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blender-archive/source/blender/editors/interface/interface_style.c

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/**
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <limits.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "UI_interface.h"
#include "ED_datafiles.h"
#include "interface_intern.h"
/* style + theme + layout-engine = UI */
/*
This is a complete set of layout rules, the 'state' of the Layout
Engine. Multiple styles are possible, defined via C or Python. Styles
get a name, and will typically get activated per region type, like
"Header", or "Listview" or "Toolbar". Properties of Style definitions
are:
- default collumn properties, internal spacing, aligning, min/max width
- button alignment rules (for groups)
- label placement rules
- internal labeling or external labeling default
- default minimum widths for buttons/labels (in amount of characters)
- font types, styles and relative sizes for Panel titles, labels, etc.
*/
/* ********************************************** */
static uiStyle *ui_style_new(ListBase *styles, const char *name)
{
uiStyle *style= MEM_callocN(sizeof(uiStyle), "new style");
BLI_addtail(styles, style);
BLI_strncpy(style->name, name, MAX_STYLE_NAME);
style->panelzoom= 1.0;
style->paneltitle.uifont_id= UIFONT_DEFAULT;
style->paneltitle.points= 12;
style->paneltitle.kerning= 1;
style->paneltitle.shadow= 1;
style->paneltitle.shadx= 0;
style->paneltitle.shady= -1;
style->paneltitle.shadowalpha= 0.15f;
style->paneltitle.shadowcolor= 1.0f;
style->grouplabel.uifont_id= UIFONT_DEFAULT;
style->grouplabel.points= 12;
style->grouplabel.kerning= 1;
style->grouplabel.shadow= 3;
style->grouplabel.shadx= 0;
style->grouplabel.shady= -1;
style->grouplabel.shadowalpha= 0.25f;
style->widgetlabel.uifont_id= UIFONT_DEFAULT;
style->widgetlabel.points= 11;
style->widgetlabel.kerning= 1;
style->widgetlabel.shadow= 3;
style->widgetlabel.shadx= 0;
style->widgetlabel.shady= -1;
style->widgetlabel.shadowalpha= 0.15f;
style->widgetlabel.shadowcolor= 1.0f;
style->widget.uifont_id= UIFONT_DEFAULT;
style->widget.points= 11;
style->widget.kerning= 1;
style->widget.shadowalpha= 0.25f;
style->columnspace= 8;
style->templatespace= 5;
style->boxspace= 5;
style->buttonspacex= 8;
style->buttonspacey= 2;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
style->panelspace= 8;
style->panelouter= 4;
return style;
}
static uiFont *uifont_to_blfont(int id)
{
uiFont *font= U.uifonts.first;
for(; font; font= font->next) {
if(font->uifont_id==id) {
return font;
}
}
return U.uifonts.first;
}
/* *************** draw ************************ */
void uiStyleFontDraw(uiFontStyle *fs, rcti *rect, char *str)
{
float height;
int xofs=0, yofs;
uiStyleFontSet(fs);
height= BLF_height("2"); /* correct offset is on baseline, the j is below that */
yofs= floor( 0.5f*(rect->ymax - rect->ymin - height));
if(fs->align==UI_STYLE_TEXT_CENTER)
xofs= floor( 0.5f*(rect->xmax - rect->xmin - BLF_width(str)));
else if(fs->align==UI_STYLE_TEXT_RIGHT)
xofs= rect->xmax - rect->xmin - BLF_width(str) - 1;
/* clip is very strict, so we give it some space */
BLF_clipping(rect->xmin-1, rect->ymin-4, rect->xmax+1, rect->ymax+4);
BLF_enable(BLF_CLIPPING);
BLF_position(rect->xmin+xofs, rect->ymin+yofs, 0.0f);
if (fs->shadow) {
BLF_enable(BLF_SHADOW);
BLF_shadow(fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
BLF_shadow_offset(fs->shadx, fs->shady);
}
if (fs->kerning == 1)
BLF_enable(BLF_KERNING_DEFAULT);
BLF_draw(str);
BLF_disable(BLF_CLIPPING);
if (fs->shadow)
BLF_disable(BLF_SHADOW);
if (fs->kerning == 1)
BLF_disable(BLF_KERNING_DEFAULT);
}
/* drawn same as above, but at 90 degree angle */
void uiStyleFontDrawRotated(uiFontStyle *fs, rcti *rect, char *str)
{
float height;
int xofs, yofs;
float angle;
rcti txtrect;
uiStyleFontSet(fs);
height= BLF_height("2"); /* correct offset is on baseline, the j is below that */
/* becomes x-offset when rotated */
xofs= floor( 0.5f*(rect->ymax - rect->ymin - height)) + 1;
/* ignore UI_STYLE, always aligned to top */
/* rotate counter-clockwise for now (assumes left-to-right language)*/
xofs+= height;
yofs= BLF_width(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(txtrect.xmin-1, txtrect.ymin-yofs-xofs-4, rect->xmax+1, rect->ymax+4);
BLF_enable(BLF_CLIPPING);
BLF_position(txtrect.xmin+xofs, txtrect.ymax-yofs, 0.0f);
BLF_enable(BLF_ROTATION);
BLF_rotation(angle);
if (fs->shadow) {
BLF_enable(BLF_SHADOW);
BLF_shadow(fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
BLF_shadow_offset(fs->shadx, fs->shady);
}
if (fs->kerning == 1)
BLF_enable(BLF_KERNING_DEFAULT);
BLF_draw(str);
BLF_disable(BLF_ROTATION);
BLF_disable(BLF_CLIPPING);
if (fs->shadow)
BLF_disable(BLF_SHADOW);
if (fs->kerning == 1)
BLF_disable(BLF_KERNING_DEFAULT);
}
/* ************** helpers ************************ */
/* temporarily, does widget font */
int UI_GetStringWidth(char *str)
{
uiStyle *style= U.uistyles.first;
uiFontStyle *fstyle= &style->widget;
int width;
if (fstyle->kerning==1) /* for BLF_width */
BLF_enable(BLF_KERNING_DEFAULT);
uiStyleFontSet(fstyle);
width= BLF_width(str);
if (fstyle->kerning==1)
BLF_disable(BLF_KERNING_DEFAULT);
return width;
}
/* temporarily, does widget font */
void UI_DrawString(float x, float y, char *str)
{
uiStyle *style= U.uistyles.first;
uiStyleFontSet(&style->widget);
BLF_position(x, y, 0.0f);
BLF_draw(str);
}
/* ************** init exit ************************ */
/* called on each .B.blend read */
/* reading without uifont will create one */
void uiStyleInit(void)
{
uiFont *font= U.uifonts.first;
uiStyle *style= U.uistyles.first;
/* recover from uninitialized dpi */
CLAMP(U.dpi, 72, 240);
/* default builtin */
if(font==NULL) {
font= MEM_callocN(sizeof(uiFont), "ui font");
BLI_addtail(&U.uifonts, font);
strcpy(font->filename, "default");
font->uifont_id= UIFONT_DEFAULT;
}
for(font= U.uifonts.first; font; font= font->next) {
if(font->uifont_id==UIFONT_DEFAULT) {
font->blf_id= BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
}
else {
font->blf_id= BLF_load(font->filename);
if(font->blf_id == -1)
font->blf_id= BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
}
if (font->blf_id == -1) {
if (G.f & G_DEBUG)
printf("uiStyleInit error, no fonts available\n");
}
else {
BLF_set(font->blf_id);
/* ? just for speed to initialize?
* Yes, this build the glyph cache and create
* the texture.
*/
BLF_size(11, U.dpi);
BLF_size(12, U.dpi);
BLF_size(14, U.dpi);
}
}
if(style==NULL) {
ui_style_new(&U.uistyles, "Default Style");
}
}
void uiStyleFontSet(uiFontStyle *fs)
{
uiFont *font= uifont_to_blfont(fs->uifont_id);
BLF_set(font->blf_id);
BLF_size(fs->points, U.dpi);
}