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blender-archive/source/blender/windowmanager/intern/wm_splash_screen.c
Yevgeny Makarov 0c62906a41 UI: Correct the text alignment in the quick setup (splash screen) dialog
The "quick setup" dialog is actually a 'menu', and the "splash screen" block
contains the UI_BLOCK_LOOP flag which causes the buttons' text to align
to the left, however, usually regular buttons have centered text.

As a workaround, add the UI_BLOCK_QUICK_SETUP flag which prevents
the text from being left-aligned.

Differential Revision: https://developer.blender.org/D10486

Reviewed by: Julian Eisel
2021-02-21 17:32:33 +01:00

354 lines
10 KiB
C

/*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup wm
*
* This file contains the splash screen logic (the `WM_OT_splash` operator).
*
* - Loads the splash image.
* - Displaying version information.
* - Lists New Files (application templates).
* - Lists Recent files.
* - Links to web sites.
*/
#include <string.h>
#include "CLG_log.h"
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_appdir.h"
#include "BKE_blender_version.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BLT_translation.h"
#include "BLF_api.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
static void wm_block_close(bContext *C, void *arg_block, void *UNUSED(arg))
{
wmWindow *win = CTX_wm_window(C);
UI_popup_block_close(C, win, arg_block);
}
static void wm_block_splash_add_label(uiBlock *block, const char *label, int x, int y)
{
if (!(label && label[0])) {
return;
}
UI_block_emboss_set(block, UI_EMBOSS_NONE);
uiBut *but = uiDefBut(
block, UI_BTYPE_LABEL, 0, label, 0, y, x, UI_UNIT_Y, NULL, 0, 0, 0, 0, NULL);
UI_but_drawflag_disable(but, UI_BUT_TEXT_LEFT);
UI_but_drawflag_enable(but, UI_BUT_TEXT_RIGHT);
/* 1 = UI_SELECT, internal flag to draw in white. */
UI_but_flag_enable(but, 1);
UI_block_emboss_set(block, UI_EMBOSS);
}
#ifndef WITH_HEADLESS
static void wm_block_splash_image_roundcorners_add(ImBuf *ibuf)
{
uchar *rct = (uchar *)ibuf->rect;
if (rct) {
bTheme *btheme = UI_GetTheme();
const float roundness = btheme->tui.wcol_menu_back.roundness * U.dpi_fac;
const int size = roundness * 20;
if (size < ibuf->x && size < ibuf->y) {
/* Y-axis initial offset. */
rct += 4 * (ibuf->y - size) * ibuf->x;
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++, rct += 4) {
const float pixel = 1.0 / size;
const float u = pixel * x;
const float v = pixel * y;
const float distance = sqrt(u * u + v * v);
/* Pointer offset to the alpha value of pixel. */
/* Note, the left corner is flipped in the X-axis. */
const int offset_l = 4 * (size - x - x - 1) + 3;
const int offset_r = 4 * (ibuf->x - size) + 3;
if (distance > 1.0) {
rct[offset_l] = 0;
rct[offset_r] = 0;
}
else {
/* Create a single pixel wide transition for anti-aliasing.
* Invert the distance and map its range [0, 1] to [0, pixel]. */
const float fac = (1.0 - distance) * size;
if (fac > 1.0) {
continue;
}
const uchar alpha = unit_float_to_uchar_clamp(fac);
rct[offset_l] = alpha;
rct[offset_r] = alpha;
}
}
/* X-axis offset to the next row. */
rct += 4 * (ibuf->x - size);
}
}
}
}
#endif /* WITH_HEADLESS */
static ImBuf *wm_block_splash_image(int width, int *r_height)
{
#ifndef WITH_HEADLESS
extern char datatoc_splash_png[];
extern int datatoc_splash_png_size;
ImBuf *ibuf = NULL;
if (U.app_template[0] != '\0') {
char splash_filepath[FILE_MAX];
char template_directory[FILE_MAX];
if (BKE_appdir_app_template_id_search(
U.app_template, template_directory, sizeof(template_directory))) {
BLI_join_dirfile(splash_filepath, sizeof(splash_filepath), template_directory, "splash.png");
ibuf = IMB_loadiffname(splash_filepath, IB_rect, NULL);
}
}
if (ibuf == NULL) {
const uchar *splash_data = (const uchar *)datatoc_splash_png;
size_t splash_data_size = datatoc_splash_png_size;
ibuf = IMB_ibImageFromMemory(splash_data, splash_data_size, IB_rect, NULL, "<splash screen>");
}
int height = 0;
if (ibuf) {
height = (width * ibuf->y) / ibuf->x;
if (width != ibuf->x || height != ibuf->y) {
IMB_scaleImBuf(ibuf, width, height);
}
wm_block_splash_image_roundcorners_add(ibuf);
IMB_premultiply_alpha(ibuf);
}
*r_height = height;
return ibuf;
#else
UNUSED_VARS(width, r_height);
return NULL;
#endif
}
static uiBlock *wm_block_create_splash(bContext *C, ARegion *region, void *UNUSED(arg))
{
const uiStyle *style = UI_style_get_dpi();
uiBlock *block = UI_block_begin(C, region, "splash", UI_EMBOSS);
/* note on UI_BLOCK_NO_WIN_CLIP, the window size is not always synchronized
* with the OS when the splash shows, window clipping in this case gives
* ugly results and clipping the splash isn't useful anyway, just disable it T32938. */
UI_block_flag_enable(block, UI_BLOCK_LOOP | UI_BLOCK_KEEP_OPEN | UI_BLOCK_NO_WIN_CLIP);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
const int text_points_max = MAX2(style->widget.points, style->widgetlabel.points);
int splash_width = text_points_max * 45 * U.dpi_fac;
CLAMP_MAX(splash_width, CTX_wm_window(C)->sizex * 0.7f);
int splash_height;
/* Would be nice to support caching this, so it only has to be re-read (and likely resized) on
* first draw or if the image changed. */
ImBuf *ibuf = wm_block_splash_image(splash_width, &splash_height);
uiBut *but = uiDefButImage(
block, ibuf, 0, 0.5f * U.widget_unit, splash_width, splash_height, NULL);
UI_but_func_set(but, wm_block_close, block, NULL);
wm_block_splash_add_label(
block, BKE_blender_version_string(), splash_width, splash_height - 13.0 * U.dpi_fac);
const int layout_margin_x = U.dpi_fac * 26;
uiLayout *layout = UI_block_layout(block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_PANEL,
layout_margin_x,
0,
splash_width - (layout_margin_x * 2),
U.dpi_fac * 110,
0,
style);
MenuType *mt;
char userpref[FILE_MAX];
const char *const cfgdir = BKE_appdir_folder_id(BLENDER_USER_CONFIG, NULL);
if (cfgdir) {
BLI_path_join(userpref, sizeof(userpref), cfgdir, BLENDER_USERPREF_FILE, NULL);
}
/* Draw setup screen if no preferences have been saved yet. */
if (!BLI_exists(userpref)) {
mt = WM_menutype_find("WM_MT_splash_quick_setup", true);
/* The UI_BLOCK_QUICK_SETUP flag prevents the button text from being left-aligned,
as it is for all menus due to the UI_BLOCK_LOOP flag, see in 'ui_def_but'. */
UI_block_flag_enable(block, UI_BLOCK_QUICK_SETUP);
}
else {
mt = WM_menutype_find("WM_MT_splash", true);
}
if (mt) {
UI_menutype_draw(C, mt, layout);
}
UI_block_bounds_set_centered(block, 0);
return block;
}
static int wm_splash_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *UNUSED(event))
{
UI_popup_block_invoke(C, wm_block_create_splash, NULL, NULL);
return OPERATOR_FINISHED;
}
void WM_OT_splash(wmOperatorType *ot)
{
ot->name = "Splash Screen";
ot->idname = "WM_OT_splash";
ot->description = "Open the splash screen with release info";
ot->invoke = wm_splash_invoke;
ot->poll = WM_operator_winactive;
}
static uiBlock *wm_block_create_about(bContext *C, ARegion *region, void *UNUSED(arg))
{
const uiStyle *style = UI_style_get_dpi();
const int text_points_max = MAX2(style->widget.points, style->widgetlabel.points);
const int dialog_width = text_points_max * 42 * U.dpi_fac;
uiBlock *block = UI_block_begin(C, region, "about", UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_KEEP_OPEN | UI_BLOCK_LOOP | UI_BLOCK_NO_WIN_CLIP);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
uiLayout *layout = UI_block_layout(
block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, 0, 0, dialog_width, 0, 0, style);
/* Blender logo. */
#ifndef WITH_HEADLESS
extern char datatoc_blender_logo_png[];
extern int datatoc_blender_logo_png_size;
const uchar *blender_logo_data = (const uchar *)datatoc_blender_logo_png;
size_t blender_logo_data_size = datatoc_blender_logo_png_size;
ImBuf *ibuf = IMB_ibImageFromMemory(
blender_logo_data, blender_logo_data_size, IB_rect, NULL, "blender_logo");
if (ibuf) {
int width = 0.5 * dialog_width;
int height = (width * ibuf->y) / ibuf->x;
IMB_premultiply_alpha(ibuf);
IMB_scaleImBuf(ibuf, width, height);
bTheme *btheme = UI_GetTheme();
const uchar *color = btheme->tui.wcol_menu_back.text_sel;
/* The top margin. */
uiLayout *row = uiLayoutRow(layout, false);
uiItemS_ex(row, 0.2f);
/* The logo image. */
row = uiLayoutRow(layout, false);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_LEFT);
uiDefButImage(block, ibuf, 0, U.widget_unit, width, height, color);
/* Padding below the logo. */
row = uiLayoutRow(layout, false);
uiItemS_ex(row, 2.7f);
}
#endif /* WITH_HEADLESS */
uiLayout *col = uiLayoutColumn(layout, true);
uiItemL_ex(col, N_("Blender"), ICON_NONE, true, false);
MenuType *mt = WM_menutype_find("WM_MT_splash_about", true);
if (mt) {
UI_menutype_draw(C, mt, col);
}
UI_block_bounds_set_centered(block, 22 * U.dpi_fac);
return block;
}
static int wm_about_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *UNUSED(event))
{
UI_popup_block_invoke(C, wm_block_create_about, NULL, NULL);
return OPERATOR_FINISHED;
}
void WM_OT_splash_about(wmOperatorType *ot)
{
ot->name = "About Blender";
ot->idname = "WM_OT_splash_about";
ot->description = "Open a window with information about Blender";
ot->invoke = wm_about_invoke;
ot->poll = WM_operator_winactive;
}