Commit Graph

36 Commits

Author SHA1 Message Date
whitequark
6b5db58971 Add a platform abstraction for file dialogs.
This commit merges all ad-hoc file dialog code, such as the feature
where dialogs remember last location and format, and exposes it
through a common interface.

This commit also significantly improves Gtk dialog handling code.
2018-07-17 22:33:45 +00:00
whitequark
d7968978ad Add a platform abstraction for message dialogs.
This commit changes the awfully specific code for dialogs with
messages duplicated three times to go through a generic interface.
It also fixes some issues with the way translated messages
were parameterized.

This commit removes the custom message dialog box used on Windows,
for several reasons. First, it was the last element not respecting
HiDPI displays. Second, other OSes do not easily provide this much
control over rendering default message boxes, and both Gnome and
macOS frown upon non-standard renderings such as those; so the custom
rendering was already not used on the other OSes.
2018-07-17 22:33:45 +00:00
whitequark
eb5501ecd6 Implement a platform abstraction for settings.
This commit mostly just changes the settings code to be in line with
the rest of the platform abstractions, although it also fixes some
settings names to be consistent with others, and uses native bool
types where applicable.

This commit also makes settings-related operations much less
wasteful, not that it should matter.
2018-07-17 15:01:58 +00:00
whitequark
f324477dd0 Implement a platform abstraction for windows.
This commit removes a large amount of code partially duplicated
between the text and the graphics windows, and opens the path to
having more than one model window on screen at any given time,
as well as simplifies platform work.

This commit also adds complete support for High-DPI device pixel
ratio. It adds support for font scale factor (a fractional factor
on top of integral device pixel ratio) on the platform side, but not
on the application side.

This commit also adds error checking to all Windows API calls
(within the abstracted code) and fixes a significant number of
misuses and non-future-proof uses of Windows API.

This commit also makes uses of Windows API idiomatic, e.g. using
the built-in vertical scroll bar, native tooltips, control
subclassing instead of hooks in the global dispatch loop, and so on.

It reinstates tooltip support and removes menu-related hacks.
2018-07-17 13:31:17 +00:00
whitequark
55baaf310f Implement a platform abstraction for menus.
This commit removes a large amount of redundant code that needed
to be kept in sync between platforms and also makes it much easier
to add new menu-related functionality since little to no platform
code needs to be altered anymore.

This commit also greatly improves code locality in context menu
handling by allowing context menu click handlers to be closures.

This commit temporarily introduces a SetMainMenu API, which is rather
hacky but only necessary until an abstraction for windows is added.
2018-07-16 11:21:30 +00:00
whitequark
7ab87caa88 Implement a platform abstraction for timers.
This commit temporarily disables tooltip functionality; it will
be handled natively in a platform abstraction for windows using
much simpler code.
2018-07-16 11:21:30 +00:00
whitequark
975b49f520 Win32: offer to restart application on fatal errors.
This changes the assertion failure behavior to be the same in debug
and release builds: to show the complete failure message, and
to offer to restart the application or defer to Windows Error
Reporting to generate a backtrace. Contrary to popular belief,
WER is not useless, and since SolveSpace publishes pdb files,
WER-generated reports can be symbolized.

This commit also addresses the long-standing problem where showing
a dialog on fatal error would re-enter the application code, thus
causing another error or a crash that is more fatal than the current
one.
2018-07-14 16:05:08 +00:00
luzpaz
771b415a12 Fix various comment and UI string typos. 2018-07-12 05:05:43 +00:00
whitequark
ecb6550b5c Change mentions of OpenGL 2 to OpenGL 3.
We ended up in a confusing state where OpenGL 2 (like in "gl2")
actually refers to OpenGL ES 2, which roughly corresponds to
OpenGL 3. Rectify that.
2017-04-06 07:20:50 +00:00
whitequark
7eb6574f90 Rename TextWindow::CHAR_WIDTH to CHAR_WIDTH_.
glibc defines a CHAR_WIDTH macro in limits.h since about 6.3.*.
This is apparently added as a part of ISO TS 18661-1:2014, which
I cannot read because it is not publicly available, and which covers
some sort of floating-point extensions. This is one of those changes
that should never have been done yet here we are.
2017-04-06 06:54:07 +00:00
whitequark
e2e74762f4 Rework path and file operations to be more robust.
This commit updates a *lot* of rather questionable path handling
logic to be robust. Specifically:
  * All path operations go through Platform::Path.
  * All ad-hoc path handling functions are removed, together with
    PATH_SEP. This removes code that was in platform-independent
    parts, but had platform-dependent behavior.
  * Group::linkFileRel is removed; only an absolute path is stored
    in Group::linkFile. However, only Group::linkFileRel is saved,
    with the relative path calculated on the fly, from the filename
    passed into SaveToFile. This eliminates dependence on global
    state, and makes it unnecessary to have separare code paths
    for saved and not yet saved files.
  * In a departure from previous practice, functions with
    platform-independent code but platform-dependent behavior
    are all grouped under platform/. This makes it easy to grep
    for functions with platform-dependent behavior.
  * Similarly, new (GUI-independent) code for all platforms is added
    in the same platform.cpp file, guarded with #ifs. It turns out
    that implementations for different platforms had a lot of shared
    code that tended to go out of sync.
2017-03-11 18:58:53 +00:00
whitequark
27b59f601e Fix type conversion warnings. 2017-03-10 21:05:52 +00:00
whitequark
1871efa02b Commit missing parts of d77f617. 2017-02-06 16:01:10 +00:00
whitequark
2e15f60ef6 Win32: implement support for full-screen graphics window. 2017-02-06 15:12:26 +00:00
whitequark
29e43e67ea Fall back to en_US if the system locale is not available.
Without this, msgids would be used instead of the more proper
message strings. Also, since RefreshLocale() is never called,
the menu goes missing.
2017-01-14 00:32:47 +00:00
whitequark
c12672be66 Internationalize platform-specific code. 2017-01-11 03:02:04 +00:00
whitequark
529e1bfd63 Internationalize the main menu. 2017-01-05 12:17:09 +00:00
whitequark
daf3c7b070 GTK, Win32: always map keypad decimal separator to dot.
We only accept dot as a decimal separator, but the OS locale
may use a comma there.
2017-01-02 23:34:18 +00:00
whitequark
6bb73a162c GTK: remove GlWidget, use standard Gtk::GLArea.
This removes a large number of hacks from the codebase, speeds up
the rendering, and removes tearing when dragging entities.
2017-01-02 16:21:05 +00:00
whitequark
374d1b5e7f Win32: simplify.
Sanitization done by the removed code is already performed
by CommandLineToArgvW.
2016-12-06 17:32:07 +00:00
whitequark
4a0b4fd8d3 Win32: unbreak solvespace-cli.
It was broken because of three bugs:
  * Uninitialized variables in RunCommand;
  * Trying to use (OEM-encoded) main() argc/argv arguments instead
    of GetCommandLineW();
  * Trying to pass relative paths directly into ssfopen.
2016-12-05 01:24:17 +00:00
whitequark
9301dec98d Use the same code for loading resources in all executables.
All of our executables need resources; e.g. the vector font is
a resource and it is necessary for generation. Before this commit,
the GUI executable loaded the resources in a nice way, and everything
else did it in a very ad-hoc, fragile way.

After this commit, all executables are placed in <build>/bin and
follow the same algorithm:
  * On Windows, resources are compiled and linked into every
    executable.
  * On Linux, resources are copied into <build>/res (which is
    tried first) and <prefix>/share/solvespace (which is tried
    second).
  * On macOS, resources are copied into <build>/res (which is
    tried first) and <build>/bin/solvespace.app/Contents/Resources
    (which is tried second).

In practice this means that we can add as many executables as we want
without duplicating lots of code. In addition, on macOS, we can
place supplementary executables into the bundle, and they can use
resources from the bundle transparently.
2016-11-28 06:18:42 +00:00
whitequark
8dc60f61c1 Fix Windows build with -DOPENGL=1.
This is mostly useful when testing the Windows functionality
on Linux, as wine is currently unable to compile the shaders
that ANGLE outputs.
2016-11-19 05:14:06 +00:00
whitequark
c8ff17f4a2 Add OpenGL 2 support on Windows using ANGLE.
This commit performs two main changes:
  * Alters the shaders to use only strictly conformant GLSL 2.0.
  * Alters the Windows UI to use ANGLE via GL ES 2.0 and EGL 1.4.

This commit also drops official support for Windows XP, since ANGLE
requires a non-XP toolset to build. It is still possible to build
SolveSpace for Windows XP using:

  cmake -T v120_xp -DOPENGL=1
2016-11-18 11:38:45 +00:00
whitequark
802d092b13 When exporting files, initially fill in the basename of the sketch.
This is a common and convenient behavior; the basename is
pre-selected, so exporting multiple views requires just one keystroke
to put the cursor after the basename.
2016-11-17 12:54:02 +00:00
whitequark
c43a1988ae Win32: add proper Unicode support to message boxes.
Before this commit, for every non-ASCII character, a replacement
character was also printed.
2016-10-09 21:54:21 +00:00
whitequark
8e7d2eaa84 Implement "view → set to full scale" text window command. 2016-08-01 14:03:16 +00:00
whitequark
e7c8c1c8f2 Abstract all (ex-OpenGL) drawing operations into a Canvas interface.
This has several desirable consequences:
  * It is now possible to port SolveSpace to a later version of
    OpenGL, such as OpenGLES 2, so that it runs on platforms that
    only have that OpenGL version;
  * The majority of geometry is now rendered without references to
    the camera in C++ code, so a renderer can now submit it to
    the video card once and re-rasterize with a different projection
    matrix every time the projection is changed, avoiding expensive
    reuploads;
  * The DOGD (draw or get distance) interface is now
    a straightforward Canvas implementation;
  * There are no more direct references to SS.GW.(projection)
    in sketch rendering code, which allows rendering to multiple
    viewports;
  * There are no more unnecessary framebuffer flips on CPU on Cocoa
    and GTK;
  * The platform-dependent GL code is now confined to rendergl1.cpp.
  * The Microsoft and Apple headers required by it that are prone to
    identifier conflicts are no longer included globally;
  * The rendergl1.cpp implementation can now be omitted from
    compilation to run SolveSpace headless or with a different
    OpenGL version.

Note these implementation details of Canvas:
  * GetCamera currently always returns a reference to the field
    `Camera camera;`. This is so that a future renderer that caches
    geometry in the video memory can define it as asserting, which
    would provide assurance against code that could accidentally
    put something projection-dependent in the cache;
  * Line and triangle rendering is specified through a level of
    indirection, hStroke and hFill. This is so that a future renderer
    that batches geometry could cheaply group identical styles.
  * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix.
    This is so that a future renderer into an output format that
    uses 2d transforms (e.g. SVG) could easily derive those.

Some additional internal changes were required to enable this:
  * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>.
    This is so that the renderer could cache uploaded textures
    between API calls, which requires it to capture a (weak)
    reference.
  * The PlatformPathEqual function was properly extracted into
    platform-specific code. This is so that the <windows.h> header
    could be included only where needed (in platform/w32* as well
    as rendergl1.cpp).
  * The SBsp{2,3}::DebugDraw functions were removed. They can be
    rewritten using the Canvas API if they are ever needed.

While no visual changes were originally intended, some minor fixes
happened anyway:
  * The "emphasis" yellow line from top-left corner is now correctly
    rendered much wider.
  * The marquee rectangle is now pixel grid aligned.
  * The hidden entities now do not clobber the depth buffer, removing
    some minor artifacts.
  * The workplane "tab" now scales with the font used to render
    the workplane name.
  * The workplane name font is now taken from the normals style.
  * Workplane and constraint line stipple is insignificantly
    different. This is so that it can reuse the existing stipple
    codepaths; rendering of workplanes and constraints predates
    those.

Some debug functionality was added:
  * In graphics window, an fps counter that becomes red when
    rendering under 60fps is drawn.
2016-07-23 22:31:18 +00:00
whitequark
b0d37c1e78 Replace platform-specific GetMilliseconds using std::chrono. 2016-07-21 06:07:46 +00:00
EvilSpirit
5791310bb1 Annotate constants passed as boolean function arguments.
This is to ensure that:
  * it is clear, when looking at the point of usage, what is
    the purpose of "true" or "false";
  * when refactoring, a simple search will bring up any places that
    need to be changed.

Also, argument names were synchronized between declaration and
implementation.

As an exception, these are not annotated:
  * Printf(/*halfLine=*/), to avoid pointless churn.
2016-05-26 12:43:52 +00:00
EvilSpirit
f33ddc94fb Convert all enumerations to use enum class.
Specifically, take the old code that looks like this:

  class Foo {
    enum { X = 1, Y = 2 };
    int kind;
  }
  ... foo.kind = Foo::X; ...

and convert it to this:

  class Foo {
    enum class Kind : uint32_t { X = 1, Y = 2 };
    Kind kind;
  }
  ... foo.kind = Foo::Kind::X;

(In some cases the enumeration would not be in the class namespace,
such as when it is generally useful.)

The benefits are as follows:
  * The type of the field gives a clear indication of intent, both
    to humans and tools (such as binding generators).
  * The compiler is able to automatically warn when a switch is not
    exhaustive; but this is currently suppressed by the
      default: ssassert(false, ...)
    idiom.
  * Integers and plain enums are weakly type checked: they implicitly
    convert into each other. This can hide bugs where type conversion
    is performed but not intended. Enum classes are strongly type
    checked.
  * Plain enums pollute parent namespaces; enum classes do not.
    Almost every defined enum we have already has a kind of ad-hoc
    namespacing via `NAMESPACE_`, which is now explicit.
  * Plain enums do not have a well-defined ABI size, which is
    important for bindings. Enum classes can have it, if specified.
    We specify the base type for all enums as uint32_t, which is
    a safe choice and allows us to not change the numeric values
    of any variants.

This commit introduces absolutely no functional change to the code,
just renaming and change of types. It handles almost all cases,
except GraphicsWindow::pending.operation, which needs minor
functional change.
2016-05-25 07:17:14 +00:00
EvilSpirit
bbca4cc224 Rewrite declarations of form f(void) as f().
In C++ there is no difference and newly added functions are all
declared as f(), so this brings back consistency.
2016-05-20 12:43:20 +00:00
whitequark
ad4a204edf Replace all oops() checks with ssassert()s.
This includes explanation and context for non-obvious cases and
shortens debug cycles when just-in-time debugging is not available
(like on Linux) by immediately printing description of the assert
as well as symbolized backtrace.
2016-05-20 12:38:30 +00:00
whitequark
1b52c46b81 Remove some dead code. 2016-05-18 23:00:34 +00:00
whitequark
b55e096fef Rename "Browser" to "Property Browser".
Also, rename confusing "Show Text Window" menu item.
2016-05-18 12:13:59 +00:00
whitequark
fa546af28f Move all platform-specific code to src/platform/.
Without resources, it makes no sense anymore to keep these in
separate subdirectories: unixutil* is shared between Cocoa
and GTK ports, and gloffscreen* should be shared between all ports
(but it's still platform-specific).
2016-05-18 11:24:24 +00:00