. */
STITCH_LEFT = 1 << LEFT,
STITCH_TOP = 1 << TOP,
STITCH_RIGHT = 1 << RIGHT,
STITCH_DOWN = 1 << DOWN,
};
/* Mapping between 'our' sides and 'public' UI_BUT_ALIGN flags, order must match enum above. */
#define SIDE_TO_UI_BUT_ALIGN \
{UI_BUT_ALIGN_LEFT, UI_BUT_ALIGN_TOP, UI_BUT_ALIGN_RIGHT, UI_BUT_ALIGN_DOWN}
/* Given one side, compute the three other ones */
#define SIDE1(_s) (((_s) + 1) % TOTSIDES)
#define OPPOSITE(_s) (((_s) + 2) % TOTSIDES)
#define SIDE2(_s) (((_s) + 3) % TOTSIDES)
/* 0: LEFT/RIGHT sides; 1 = TOP/DOWN sides. */
#define IS_COLUMN(_s) ((_s) % 2)
/* Stitch flag from side value. */
#define STITCH(_s) (1 << (_s))
/* Max distance between to buttons for them to be 'mergeable'. */
#define MAX_DELTA 0.45f * max_ii(UI_UNIT_Y, UI_UNIT_X)
bool ui_but_can_align(const uiBut *but)
{
const bool btype_can_align = !ELEM(but->type,
ButType::Label,
ButType::Checkbox,
ButType::CheckboxN,
ButType::Tab,
ButType::Sepr,
ButType::SeprLine,
ButType::SeprSpacer);
return (btype_can_align && !BLI_rctf_is_empty(&but->rect));
}
/**
* This function checks a pair of buttons (assumed in a same align group),
* and if they are neighbors, set needed data accordingly.
*
* \note It is designed to be called in total random order of buttons.
* Order-based optimizations are done by caller.
*/
static void block_align_proximity_compute(ButAlign *butal, ButAlign *butal_other)
{
/* That's the biggest gap between two borders to consider them 'alignable'. */
const float max_delta = MAX_DELTA;
float delta, delta_side_opp;
int side, side_opp;
const bool butal_can_align = ui_but_can_align(butal->but);
const bool butal_other_can_align = ui_but_can_align(butal_other->but);
const bool buts_share[2] = {
/* Sharing same line? */
!((*butal->borders[DOWN] >= *butal_other->borders[TOP]) ||
(*butal->borders[TOP] <= *butal_other->borders[DOWN])),
/* Sharing same column? */
!((*butal->borders[LEFT] >= *butal_other->borders[RIGHT]) ||
(*butal->borders[RIGHT] <= *butal_other->borders[LEFT])),
};
/* Early out in case buttons share no column or line, or if none can align... */
if (!(buts_share[0] || buts_share[1]) || !(butal_can_align || butal_other_can_align)) {
return;
}
for (side = 0; side < RIGHT; side++) {
/* We are only interested in buttons which share a same line
* (LEFT/RIGHT sides) or column (TOP/DOWN sides). */
if (buts_share[IS_COLUMN(side)]) {
side_opp = OPPOSITE(side);
/* We check both opposite sides at once, because with very small buttons,
* delta could be below max_delta for the wrong side
* (that is, in horizontal case, the total width of two buttons can be below max_delta).
* We rely on exact zero value here as an 'already processed' flag,
* so ensure we never actually set a zero value at this stage.
* FLT_MIN is zero-enough for UI position computing. ;) */
delta = max_ff(fabsf(*butal->borders[side] - *butal_other->borders[side_opp]), FLT_MIN);
delta_side_opp = max_ff(fabsf(*butal->borders[side_opp] - *butal_other->borders[side]),
FLT_MIN);
if (delta_side_opp < delta) {
std::swap(side, side_opp);
delta = delta_side_opp;
}
if (delta < max_delta) {
/* We are only interested in neighbors that are
* at least as close as already found ones. */
if (delta <= butal->dists[side]) {
{
/* We found an as close or closer neighbor.
* If both buttons are alignable, we set them as each other neighbors.
* Else, we have an unalignable one, we need to reset the others matching
* neighbor to nullptr if its 'proximity distance'
* is really lower with current one.
*
* NOTE: We cannot only execute that piece of code in case we found a
* **closer** neighbor, due to the limited way we represent neighbors
* (buttons only know **one** neighbor on each side, when they can
* actually have several ones), it would prevent some buttons to be
* properly 'neighborly-initialized'. */
if (butal_can_align && butal_other_can_align) {
butal->neighbors[side] = butal_other;
butal_other->neighbors[side_opp] = butal;
}
else if (butal_can_align && (delta < butal->dists[side])) {
butal->neighbors[side] = nullptr;
}
else if (butal_other_can_align && (delta < butal_other->dists[side_opp])) {
butal_other->neighbors[side_opp] = nullptr;
}
butal->dists[side] = butal_other->dists[side_opp] = delta;
}
if (butal_can_align && butal_other_can_align) {
const int side_s1 = SIDE1(side);
const int side_s2 = SIDE2(side);
const int stitch = STITCH(side);
const int stitch_opp = STITCH(side_opp);
if (butal->neighbors[side] == nullptr) {
butal->neighbors[side] = butal_other;
}
if (butal_other->neighbors[side_opp] == nullptr) {
butal_other->neighbors[side_opp] = butal;
}
/* We have a pair of neighbors, we have to check whether we
* can stitch their matching corners.
* E.g. if butal_other is on the left of butal (that is, side == LEFT),
* if both TOP (side_s1) coordinates of buttons are close enough,
* we can stitch their upper matching corners,
* and same for DOWN (side_s2) side. */
delta = fabsf(*butal->borders[side_s1] - *butal_other->borders[side_s1]);
if (delta < max_delta) {
butal->flags[side_s1] |= stitch;
butal_other->flags[side_s1] |= stitch_opp;
}
delta = fabsf(*butal->borders[side_s2] - *butal_other->borders[side_s2]);
if (delta < max_delta) {
butal->flags[side_s2] |= stitch;
butal_other->flags[side_s2] |= stitch_opp;
}
}
}
/* We assume two buttons can only share one side at most - for until
* we have spherical UI. */
return;
}
}
}
}
/**
* This function takes care of case described in this schema:
*
* <pre>
* +-----------+-----------+
* | BUT_1 | BUT_2 |
* |-----------------------+
* | BUT_3 |
* +-----------+
* </pre>
*
* Here, BUT_3 RIGHT side would not get 'dragged' to align with BUT_1 RIGHT side,
* since BUT_3 has not RIGHT neighbor.
* So, this function, when called with BUT_1, will 'walk' the whole column in \a side_s1 direction
* (TOP or DOWN when called for RIGHT side), and force buttons like BUT_3 to align as needed,
* if BUT_1 and BUT_3 were detected as needing top-right corner stitching in
* #block_align_proximity_compute() step.
*
* \note To avoid doing this twice, some stitching flags are cleared to break the
* 'stitching connection' between neighbors.
*/
static void block_align_stitch_neighbors(ButAlign *butal,
const int side,
const int side_opp,
const int side_s1,
const int side_s2,
const int align,
const int align_opp,
const float co)
{
ButAlign *butal_neighbor;
const int stitch_s1 = STITCH(side_s1);
const int stitch_s2 = STITCH(side_s2);
/* We have to check stitching flags on both sides of the stitching,
* since we only clear one of them flags to break any future loop on same 'columns/side' case.
* Also, if butal is spanning over several rows or columns of neighbors,
* it may have both of its stitching flags
* set, but would not be the case of its immediate neighbor! */
while ((butal->flags[side] & stitch_s1) && (butal = butal->neighbors[side_s1]) &&
(butal->flags[side] & stitch_s2))
{
butal_neighbor = butal->neighbors[side];
/* If we actually do have a neighbor, we directly set its values accordingly,
* and clear its matching 'dist' to prevent it being set again later... */
if (butal_neighbor) {
butal->but->drawflag |= align;
butal_neighbor->but->drawflag |= align_opp;
*butal_neighbor->borders[side_opp] = co;
butal_neighbor->dists[side_opp] = 0.0f;
}
/* See definition of UI_BUT_ALIGN_STITCH_LEFT/TOP for reason of this... */
else if (side == LEFT) {
butal->but->drawflag |= UI_BUT_ALIGN_STITCH_LEFT;
}
else if (side == TOP) {
butal->but->drawflag |= UI_BUT_ALIGN_STITCH_TOP;
}
*butal->borders[side] = co;
butal->dists[side] = 0.0f;
/* Clearing one of the 'flags pair' here is enough to prevent this loop running on
* the same column, side and direction again. */
butal->flags[side] &= ~stitch_s2;
}
}
/**
* Helper to sort ButAlign items by:
* - Their align group.
* - Their vertical position in descending order.
* - Their horizontal position.
*/
static bool ui_block_align_butal_cmp(const ButAlign &butal, const ButAlign &butal_other)
{
/* Sort by align group. */
if (butal.but->alignnr != butal_other.but->alignnr) {
return butal.but->alignnr < butal_other.but->alignnr;
}
/* Sort vertically in descending order (first buttons have higher Y value than later ones). */
if (*butal.borders[TOP] != *butal_other.borders[TOP]) {
return *butal.borders[TOP] > *butal_other.borders[TOP];
}
/* Sort horizontally. */
if (*butal.borders[LEFT] != *butal_other.borders[LEFT]) {
return *butal.borders[LEFT] < *butal_other.borders[LEFT];
}
/* In very compressed layouts or overlapping layouts, UI can produce overlapping
* widgets which can have the same top-left corner, so do not assert here.
*/
return false;
}
static void ui_block_align_but_to_region(uiBut *but, const ARegion *region)
{
rctf *rect = &but->rect;
const float but_width = BLI_rctf_size_x(rect);
const float but_height = BLI_rctf_size_y(rect);
const float outline_px = U.pixelsize; /* This may have to be made more variable. */
switch (but->drawflag & UI_BUT_ALIGN) {
case UI_BUT_ALIGN_TOP:
rect->ymax = region->winy + outline_px;
rect->ymin = but->rect.ymax - but_height;
break;
case UI_BUT_ALIGN_DOWN:
rect->ymin = -outline_px;
rect->ymax = rect->ymin + but_height;
break;
case UI_BUT_ALIGN_LEFT:
rect->xmin = -outline_px;
rect->xmax = rect->xmin + but_width;
break;
case UI_BUT_ALIGN_RIGHT:
rect->xmax = region->winx + outline_px;
rect->xmin = rect->xmax - but_width;
break;
default:
/* Tabs may be shown in unaligned regions too, they just appear as regular buttons then. */
rect->ymin += UI_SCALE_FAC;
rect->ymax += UI_SCALE_FAC;
break;
}
}
void ui_block_align_calc(uiBlock *block, const ARegion *region)
{
const int sides_to_ui_but_align_flags[4] = SIDE_TO_UI_BUT_ALIGN;
blender::Vector<ButAlign, 256> butal_array(block->buttons.size());
int n = 0;
/* First loop: Initialize ButAlign data for each button and clear their align flag.
* Tabs get some special treatment here, they get aligned to region border. */
for (const std::unique_ptr<uiBut> &but : block->buttons) {
/* special case: tabs need to be aligned to a region border, drawflag tells which one */
if (but->type == ButType::Tab) {
ui_block_align_but_to_region(but.get(), region);
}
else {
/* Clear old align flags. */
but->drawflag &= ~UI_BUT_ALIGN_ALL;
}
if (but->alignnr == 0) {
continue;
}
ButAlign &butal = butal_array[n++];
butal = {};
butal.but = but.get();
butal.borders[LEFT] = &but->rect.xmin;
butal.borders[RIGHT] = &but->rect.xmax;
butal.borders[DOWN] = &but->rect.ymin;
butal.borders[TOP] = &but->rect.ymax;
butal.dists = blender::float4{FLT_MAX};
}
butal_array.resize(n);
if (butal_array.size() < 2) {
/* No need to go further if we have nothing to align... */
return;
}
/* This will give us ButAlign items regrouped by align group, vertical and horizontal location.
* Note that, given how buttons are defined in UI code,
* butal_array shall already be "nearly sorted"... */
std::sort(butal_array.begin(), butal_array.end(), ui_block_align_butal_cmp);
/* Second loop: for each pair of buttons in the same align group,
* we compute their potential proximity. Note that each pair is checked only once, and that we
* break early in case we know all remaining pairs will always be too far away. */
for (const int i : butal_array.index_range()) {
ButAlign &butal = butal_array[i];
const short alignnr = butal.but->alignnr;
for (ButAlign &butal_other : butal_array.as_mutable_span().drop_front(i + 1)) {
const float max_delta = MAX_DELTA;
/* Since they are sorted, buttons after current butal can only be of same or higher
* group, and once they are not of same group, we know we can break this sub-loop and
* start checking with next butal. */
if (butal_other.but->alignnr != alignnr) {
break;
}
/* Since they are sorted vertically first, buttons after current butal can only be at
* same or lower height, and once they are lower than a given threshold, we know we can
* break this sub-loop and start checking with next butal. */
if ((*butal.borders[DOWN] - *butal_other.borders[TOP]) > max_delta) {
break;
}
block_align_proximity_compute(&butal, &butal_other);
}
}
/* Third loop: we have all our 'aligned' buttons as a 'map' in butal_array. We need to:
* - update their relevant coordinates to stitch them.
* - assign them valid flags.
*/
for (ButAlign &butal : butal_array) {
for (int side = 0; side < TOTSIDES; side++) {
ButAlign *butal_other = butal.neighbors[side];
if (butal_other) {
const int side_opp = OPPOSITE(side);
const int side_s1 = SIDE1(side);
const int side_s2 = SIDE2(side);
const int align = sides_to_ui_but_align_flags[side];
const int align_opp = sides_to_ui_but_align_flags[side_opp];
float co;
butal.but->drawflag |= align;
butal_other->but->drawflag |= align_opp;
if (!IS_EQF(butal.dists[side], 0.0f)) {
float *delta = &butal.dists[side];
if (*butal.borders[side] < *butal_other->borders[side_opp]) {
*delta *= 0.5f;
}
else {
*delta *= -0.5f;
}
co = (*butal.borders[side] += *delta);
if (!IS_EQF(butal_other->dists[side_opp], 0.0f)) {
BLI_assert(butal_other->dists[side_opp] * 0.5f == fabsf(*delta));
*butal_other->borders[side_opp] = co;
butal_other->dists[side_opp] = 0.0f;
}
*delta = 0.0f;
}
else {
co = *butal.borders[side];
}
block_align_stitch_neighbors(
&butal, side, side_opp, side_s1, side_s2, align, align_opp, co);
block_align_stitch_neighbors(
&butal, side, side_opp, side_s2, side_s1, align, align_opp, co);
}
}
}
}
#undef SIDE_TO_UI_BUT_ALIGN
#undef SIDE1
#undef OPPOSITE
#undef SIDE2
#undef IS_COLUMN
#undef STITCH
#undef MAX_DELTA
int ui_but_align_opposite_to_area_align_get(const ARegion *region)
{
const ARegion *align_region = (region->alignment & RGN_SPLIT_PREV && region->prev) ?
region->prev :
region;
switch (RGN_ALIGN_ENUM_FROM_MASK(align_region->alignment)) {
case RGN_ALIGN_TOP:
return UI_BUT_ALIGN_DOWN;
case RGN_ALIGN_BOTTOM:
return UI_BUT_ALIGN_TOP;
case RGN_ALIGN_LEFT:
return UI_BUT_ALIGN_RIGHT;
case RGN_ALIGN_RIGHT:
return UI_BUT_ALIGN_LEFT;
}
return 0;
}