* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
321 lines
8.2 KiB
C
321 lines
8.2 KiB
C
/**
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <limits.h>
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_ID.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_math.h"
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#include "BLI_listbase.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_utildefines.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "BLF_api.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 "UI_view2d.h"
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#include "ED_datafiles.h"
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#include "ED_util.h"
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#include "ED_types.h"
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#include "interface_intern.h"
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/* style + theme + layout-engine = UI */
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/*
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This is a complete set of layout rules, the 'state' of the Layout
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Engine. Multiple styles are possible, defined via C or Python. Styles
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get a name, and will typically get activated per region type, like
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"Header", or "Listview" or "Toolbar". Properties of Style definitions
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are:
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- default collumn properties, internal spacing, aligning, min/max width
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- button alignment rules (for groups)
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- label placement rules
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- internal labeling or external labeling default
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- default minimum widths for buttons/labels (in amount of characters)
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- font types, styles and relative sizes for Panel titles, labels, etc.
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*/
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/* ********************************************** */
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static uiStyle *ui_style_new(ListBase *styles, const char *name)
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{
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uiStyle *style= MEM_callocN(sizeof(uiStyle), "new style");
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BLI_addtail(styles, style);
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BLI_strncpy(style->name, name, MAX_STYLE_NAME);
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style->panelzoom= 1.0;
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style->paneltitle.uifont_id= UIFONT_DEFAULT;
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style->paneltitle.points= 12;
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style->paneltitle.kerning= 1;
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style->paneltitle.shadow= 1;
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style->paneltitle.shadx= 0;
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style->paneltitle.shady= -1;
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style->paneltitle.shadowalpha= 0.15f;
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style->paneltitle.shadowcolor= 1.0f;
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style->grouplabel.uifont_id= UIFONT_DEFAULT;
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style->grouplabel.points= 12;
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style->grouplabel.kerning= 1;
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style->grouplabel.shadow= 3;
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style->grouplabel.shadx= 0;
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style->grouplabel.shady= -1;
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style->grouplabel.shadowalpha= 0.25f;
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style->widgetlabel.uifont_id= UIFONT_DEFAULT;
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style->widgetlabel.points= 11;
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style->widgetlabel.kerning= 1;
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style->widgetlabel.shadow= 3;
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style->widgetlabel.shadx= 0;
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style->widgetlabel.shady= -1;
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style->widgetlabel.shadowalpha= 0.15f;
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style->widgetlabel.shadowcolor= 1.0f;
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style->widget.uifont_id= UIFONT_DEFAULT;
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style->widget.points= 11;
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style->widget.kerning= 1;
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style->widget.shadowalpha= 0.25f;
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style->columnspace= 8;
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style->templatespace= 5;
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style->boxspace= 5;
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style->buttonspacex= 8;
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style->buttonspacey= 2;
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style->panelspace= 8;
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style->panelouter= 4;
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return style;
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}
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static uiFont *uifont_to_blfont(int id)
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{
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uiFont *font= U.uifonts.first;
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for(; font; font= font->next) {
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if(font->uifont_id==id) {
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return font;
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}
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}
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return U.uifonts.first;
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}
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/* *************** draw ************************ */
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void uiStyleFontDraw(uiFontStyle *fs, rcti *rect, char *str)
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{
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float height;
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int xofs=0, yofs;
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uiStyleFontSet(fs);
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height= BLF_height("2"); /* correct offset is on baseline, the j is below that */
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yofs= floor( 0.5f*(rect->ymax - rect->ymin - height));
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if(fs->align==UI_STYLE_TEXT_CENTER)
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xofs= floor( 0.5f*(rect->xmax - rect->xmin - BLF_width(str)));
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else if(fs->align==UI_STYLE_TEXT_RIGHT)
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xofs= rect->xmax - rect->xmin - BLF_width(str) - 1;
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/* clip is very strict, so we give it some space */
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BLF_clipping(rect->xmin-1, rect->ymin-4, rect->xmax+1, rect->ymax+4);
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BLF_enable(BLF_CLIPPING);
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BLF_position(rect->xmin+xofs, rect->ymin+yofs, 0.0f);
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if (fs->shadow) {
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BLF_enable(BLF_SHADOW);
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BLF_shadow(fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
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BLF_shadow_offset(fs->shadx, fs->shady);
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}
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if (fs->kerning == 1)
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BLF_enable(BLF_KERNING_DEFAULT);
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BLF_draw(str);
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BLF_disable(BLF_CLIPPING);
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if (fs->shadow)
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BLF_disable(BLF_SHADOW);
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if (fs->kerning == 1)
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BLF_disable(BLF_KERNING_DEFAULT);
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}
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/* drawn same as above, but at 90 degree angle */
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void uiStyleFontDrawRotated(uiFontStyle *fs, rcti *rect, char *str)
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{
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float height;
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int xofs, yofs;
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float angle;
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rcti txtrect;
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uiStyleFontSet(fs);
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height= BLF_height("2"); /* correct offset is on baseline, the j is below that */
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/* becomes x-offset when rotated */
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xofs= floor( 0.5f*(rect->ymax - rect->ymin - height)) + 1;
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/* ignore UI_STYLE, always aligned to top */
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/* rotate counter-clockwise for now (assumes left-to-right language)*/
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xofs+= height;
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yofs= BLF_width(str) + 5;
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angle= 90.0f;
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/* translate rect to vertical */
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txtrect.xmin= rect->xmin - (rect->ymax - rect->ymin);
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txtrect.ymin= rect->ymin - (rect->xmax - rect->xmin);
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txtrect.xmax= rect->xmin;
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txtrect.ymax= rect->ymin;
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/* clip is very strict, so we give it some space */
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/* clipping is done without rotation, so make rect big enough to contain both positions */
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BLF_clipping(txtrect.xmin-1, txtrect.ymin-yofs-xofs-4, rect->xmax+1, rect->ymax+4);
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BLF_enable(BLF_CLIPPING);
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BLF_position(txtrect.xmin+xofs, txtrect.ymax-yofs, 0.0f);
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BLF_enable(BLF_ROTATION);
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BLF_rotation(angle);
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if (fs->shadow) {
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BLF_enable(BLF_SHADOW);
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BLF_shadow(fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
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BLF_shadow_offset(fs->shadx, fs->shady);
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}
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if (fs->kerning == 1)
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BLF_enable(BLF_KERNING_DEFAULT);
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BLF_draw(str);
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BLF_disable(BLF_ROTATION);
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BLF_disable(BLF_CLIPPING);
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if (fs->shadow)
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BLF_disable(BLF_SHADOW);
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if (fs->kerning == 1)
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BLF_disable(BLF_KERNING_DEFAULT);
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}
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/* ************** helpers ************************ */
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/* temporarily, does widget font */
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int UI_GetStringWidth(char *str)
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{
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uiStyle *style= U.uistyles.first;
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uiStyleFontSet(&style->widget);
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return BLF_width(str);
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}
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/* temporarily, does widget font */
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void UI_DrawString(float x, float y, char *str)
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{
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uiStyle *style= U.uistyles.first;
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uiStyleFontSet(&style->widget);
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BLF_position(x, y, 0.0f);
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BLF_draw(str);
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}
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/* ************** init exit ************************ */
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/* called on each .B.blend read */
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/* reading without uifont will create one */
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void uiStyleInit(void)
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{
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uiFont *font= U.uifonts.first;
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uiStyle *style= U.uistyles.first;
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/* recover from uninitialized dpi */
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CLAMP(U.dpi, 72, 240);
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/* default builtin */
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if(font==NULL) {
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font= MEM_callocN(sizeof(uiFont), "ui font");
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BLI_addtail(&U.uifonts, font);
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strcpy(font->filename, "default");
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font->uifont_id= UIFONT_DEFAULT;
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}
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for(font= U.uifonts.first; font; font= font->next) {
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if(font->uifont_id==UIFONT_DEFAULT) {
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font->blf_id= BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
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}
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else {
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font->blf_id= BLF_load(font->filename);
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if(font->blf_id == -1)
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font->blf_id= BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
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}
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if (font->blf_id == -1)
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printf("uiStyleInit error, no fonts available\n");
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else {
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BLF_set(font->blf_id);
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/* ? just for speed to initialize?
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* Yes, this build the glyph cache and create
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* the texture.
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*/
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BLF_size(11, U.dpi);
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BLF_size(12, U.dpi);
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BLF_size(14, U.dpi);
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}
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}
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if(style==NULL) {
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ui_style_new(&U.uistyles, "Default Style");
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}
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}
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void uiStyleFontSet(uiFontStyle *fs)
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{
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uiFont *font= uifont_to_blfont(fs->uifont_id);
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BLF_set(font->blf_id);
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BLF_size(fs->points, U.dpi);
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}
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