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blender-archive/source/blender/editors/interface/interface_style.c
William Reynish 9ae77b0eff UI tweaks
-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color.

-Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels.

-Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
2009-08-03 10:54:02 +00:00

270 lines
6.8 KiB
C

/**
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <limits.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_arithb.h"
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLF_api.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "ED_datafiles.h"
#include "ED_util.h"
#include "ED_types.h"
#include "interface_intern.h"
/* style + theme + layout-engine = UI */
/*
This is a complete set of layout rules, the 'state' of the Layout
Engine. Multiple styles are possible, defined via C or Python. Styles
get a name, and will typically get activated per region type, like
"Header", or "Listview" or "Toolbar". Properties of Style definitions
are:
- default collumn properties, internal spacing, aligning, min/max width
- button alignment rules (for groups)
- label placement rules
- internal labeling or external labeling default
- default minimum widths for buttons/labels (in amount of characters)
- font types, styles and relative sizes for Panel titles, labels, etc.
*/
/* ********************************************** */
static uiStyle *ui_style_new(ListBase *styles, const char *name)
{
uiStyle *style= MEM_callocN(sizeof(uiStyle), "new style");
BLI_addtail(styles, style);
BLI_strncpy(style->name, name, MAX_STYLE_NAME);
style->panelzoom= 1.0;
style->paneltitle.uifont_id= UIFONT_DEFAULT;
style->paneltitle.points= 12;
style->paneltitle.kerning= 1;
style->paneltitle.shadow= 1;
style->paneltitle.shadx= 0;
style->paneltitle.shady= -1;
style->paneltitle.shadowalpha= 0.15f;
style->paneltitle.shadowcolor= 1.0f;
style->grouplabel.uifont_id= UIFONT_DEFAULT;
style->grouplabel.points= 12;
style->grouplabel.kerning= 1;
style->grouplabel.shadow= 3;
style->grouplabel.shadx= 0;
style->grouplabel.shady= -1;
style->grouplabel.shadowalpha= 0.25f;
style->widgetlabel.uifont_id= UIFONT_DEFAULT;
style->widgetlabel.points= 11;
style->widgetlabel.kerning= 1;
style->widgetlabel.shadow= 3;
style->widgetlabel.shadx= 0;
style->widgetlabel.shady= -1;
style->widgetlabel.shadowalpha= 0.15f;
style->widgetlabel.shadowcolor= 1.0f;
style->widget.uifont_id= UIFONT_DEFAULT;
style->widget.points= 11;
style->widget.kerning= 1;
style->widget.shadowalpha= 0.25f;
style->columnspace= 8;
style->templatespace= 5;
style->boxspace= 5;
style->buttonspacex= 8;
style->buttonspacey= 2;
style->panelspace= 8;
style->panelouter= 4;
return style;
}
static uiFont *uifont_to_blfont(int id)
{
uiFont *font= U.uifonts.first;
for(; font; font= font->next) {
if(font->uifont_id==id) {
return font;
}
}
return U.uifonts.first;
}
/* *************** draw ************************ */
void uiStyleFontDraw(uiFontStyle *fs, rcti *rect, char *str)
{
float height;
int xofs=0, yofs;
uiStyleFontSet(fs);
height= BLF_height("2"); /* correct offset is on baseline, the j is below that */
yofs= floor( 0.5f*(rect->ymax - rect->ymin - height));
if(fs->align==UI_STYLE_TEXT_CENTER)
xofs= floor( 0.5f*(rect->xmax - rect->xmin - BLF_width(str)));
else if(fs->align==UI_STYLE_TEXT_RIGHT)
xofs= rect->xmax - rect->xmin - BLF_width(str) - 1;
/* clip is very strict, so we give it some space */
BLF_clipping(rect->xmin-1, rect->ymin-4, rect->xmax+1, rect->ymax+4);
BLF_enable(BLF_CLIPPING);
BLF_position(rect->xmin+xofs, rect->ymin+yofs, 0.0f);
if (fs->shadow) {
BLF_enable(BLF_SHADOW);
BLF_shadow(fs->shadow, fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha);
BLF_shadow_offset(fs->shadx, fs->shady);
}
if (fs->kerning == 1)
BLF_enable(BLF_KERNING_DEFAULT);
BLF_draw(str);
BLF_disable(BLF_CLIPPING);
if (fs->shadow)
BLF_disable(BLF_SHADOW);
if (fs->kerning == 1)
BLF_disable(BLF_KERNING_DEFAULT);
}
/* ************** helpers ************************ */
/* temporarily, does widget font */
int UI_GetStringWidth(char *str)
{
uiStyle *style= U.uistyles.first;
uiStyleFontSet(&style->widget);
return BLF_width(str);
}
/* temporarily, does widget font */
void UI_DrawString(float x, float y, char *str)
{
uiStyle *style= U.uistyles.first;
uiStyleFontSet(&style->widget);
BLF_position(x, y, 0.0f);
BLF_draw(str);
}
/* ************** init exit ************************ */
/* called on each .B.blend read */
/* reading without uifont will create one */
void uiStyleInit(void)
{
uiFont *font= U.uifonts.first;
uiStyle *style= U.uistyles.first;
/* recover from uninitialized dpi */
CLAMP(U.dpi, 72, 240);
/* default builtin */
if(font==NULL) {
font= MEM_callocN(sizeof(uiFont), "ui font");
BLI_addtail(&U.uifonts, font);
strcpy(font->filename, "default");
font->uifont_id= UIFONT_DEFAULT;
}
for(font= U.uifonts.first; font; font= font->next) {
if(font->uifont_id==UIFONT_DEFAULT) {
font->blf_id= BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
}
else {
font->blf_id= BLF_load(font->filename);
if(font->blf_id == -1)
font->blf_id= BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
}
if (font->blf_id == -1)
printf("uiStyleInit error, no fonts available\n");
else {
BLF_set(font->blf_id);
/* ? just for speed to initialize?
* Yes, this build the glyph cache and create
* the texture.
*/
BLF_size(11, U.dpi);
BLF_size(12, U.dpi);
BLF_size(14, U.dpi);
if (!(U.transopts & USER_USETEXTUREFONT))
BLF_mode(BLF_MODE_BITMAP);
}
}
if(style==NULL) {
ui_style_new(&U.uistyles, "Default Style");
}
}
void uiStyleFontSet(uiFontStyle *fs)
{
uiFont *font= uifont_to_blfont(fs->uifont_id);
BLF_set(font->blf_id);
BLF_size(fs->points, U.dpi);
}