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blender-archive/source/blender/editors/interface/interface_style.c
Julian Eisel 2d6a69ae4e Asset System: New Asset Browser editor
This introduces the User Interface part of the Asset Browser, based on the
design in T54642.

Additions:
* New Asset Browser (internally a sub-editor of the File Browser).
* Navigation region showing asset categories.
* Main region showing the assets of the selected asset library with previews.
  The assets may be stored over multiple .blends in the directory that's
  "mounted" as asset library in the Preferences. They will all be shown in this
  list.
* Header with an asset library dropdown, allowing to choose the active asset
  library to show. Options are the "Current File" as asset library and all
  custom libraries.
* Display popover, filter popover and search box (partially dummies, see
  T82680).
* Sidebar showing the metadata of the currently active file (name, preview,
  description and tags), which can be edited for assets in the "Current File"
  asset library. (For others it will reset on reload.)
* The sidebar includes a button to load a custom preview image from a file.
* Make asset files draggable (with preview image).
* If a library with invalid path is selected, a message is drawn in the main
  region to help the user understand what's wrong.
* Operators to add and remove asset tags. Exposed in the sidebar.
* "Only Assets" option for Link/Append.
* Internal utilities for asset UI scripts.

For screenshots or demo videos, please see D9725. Or the 2.92 release notes.

Note that there are many things to be tweaked and polished in the Asset Browser
UI still. For example, the filter and display popovers are mostly dummies. See
T82680.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9725

Reviewed by: Brecht Van Lommel, Hans Goudey
2020-12-15 17:03:48 +01:00

574 lines
16 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) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
*/
#include <limits.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_userdef_types.h"
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "BLF_api.h"
#ifdef WITH_INTERNATIONAL
# include "BLT_translation.h"
#endif
#include "UI_interface.h"
#include "ED_datafiles.h"
#include "interface_intern.h"
#ifdef WIN32
# include "BLI_math_base.h" /* M_PI */
#endif
/* 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 column 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, short uifont_id)
{
uiStyle *style = MEM_callocN(sizeof(uiStyle), "new style");
BLI_addtail(styles, style);
BLI_strncpy(style->name, name, MAX_STYLE_NAME);
style->panelzoom = 1.0; /* unused */
style->paneltitle.uifont_id = uifont_id;
style->paneltitle.points = UI_DEFAULT_TITLE_POINTS;
style->paneltitle.kerning = 1;
style->paneltitle.shadow = 3;
style->paneltitle.shadx = 0;
style->paneltitle.shady = -1;
style->paneltitle.shadowalpha = 0.5f;
style->paneltitle.shadowcolor = 0.0f;
style->grouplabel.uifont_id = uifont_id;
style->grouplabel.points = UI_DEFAULT_TITLE_POINTS;
style->grouplabel.kerning = 1;
style->grouplabel.shadow = 3;
style->grouplabel.shadx = 0;
style->grouplabel.shady = -1;
style->grouplabel.shadowalpha = 0.5f;
style->grouplabel.shadowcolor = 0.0f;
style->widgetlabel.uifont_id = uifont_id;
style->widgetlabel.points = UI_DEFAULT_TEXT_POINTS;
style->widgetlabel.kerning = 1;
style->widgetlabel.shadow = 3;
style->widgetlabel.shadx = 0;
style->widgetlabel.shady = -1;
style->widgetlabel.shadowalpha = 0.5f;
style->widgetlabel.shadowcolor = 0.0f;
style->widget.uifont_id = uifont_id;
style->widget.points = UI_DEFAULT_TEXT_POINTS;
style->widget.kerning = 1;
style->widget.shadow = 1;
style->widget.shady = -1;
style->widget.shadowalpha = 0.5f;
style->widget.shadowcolor = 0.0f;
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 UI_fontstyle_draw_ex(const uiFontStyle *fs,
const rcti *rect,
const char *str,
const uchar col[4],
const struct uiFontStyleDraw_Params *fs_params,
size_t len,
int *r_xofs,
int *r_yofs,
struct ResultBLF *r_info)
{
int xofs = 0, yofs;
int font_flag = BLF_CLIPPING;
UI_fontstyle_set(fs);
/* set the flag */
if (fs->shadow) {
font_flag |= BLF_SHADOW;
const float shadow_color[4] = {
fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha};
BLF_shadow(fs->uifont_id, fs->shadow, shadow_color);
BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
}
if (fs->kerning == 1) {
font_flag |= BLF_KERNING_DEFAULT;
}
if (fs_params->word_wrap == 1) {
font_flag |= BLF_WORD_WRAP;
}
if (fs->bold) {
font_flag |= BLF_BOLD;
}
if (fs->italic) {
font_flag |= BLF_ITALIC;
}
BLF_enable(fs->uifont_id, font_flag);
if (fs_params->word_wrap == 1) {
/* draw from boundbox top */
yofs = BLI_rcti_size_y(rect) - BLF_height_max(fs->uifont_id);
}
else {
/* draw from boundbox center */
const float height = BLF_ascender(fs->uifont_id) + BLF_descender(fs->uifont_id);
yofs = ceil(0.5f * (BLI_rcti_size_y(rect) - height));
}
if (fs_params->align == UI_STYLE_TEXT_CENTER) {
xofs = floor(0.5f * (BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len)));
}
else if (fs_params->align == UI_STYLE_TEXT_RIGHT) {
xofs = BLI_rcti_size_x(rect) - BLF_width(fs->uifont_id, str, len);
}
yofs = MAX2(0, yofs);
xofs = MAX2(0, xofs);
BLF_clipping(fs->uifont_id, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
BLF_position(fs->uifont_id, rect->xmin + xofs, rect->ymin + yofs, 0.0f);
BLF_color4ubv(fs->uifont_id, col);
BLF_draw_ex(fs->uifont_id, str, len, r_info);
BLF_disable(fs->uifont_id, font_flag);
if (r_xofs) {
*r_xofs = xofs;
}
if (r_yofs) {
*r_yofs = yofs;
}
}
void UI_fontstyle_draw(const uiFontStyle *fs,
const rcti *rect,
const char *str,
const uchar col[4],
const struct uiFontStyleDraw_Params *fs_params)
{
int xofs, yofs;
UI_fontstyle_draw_ex(fs, rect, str, col, fs_params, BLF_DRAW_STR_DUMMY_MAX, &xofs, &yofs, NULL);
}
/* drawn same as above, but at 90 degree angle */
void UI_fontstyle_draw_rotated(const uiFontStyle *fs,
const rcti *rect,
const char *str,
const uchar col[4])
{
float height;
int xofs, yofs;
float angle;
rcti txtrect;
UI_fontstyle_set(fs);
height = BLF_ascender(fs->uifont_id) + BLF_descender(fs->uifont_id);
/* becomes x-offset when rotated */
xofs = ceil(0.5f * (BLI_rcti_size_y(rect) - height));
/* ignore UI_STYLE, always aligned to top */
/* rotate counter-clockwise for now (assumes left-to-right language)*/
xofs += height;
yofs = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX) + 5;
angle = M_PI_2;
/* translate rect to vertical */
txtrect.xmin = rect->xmin - BLI_rcti_size_y(rect);
txtrect.ymin = rect->ymin - BLI_rcti_size_x(rect);
txtrect.xmax = rect->xmin;
txtrect.ymax = rect->ymin;
/* clip is very strict, so we give it some space */
/* clipping is done without rotation, so make rect big enough to contain both positions */
BLF_clipping(fs->uifont_id,
txtrect.xmin - 1,
txtrect.ymin - yofs - xofs - 4,
rect->xmax + 1,
rect->ymax + 4);
BLF_enable(fs->uifont_id, BLF_CLIPPING);
BLF_position(fs->uifont_id, txtrect.xmin + xofs, txtrect.ymax - yofs, 0.0f);
BLF_enable(fs->uifont_id, BLF_ROTATION);
BLF_rotation(fs->uifont_id, angle);
BLF_color4ubv(fs->uifont_id, col);
if (fs->shadow) {
BLF_enable(fs->uifont_id, BLF_SHADOW);
const float shadow_color[4] = {
fs->shadowcolor, fs->shadowcolor, fs->shadowcolor, fs->shadowalpha};
BLF_shadow(fs->uifont_id, fs->shadow, shadow_color);
BLF_shadow_offset(fs->uifont_id, fs->shadx, fs->shady);
}
if (fs->kerning == 1) {
BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
BLF_disable(fs->uifont_id, BLF_ROTATION);
BLF_disable(fs->uifont_id, BLF_CLIPPING);
if (fs->shadow) {
BLF_disable(fs->uifont_id, BLF_SHADOW);
}
if (fs->kerning == 1) {
BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
}
/**
* Similar to #UI_fontstyle_draw
* but ignore alignment, shadow & no clipping rect.
*
* For drawing on-screen labels.
*/
void UI_fontstyle_draw_simple(
const uiFontStyle *fs, float x, float y, const char *str, const uchar col[4])
{
if (fs->kerning == 1) {
BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
UI_fontstyle_set(fs);
BLF_position(fs->uifont_id, x, y, 0.0f);
BLF_color4ubv(fs->uifont_id, col);
BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
if (fs->kerning == 1) {
BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
}
/**
* Same as #UI_fontstyle_draw but draw a colored backdrop.
*/
void UI_fontstyle_draw_simple_backdrop(const uiFontStyle *fs,
float x,
float y,
const char *str,
const float col_fg[4],
const float col_bg[4])
{
if (fs->kerning == 1) {
BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
UI_fontstyle_set(fs);
{
const float width = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
const float height = BLF_height_max(fs->uifont_id);
const float decent = BLF_descender(fs->uifont_id);
const float margin = height / 4.0f;
/* backdrop */
const float color[4] = {col_bg[0], col_bg[1], col_bg[2], 0.5f};
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox_aa(true,
x - margin,
(y + decent) - margin,
x + width + margin,
(y + decent) + height + margin,
margin,
color);
}
BLF_position(fs->uifont_id, x, y, 0.0f);
BLF_color4fv(fs->uifont_id, col_fg);
BLF_draw(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
if (fs->kerning == 1) {
BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
}
/* ************** helpers ************************ */
/* XXX: read a style configure */
const uiStyle *UI_style_get(void)
{
#if 0
uiStyle *style = NULL;
/* offset is two struct uiStyle pointers */
style = BLI_findstring(&U.uistyles, "Unifont Style", sizeof(style) * 2);
return (style != NULL) ? style : U.uistyles.first;
#else
return U.uistyles.first;
#endif
}
/* for drawing, scaled with DPI setting */
const uiStyle *UI_style_get_dpi(void)
{
const uiStyle *style = UI_style_get();
static uiStyle _style;
_style = *style;
_style.paneltitle.shadx = (short)(UI_DPI_FAC * _style.paneltitle.shadx);
_style.paneltitle.shady = (short)(UI_DPI_FAC * _style.paneltitle.shady);
_style.grouplabel.shadx = (short)(UI_DPI_FAC * _style.grouplabel.shadx);
_style.grouplabel.shady = (short)(UI_DPI_FAC * _style.grouplabel.shady);
_style.widgetlabel.shadx = (short)(UI_DPI_FAC * _style.widgetlabel.shadx);
_style.widgetlabel.shady = (short)(UI_DPI_FAC * _style.widgetlabel.shady);
_style.columnspace = (short)(UI_DPI_FAC * _style.columnspace);
_style.templatespace = (short)(UI_DPI_FAC * _style.templatespace);
_style.boxspace = (short)(UI_DPI_FAC * _style.boxspace);
_style.buttonspacex = (short)(UI_DPI_FAC * _style.buttonspacex);
_style.buttonspacey = (short)(UI_DPI_FAC * _style.buttonspacey);
_style.panelspace = (short)(UI_DPI_FAC * _style.panelspace);
_style.panelouter = (short)(UI_DPI_FAC * _style.panelouter);
return &_style;
}
int UI_fontstyle_string_width(const uiFontStyle *fs, const char *str)
{
int width;
if (fs->kerning == 1) {
/* for BLF_width */
BLF_enable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
UI_fontstyle_set(fs);
width = BLF_width(fs->uifont_id, str, BLF_DRAW_STR_DUMMY_MAX);
if (fs->kerning == 1) {
BLF_disable(fs->uifont_id, BLF_KERNING_DEFAULT);
}
return width;
}
int UI_fontstyle_height_max(const uiFontStyle *fs)
{
UI_fontstyle_set(fs);
return BLF_height_max(fs->uifont_id);
}
/* ************** init exit ************************ */
/* called on each startup.blend read */
/* reading without uifont will create one */
void uiStyleInit(void)
{
uiStyle *style = U.uistyles.first;
/* recover from uninitialized dpi */
if (U.dpi == 0) {
U.dpi = 72;
}
CLAMP(U.dpi, 48, 144);
LISTBASE_FOREACH (uiFont *, font, &U.uifonts) {
BLF_unload_id(font->blf_id);
}
if (blf_mono_font != -1) {
BLF_unload_id(blf_mono_font);
blf_mono_font = -1;
}
if (blf_mono_font_render != -1) {
BLF_unload_id(blf_mono_font_render);
blf_mono_font_render = -1;
}
uiFont *font_first = U.uifonts.first;
/* default builtin */
if (font_first == NULL) {
font_first = MEM_callocN(sizeof(uiFont), "ui font");
BLI_addtail(&U.uifonts, font_first);
}
if (U.font_path_ui[0]) {
BLI_strncpy(font_first->filename, U.font_path_ui, sizeof(font_first->filename));
font_first->uifont_id = UIFONT_CUSTOM1;
}
else {
BLI_strncpy(font_first->filename, "default", sizeof(font_first->filename));
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->filename);
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 * U.pixelsize, U.dpi);
BLF_size(font->blf_id, 12 * U.pixelsize, U.dpi);
BLF_size(font->blf_id, 14 * U.pixelsize, U.dpi);
}
}
if (style == NULL) {
ui_style_new(&U.uistyles, "Default Style", UIFONT_DEFAULT);
}
/* 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 * 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 * 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);
}