This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
544 lines
16 KiB
C
544 lines
16 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) 2009 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edinterface
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*/
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#include <limits.h>
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#include <math.h>
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#include <stdio.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_userdef_types.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 "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "BLF_api.h"
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#ifdef WITH_INTERNATIONAL
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# include "BLT_translation.h"
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#endif
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#include "UI_interface.h"
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#include "ED_datafiles.h"
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#include "interface_intern.h"
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#ifdef WIN32
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# include "BLI_math_base.h" /* M_PI */
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#endif
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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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*
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* - default column 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, short uifont_id)
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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; /* unused */
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style->paneltitle.uifont_id = uifont_id;
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style->paneltitle.points = UI_DEFAULT_TITLE_POINTS;
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style->paneltitle.shadow = 3;
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style->paneltitle.shadx = 0;
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style->paneltitle.shady = -1;
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style->paneltitle.shadowalpha = 0.5f;
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style->paneltitle.shadowcolor = 0.0f;
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style->grouplabel.uifont_id = uifont_id;
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style->grouplabel.points = UI_DEFAULT_TITLE_POINTS;
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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 = 0.5f;
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style->grouplabel.shadowcolor = 0.0f;
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style->widgetlabel.uifont_id = uifont_id;
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style->widgetlabel.points = UI_DEFAULT_TEXT_POINTS;
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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 = 0.5f;
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style->widgetlabel.shadowcolor = 0.0f;
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style->widget.uifont_id = uifont_id;
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style->widget.points = UI_DEFAULT_TEXT_POINTS;
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style->widget.shadow = 1;
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style->widget.shady = -1;
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style->widget.shadowalpha = 0.5f;
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style->widget.shadowcolor = 0.0f;
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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 UI_fontstyle_draw_ex(const uiFontStyle *fs,
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const rcti *rect,
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const char *str,
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const uchar col[4],
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const struct uiFontStyleDraw_Params *fs_params,
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size_t len,
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int *r_xofs,
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int *r_yofs,
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struct ResultBLF *r_info)
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{
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int xofs = 0, yofs;
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int font_flag = BLF_CLIPPING;
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UI_fontstyle_set(fs);
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/* set the flag */
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if (fs->shadow) {
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font_flag |= BLF_SHADOW;
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const float shadow_color[4] = {
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fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha};
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BLF_shadow(fs->uifont_id, fs->shadow, shadow_color);
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BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
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}
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if (fs_params->word_wrap == 1) {
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font_flag |= BLF_WORD_WRAP;
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}
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if (fs->bold) {
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font_flag |= BLF_BOLD;
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}
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if (fs->italic) {
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font_flag |= BLF_ITALIC;
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}
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BLF_enable(fs->uifont_id, font_flag);
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if (fs_params->word_wrap == 1) {
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/* Draw from bound-box top. */
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yofs = BLI_rcti_size_y(rect) - BLF_height_max(fs->uifont_id);
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}
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else {
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/* Draw from bound-box center. */
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const float height = BLF_ascender(fs->uifont_id) + BLF_descender(fs->uifont_id);
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yofs = ceil(0.5f * (BLI_rcti_size_y(rect) - height));
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}
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if (fs_params->align == UI_STYLE_TEXT_CENTER) {
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xofs = floor(0.5f * (BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len)));
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}
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else if (fs_params->align == UI_STYLE_TEXT_RIGHT) {
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xofs = BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len);
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}
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yofs = MAX2(0, yofs);
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xofs = MAX2(0, xofs);
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BLF_clipping(fs->uifont_id, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
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BLF_position(fs->uifont_id, rect->xmin + xofs, rect->ymin + yofs, 0.0f);
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BLF_color4ubv(fs->uifont_id, col);
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BLF_draw_ex(fs->uifont_id, str, len, r_info);
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BLF_disable(fs->uifont_id, font_flag);
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if (r_xofs) {
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*r_xofs = xofs;
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}
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if (r_yofs) {
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*r_yofs = yofs;
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}
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}
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void UI_fontstyle_draw(const uiFontStyle *fs,
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const rcti *rect,
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const char *str,
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const uchar col[4],
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const struct uiFontStyleDraw_Params *fs_params)
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{
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int xofs, yofs;
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UI_fontstyle_draw_ex(fs, rect, str, col, fs_params, BLF_DRAW_STR_DUMMY_MAX, &xofs, &yofs, NULL);
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}
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void UI_fontstyle_draw_rotated(const uiFontStyle *fs,
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const rcti *rect,
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const char *str,
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const uchar col[4])
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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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UI_fontstyle_set(fs);
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height = BLF_ascender(fs->uifont_id) + BLF_descender(fs->uifont_id);
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/* becomes x-offset when rotated */
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xofs = ceil(0.5f * (BLI_rcti_size_y(rect) - height));
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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(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX) + 5;
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angle = M_PI_2;
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/* translate rect to vertical */
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txtrect.xmin = rect->xmin - BLI_rcti_size_y(rect);
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txtrect.ymin = rect->ymin - BLI_rcti_size_x(rect);
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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(fs->uifont_id,
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txtrect.xmin - 1,
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txtrect.ymin - yofs - xofs - 4,
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rect->xmax + 1,
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rect->ymax + 4);
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BLF_enable(fs->uifont_id, BLF_CLIPPING);
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BLF_position(fs->uifont_id, txtrect.xmin + xofs, txtrect.ymax - yofs, 0.0f);
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BLF_enable(fs->uifont_id, BLF_ROTATION);
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BLF_rotation(fs->uifont_id, angle);
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BLF_color4ubv(fs->uifont_id, col);
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if (fs->shadow) {
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BLF_enable(fs->uifont_id, BLF_SHADOW);
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const float shadow_color[4] = {
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fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha};
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BLF_shadow(fs->uifont_id, fs->shadow, shadow_color);
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BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
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}
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BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
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BLF_disable(fs->uifont_id, BLF_ROTATION);
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BLF_disable(fs->uifont_id, BLF_CLIPPING);
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if (fs->shadow) {
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BLF_disable(fs->uifont_id, BLF_SHADOW);
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}
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}
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void UI_fontstyle_draw_simple(
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const uiFontStyle *fs, float x, float y, const char *str, const uchar col[4])
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{
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UI_fontstyle_set(fs);
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BLF_position(fs->uifont_id, x, y, 0.0f);
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BLF_color4ubv(fs->uifont_id, col);
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BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
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}
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void UI_fontstyle_draw_simple_backdrop(const uiFontStyle *fs,
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float x,
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float y,
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const char *str,
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const float col_fg[4],
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const float col_bg[4])
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{
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UI_fontstyle_set(fs);
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{
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const float width = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
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const float height = BLF_height_max(fs->uifont_id);
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const float decent = BLF_descender(fs->uifont_id);
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const float margin = height / 4.0f;
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UI_draw_roundbox_corner_set(UI_CNR_ALL);
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UI_draw_roundbox_4fv(
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&(const rctf){
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.xmin = x - margin,
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.xmax = x + width + margin,
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.ymin = (y + decent) - margin,
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.ymax = (y + decent) + height + margin,
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},
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true,
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margin,
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col_bg);
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}
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BLF_position(fs->uifont_id, x, y, 0.0f);
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BLF_color4fv(fs->uifont_id, col_fg);
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BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
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}
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/* ************** helpers ************************ */
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const uiStyle *UI_style_get(void)
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{
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#if 0
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uiStyle *style = NULL;
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/* offset is two struct uiStyle pointers */
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style = BLI_findstring(&U.uistyles, "Unifont Style", sizeof(style) * 2);
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return (style != NULL) ? style : U.uistyles.first;
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#else
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return U.uistyles.first;
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#endif
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}
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const uiStyle *UI_style_get_dpi(void)
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{
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const uiStyle *style = UI_style_get();
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static uiStyle _style;
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_style = *style;
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_style.paneltitle.shadx = (short)(UI_DPI_FAC * _style.paneltitle.shadx);
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_style.paneltitle.shady = (short)(UI_DPI_FAC * _style.paneltitle.shady);
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_style.grouplabel.shadx = (short)(UI_DPI_FAC * _style.grouplabel.shadx);
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_style.grouplabel.shady = (short)(UI_DPI_FAC * _style.grouplabel.shady);
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_style.widgetlabel.shadx = (short)(UI_DPI_FAC * _style.widgetlabel.shadx);
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_style.widgetlabel.shady = (short)(UI_DPI_FAC * _style.widgetlabel.shady);
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_style.columnspace = (short)(UI_DPI_FAC * _style.columnspace);
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_style.templatespace = (short)(UI_DPI_FAC * _style.templatespace);
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_style.boxspace = (short)(UI_DPI_FAC * _style.boxspace);
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_style.buttonspacex = (short)(UI_DPI_FAC * _style.buttonspacex);
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_style.buttonspacey = (short)(UI_DPI_FAC * _style.buttonspacey);
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_style.panelspace = (short)(UI_DPI_FAC * _style.panelspace);
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_style.panelouter = (short)(UI_DPI_FAC * _style.panelouter);
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return &_style;
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}
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int UI_fontstyle_string_width(const uiFontStyle *fs, const char *str)
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{
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UI_fontstyle_set(fs);
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return (int)BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
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}
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int UI_fontstyle_string_width_with_block_aspect(const uiFontStyle *fs,
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const char *str,
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const float aspect)
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{
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uiFontStyle fs_buf;
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if (aspect != 1.0f) {
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fs_buf = *fs;
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ui_fontscale(&fs_buf.points, aspect);
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fs = &fs_buf;
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}
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int width = UI_fontstyle_string_width(fs, str);
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if (aspect != 1.0f) {
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/* While in most cases rounding up isn't important, it can make a difference
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* with small fonts (3px or less), zooming out in the node-editor for e.g. */
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width = (int)ceilf(width * aspect);
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}
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return width;
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}
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int UI_fontstyle_height_max(const uiFontStyle *fs)
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{
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UI_fontstyle_set(fs);
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return BLF_height_max(fs->uifont_id);
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}
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/* ************** init exit ************************ */
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void uiStyleInit(void)
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{
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const uiStyle *style = U.uistyles.first;
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/* recover from uninitialized dpi */
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if (U.dpi == 0) {
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U.dpi = 72;
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}
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CLAMP(U.dpi, 48, 144);
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LISTBASE_FOREACH (uiFont *, font, &U.uifonts) {
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BLF_unload_id(font->blf_id);
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}
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if (blf_mono_font != -1) {
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BLF_unload_id(blf_mono_font);
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blf_mono_font = -1;
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}
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if (blf_mono_font_render != -1) {
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BLF_unload_id(blf_mono_font_render);
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blf_mono_font_render = -1;
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}
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uiFont *font_first = U.uifonts.first;
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/* default builtin */
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if (font_first == NULL) {
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font_first = MEM_callocN(sizeof(uiFont), "ui font");
|
|
BLI_addtail(&U.uifonts, font_first);
|
|
}
|
|
|
|
if (U.font_path_ui[0]) {
|
|
BLI_strncpy(font_first->filepath, U.font_path_ui, sizeof(font_first->filepath));
|
|
font_first->uifont_id = UIFONT_CUSTOM1;
|
|
}
|
|
else {
|
|
BLI_strncpy(font_first->filepath, "default", sizeof(font_first->filepath));
|
|
font_first->uifont_id = UIFONT_DEFAULT;
|
|
}
|
|
|
|
LISTBASE_FOREACH (uiFont *, font, &U.uifonts) {
|
|
const bool unique = false;
|
|
|
|
if (font->uifont_id == UIFONT_DEFAULT) {
|
|
font->blf_id = BLF_load_default(unique);
|
|
}
|
|
else {
|
|
font->blf_id = BLF_load(font->filepath);
|
|
if (font->blf_id == -1) {
|
|
font->blf_id = BLF_load_default(unique);
|
|
}
|
|
}
|
|
|
|
BLF_default_set(font->blf_id);
|
|
|
|
if (font->blf_id == -1) {
|
|
if (G.debug & G_DEBUG) {
|
|
printf("%s: error, no fonts available\n", __func__);
|
|
}
|
|
}
|
|
else {
|
|
/* ? just for speed to initialize?
|
|
* Yes, this build the glyph cache and create
|
|
* the texture.
|
|
*/
|
|
BLF_size(font->blf_id, 11.0f * U.pixelsize, U.dpi);
|
|
BLF_size(font->blf_id, 12.0f * U.pixelsize, U.dpi);
|
|
BLF_size(font->blf_id, 14.0f * U.pixelsize, U.dpi);
|
|
}
|
|
}
|
|
|
|
if (style == NULL) {
|
|
style = ui_style_new(&U.uistyles, "Default Style", UIFONT_DEFAULT);
|
|
}
|
|
|
|
BLF_cache_flush_set_fn(UI_widgetbase_draw_cache_flush);
|
|
|
|
BLF_default_size(style->widgetlabel.points);
|
|
|
|
/* XXX, this should be moved into a style,
|
|
* but for now best only load the monospaced font once. */
|
|
BLI_assert(blf_mono_font == -1);
|
|
/* Use unique font loading to avoid thread safety issues with mono font
|
|
* used for render metadata stamp in threads. */
|
|
if (U.font_path_ui_mono[0]) {
|
|
blf_mono_font = BLF_load_unique(U.font_path_ui_mono);
|
|
}
|
|
if (blf_mono_font == -1) {
|
|
const bool unique = true;
|
|
blf_mono_font = BLF_load_mono_default(unique);
|
|
}
|
|
|
|
BLF_size(blf_mono_font, 12.0f * U.pixelsize, 72);
|
|
|
|
/* Set default flags based on UI preferences (not render fonts) */
|
|
{
|
|
const int flag_disable = (BLF_MONOCHROME | BLF_HINTING_NONE | BLF_HINTING_SLIGHT |
|
|
BLF_HINTING_FULL);
|
|
int flag_enable = 0;
|
|
|
|
if (U.text_render & USER_TEXT_HINTING_NONE) {
|
|
flag_enable |= BLF_HINTING_NONE;
|
|
}
|
|
else if (U.text_render & USER_TEXT_HINTING_SLIGHT) {
|
|
flag_enable |= BLF_HINTING_SLIGHT;
|
|
}
|
|
else if (U.text_render & USER_TEXT_HINTING_FULL) {
|
|
flag_enable |= BLF_HINTING_FULL;
|
|
}
|
|
|
|
if (U.text_render & USER_TEXT_DISABLE_AA) {
|
|
flag_enable |= BLF_MONOCHROME;
|
|
}
|
|
|
|
LISTBASE_FOREACH (uiFont *, font, &U.uifonts) {
|
|
if (font->blf_id != -1) {
|
|
BLF_disable(font->blf_id, flag_disable);
|
|
BLF_enable(font->blf_id, flag_enable);
|
|
}
|
|
}
|
|
if (blf_mono_font != -1) {
|
|
BLF_disable(blf_mono_font, flag_disable);
|
|
BLF_enable(blf_mono_font, flag_enable);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Second for rendering else we get threading problems,
|
|
*
|
|
* \note This isn't good that the render font depends on the preferences,
|
|
* keep for now though, since without this there is no way to display many unicode chars.
|
|
*/
|
|
if (blf_mono_font_render == -1) {
|
|
const bool unique = true;
|
|
blf_mono_font_render = BLF_load_mono_default(unique);
|
|
}
|
|
|
|
BLF_size(blf_mono_font_render, 12.0f * U.pixelsize, 72);
|
|
}
|
|
|
|
void UI_fontstyle_set(const uiFontStyle *fs)
|
|
{
|
|
uiFont *font = uifont_to_blfont(fs->uifont_id);
|
|
|
|
BLF_size(font->blf_id, fs->points * U.pixelsize, U.dpi);
|
|
}
|