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