solvespace/src/style.cpp

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//-----------------------------------------------------------------------------
// Implementation of a cosmetic line style, which determines the color and
// other appearance of a line or curve on-screen and in exported files. Some
// styles are predefined, and others can be created by the user.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
const Style::Default Style::Defaults[] = {
{ { ACTIVE_GRP }, "ActiveGrp", RGBf(1.0, 1.0, 1.0), 1.5, 4 },
{ { CONSTRUCTION }, "Construction", RGBf(0.1, 0.7, 0.1), 1.5, 0 },
{ { INACTIVE_GRP }, "InactiveGrp", RGBf(0.5, 0.3, 0.0), 1.5, 3 },
{ { DATUM }, "Datum", RGBf(0.0, 0.8, 0.0), 1.5, 0 },
{ { SOLID_EDGE }, "SolidEdge", RGBf(0.8, 0.8, 0.8), 1.0, 2 },
{ { CONSTRAINT }, "Constraint", RGBf(1.0, 0.1, 1.0), 1.0, 0 },
{ { SELECTED }, "Selected", RGBf(1.0, 0.0, 0.0), 1.5, 0 },
{ { HOVERED }, "Hovered", RGBf(1.0, 1.0, 0.0), 1.5, 0 },
{ { CONTOUR_FILL }, "ContourFill", RGBf(0.0, 0.1, 0.1), 1.0, 0 },
{ { NORMALS }, "Normals", RGBf(0.0, 0.4, 0.4), 1.0, 0 },
{ { ANALYZE }, "Analyze", RGBf(0.0, 1.0, 1.0), 1.0, 0 },
{ { DRAW_ERROR }, "DrawError", RGBf(1.0, 0.0, 0.0), 8.0, 0 },
{ { DIM_SOLID }, "DimSolid", RGBf(0.1, 0.1, 0.1), 1.0, 0 },
{ { HIDDEN_EDGE }, "HiddenEdge", RGBf(0.8, 0.8, 0.8), 1.0, 1 },
{ { OUTLINE }, "Outline", RGBf(0.8, 0.8, 0.8), 3.0, 5 },
{ { 0 }, NULL, RGBf(0.0, 0.0, 0.0), 0.0, 0 }
};
std::string Style::CnfColor(const std::string &prefix) {
return "Style_" + prefix + "_Color";
}
std::string Style::CnfWidth(const std::string &prefix) {
return "Style_" + prefix + "_Width";
}
std::string Style::CnfTextHeight(const std::string &prefix) {
return "Style_" + prefix + "_TextHeight";
}
std::string Style::CnfPrefixToName(const std::string &prefix) {
std::string name = "#def-";
for(size_t i = 0; i < prefix.length(); i++) {
if(isupper(prefix[i]) && i != 0)
name += '-';
name += tolower(prefix[i]);
}
return name;
}
void Style::CreateAllDefaultStyles() {
const Default *d;
for(d = &(Defaults[0]); d->h.v; d++) {
(void)Get(d->h);
}
}
void Style::CreateDefaultStyle(hStyle h) {
bool isDefaultStyle = true;
const Default *d;
for(d = &(Defaults[0]); d->h.v; d++) {
if(d->h.v == h.v) break;
}
if(!d->h.v) {
// Not a default style; so just create it the same as our default
// active group entity style.
d = &(Defaults[0]);
isDefaultStyle = false;
}
Style ns = {};
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FillDefaultStyle(&ns, d);
ns.h = h;
if(isDefaultStyle) {
ns.name = CnfPrefixToName(d->cnfPrefix);
} else {
ns.name = "new-custom-style";
}
SK.style.Add(&ns);
}
void Style::FillDefaultStyle(Style *s, const Default *d, bool factory) {
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if(d == NULL) d = &Defaults[0];
s->color = (factory) ? d->color : CnfThawColor(d->color, CnfColor(d->cnfPrefix));
s->width = (factory) ? d->width : CnfThawFloat((float)(d->width), CnfWidth(d->cnfPrefix));
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.
2016-05-20 08:31:20 +00:00
s->widthAs = UnitsAs::PIXELS;
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.
2016-05-31 00:55:13 +00:00
s->textHeight = (factory) ? 11.5
: CnfThawFloat(11.5, CnfTextHeight(d->cnfPrefix));
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.
2016-05-20 08:31:20 +00:00
s->textHeightAs = UnitsAs::PIXELS;
s->textOrigin = TextOrigin::NONE;
s->textAngle = 0;
s->visible = true;
s->exportable = true;
s->filled = false;
s->fillColor = RGBf(0.3, 0.3, 0.3);
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.
2016-05-20 08:31:20 +00:00
s->stippleType = (d->h.v == Style::HIDDEN_EDGE) ? StipplePattern::DASH
: StipplePattern::CONTINUOUS;
s->stippleScale = 15.0;
s->zIndex = d->zIndex;
2016-02-27 06:15:15 +00:00
}
void Style::LoadFactoryDefaults() {
const Default *d;
for(d = &(Defaults[0]); d->h.v; d++) {
Style *s = Get(d->h);
FillDefaultStyle(s, d, /*factory=*/true);
}
SS.backgroundColor = RGBi(0, 0, 0);
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.
2016-05-31 00:55:13 +00:00
SS.bgImage.pixmap = nullptr;
}
void Style::FreezeDefaultStyles() {
const Default *d;
for(d = &(Defaults[0]); d->h.v; d++) {
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
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CnfFreezeColor(Color(d->h), CnfColor(d->cnfPrefix));
CnfFreezeFloat((float)Width(d->h), CnfWidth(d->cnfPrefix));
CnfFreezeFloat((float)TextHeight(d->h), CnfTextHeight(d->cnfPrefix));
}
}
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uint32_t Style::CreateCustomStyle(bool rememberForUndo) {
if(rememberForUndo) SS.UndoRemember();
uint32_t vs = max((uint32_t)Style::FIRST_CUSTOM, SK.style.MaximumId() + 1);
hStyle hs = { vs };
(void)Style::Get(hs);
return hs.v;
}
void Style::AssignSelectionToStyle(uint32_t v) {
bool showError = false;
SS.GW.GroupSelection();
SS.UndoRemember();
int i;
for(i = 0; i < SS.GW.gs.entities; i++) {
hEntity he = SS.GW.gs.entity[i];
Entity *e = SK.GetEntity(he);
if(!e->IsStylable()) continue;
if(!he.isFromRequest()) {
showError = true;
continue;
}
hRequest hr = he.request();
Request *r = SK.GetRequest(hr);
r->style.v = v;
SS.MarkGroupDirty(r->group);
}
for(i = 0; i < SS.GW.gs.constraints; i++) {
hConstraint hc = SS.GW.gs.constraint[i];
Constraint *c = SK.GetConstraint(hc);
if(!c->IsStylable()) continue;
c->disp.style.v = v;
}
if(showError) {
Error("Can't assign style to an entity that's derived from another "
"entity; try assigning a style to this entity's parent.");
}
SS.GW.ClearSelection();
InvalidateGraphics();
SS.ScheduleGenerateAll();
// And show that style's info screen in the text window.
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.
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SS.TW.GoToScreen(TextWindow::Screen::STYLE_INFO);
SS.TW.shown.style.v = v;
SS.ScheduleShowTW();
}
//-----------------------------------------------------------------------------
// Look up a style by its handle. If that style does not exist, then create
// the style, according to our table of default styles.
//-----------------------------------------------------------------------------
Style *Style::Get(hStyle h) {
if(h.v == 0) h.v = ACTIVE_GRP;
Style *s = SK.style.FindByIdNoOops(h);
if(s) {
// It exists, good.
return s;
} else {
// It doesn't exist; so we should create it and then return that.
CreateDefaultStyle(h);
return SK.style.FindById(h);
}
}
//-----------------------------------------------------------------------------
// A couple of wrappers, so that I can call these functions with either an
// hStyle or with the integer corresponding to that hStyle.v.
//-----------------------------------------------------------------------------
2015-07-10 11:54:39 +00:00
RgbaColor Style::Color(int s, bool forExport) {
hStyle hs = { (uint32_t)s };
return Color(hs, forExport);
}
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.
2016-05-31 00:55:13 +00:00
double Style::Width(int s) {
hStyle hs = { (uint32_t)s };
return Width(hs);
}
//-----------------------------------------------------------------------------
// If a color is almost white, then we can rewrite it to black, just so that
// it won't disappear on file formats with a light background.
//-----------------------------------------------------------------------------
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RgbaColor Style::RewriteColor(RgbaColor rgbin) {
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
2013-10-16 20:00:58 +00:00
Vector rgb = Vector::From(rgbin.redF(), rgbin.greenF(), rgbin.blueF());
rgb = rgb.Minus(Vector::From(1, 1, 1));
if(rgb.Magnitude() < 0.4 && SS.fixExportColors) {
// This is an almost-white color in a default style, which is
// good for the default on-screen view (black bg) but probably
// not desired in the exported files, which typically are shown
// against white backgrounds.
return RGBi(0, 0, 0);
} else {
return rgbin;
}
}
//-----------------------------------------------------------------------------
// Return the stroke color associated with our style as 8-bit RGB.
//-----------------------------------------------------------------------------
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RgbaColor Style::Color(hStyle h, bool forExport) {
Style *s = Get(h);
if(forExport) {
return RewriteColor(s->color);
} else {
return s->color;
}
}
//-----------------------------------------------------------------------------
// Return the fill color associated with our style as 8-bit RGB.
//-----------------------------------------------------------------------------
2015-07-10 11:54:39 +00:00
RgbaColor Style::FillColor(hStyle h, bool forExport) {
Style *s = Get(h);
if(forExport) {
return RewriteColor(s->fillColor);
} else {
return s->fillColor;
}
}
//-----------------------------------------------------------------------------
// Return the width associated with our style in pixels..
//-----------------------------------------------------------------------------
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.
2016-05-31 00:55:13 +00:00
double Style::Width(hStyle h) {
Style *s = Get(h);
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.
2016-05-31 00:55:13 +00:00
switch(s->widthAs) {
case UnitsAs::MM: return s->width * SS.GW.scale;
case UnitsAs::PIXELS: return s->width;
}
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.
2016-05-31 00:55:13 +00:00
ssassert(false, "Unexpected units");
}
//-----------------------------------------------------------------------------
// Return the width associated with our style in millimeters..
//-----------------------------------------------------------------------------
double Style::WidthMm(int hs) {
double widthpx = Width(hs);
return widthpx / SS.GW.scale;
}
//-----------------------------------------------------------------------------
// Return the associated text height, in pixels.
//-----------------------------------------------------------------------------
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.
2016-05-31 00:55:13 +00:00
double Style::TextHeight(hStyle h) {
Style *s = Get(h);
switch(s->textHeightAs) {
case UnitsAs::MM: return s->textHeight * SS.GW.scale;
case UnitsAs::PIXELS: return s->textHeight;
}
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.
2016-05-31 00:55:13 +00:00
ssassert(false, "Unexpected units");
}
double Style::DefaultTextHeight() {
hStyle hs { Style::CONSTRAINT };
return TextHeight(hs);
}
//-----------------------------------------------------------------------------
// Should lines and curves from this style appear in the output file? Only
// if it's both shown and exportable.
//-----------------------------------------------------------------------------
bool Style::Exportable(int si) {
hStyle hs = { (uint32_t)si };
Style *s = Get(hs);
return (s->exportable) && (s->visible);
}
//-----------------------------------------------------------------------------
// Return the appropriate style for our entity. If the entity has a style
// explicitly assigned, then it's that style. Otherwise it's the appropriate
// default style.
//-----------------------------------------------------------------------------
hStyle Style::ForEntity(hEntity he) {
Entity *e = SK.GetEntity(he);
// If the entity has a special style, use that. If that style doesn't
// exist yet, then it will get created automatically later.
if(e->style.v != 0) {
return e->style;
}
// Otherwise, we use the default rules.
hStyle hs;
if(e->group.v != SS.GW.activeGroup.v) {
hs.v = INACTIVE_GRP;
} else if(e->construction) {
hs.v = CONSTRUCTION;
} else {
hs.v = ACTIVE_GRP;
}
return hs;
}
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.
2016-05-20 08:31:20 +00:00
StipplePattern Style::PatternType(hStyle hs) {
Style *s = Get(hs);
return s->stippleType;
}
double Style::StippleScaleMm(hStyle hs) {
Style *s = Get(hs);
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.
2016-05-20 08:31:20 +00:00
if(s->widthAs == UnitsAs::MM) {
return s->stippleScale;
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.
2016-05-20 08:31:20 +00:00
} else if(s->widthAs == UnitsAs::PIXELS) {
return s->stippleScale / SS.GW.scale;
}
return 1.0;
}
std::string Style::DescriptionString() const {
if(name.empty()) {
return ssprintf("s%03x-(unnamed)", h.v);
} else {
return ssprintf("s%03x-%s", h.v, name.c_str());
}
}
void TextWindow::ScreenShowListOfStyles(int link, uint32_t v) {
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.
2016-05-20 08:31:20 +00:00
SS.TW.GoToScreen(Screen::LIST_OF_STYLES);
}
void TextWindow::ScreenShowStyleInfo(int link, uint32_t v) {
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.
2016-05-20 08:31:20 +00:00
SS.TW.GoToScreen(Screen::STYLE_INFO);
SS.TW.shown.style.v = v;
}
void TextWindow::ScreenLoadFactoryDefaultStyles(int link, uint32_t v) {
Style::LoadFactoryDefaults();
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.
2016-05-20 08:31:20 +00:00
SS.TW.GoToScreen(Screen::LIST_OF_STYLES);
}
void TextWindow::ScreenCreateCustomStyle(int link, uint32_t v) {
Style::CreateCustomStyle();
}
void TextWindow::ScreenChangeBackgroundColor(int link, uint32_t v) {
2015-07-10 11:54:39 +00:00
RgbaColor rgb = SS.backgroundColor;
SS.TW.ShowEditControlWithColorPicker(3, rgb);
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.
2016-05-20 08:31:20 +00:00
SS.TW.edit.meaning = Edit::BACKGROUND_COLOR;
}
void TextWindow::ScreenBackgroundImage(int link, uint32_t v) {
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.
2016-05-31 00:55:13 +00:00
SS.bgImage.pixmap = nullptr;
if(link == 'l') {
2016-05-24 08:40:02 +00:00
std::string bgImageFile;
if(GetOpenFile(&bgImageFile, "", PngFileFilter)) {
FILE *f = ssfopen(bgImageFile, "rb");
if(f) {
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.
2016-05-31 00:55:13 +00:00
SS.bgImage.pixmap = Pixmap::ReadPng(f);
2016-05-24 08:40:02 +00:00
SS.bgImage.scale = SS.GW.scale;
SS.bgImage.origin = SS.GW.offset.ScaledBy(-1);
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.
2016-05-31 00:55:13 +00:00
fclose(f);
} else {
Error("Error reading PNG file '%s'", bgImageFile.c_str());
2016-05-24 08:40:02 +00:00
}
}
}
SS.ScheduleShowTW();
}
void TextWindow::ScreenChangeBackgroundImageScale(int link, uint32_t v) {
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.
2016-05-20 08:31:20 +00:00
SS.TW.edit.meaning = Edit::BACKGROUND_IMG_SCALE;
SS.TW.ShowEditControl(10, ssprintf("%.3f", SS.bgImage.scale * SS.MmPerUnit()));
}
void TextWindow::ShowListOfStyles() {
Printf(true, "%Ft color style-name");
bool darkbg = false;
Style *s;
for(s = SK.style.First(); s; s = SK.style.NextAfter(s)) {
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
2013-10-16 20:00:58 +00:00
Printf(false, "%Bp %Bz %Bp %Fl%Ll%f%D%s%E",
darkbg ? 'd' : 'a',
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
2013-10-16 20:00:58 +00:00
&s->color,
darkbg ? 'd' : 'a',
ScreenShowStyleInfo, s->h.v,
s->DescriptionString().c_str());
darkbg = !darkbg;
}
2015-03-29 00:30:52 +00:00
Printf(true, " %Fl%Ll%fcreate a new custom style%E",
&ScreenCreateCustomStyle);
Printf(false, "");
2015-07-10 11:54:39 +00:00
RgbaColor rgb = SS.backgroundColor;
Printf(false, "%Ft background color (r, g, b)%E");
Printf(false, "%Ba %@, %@, %@ %Fl%D%f%Ll[change]%E",
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
2013-10-16 20:00:58 +00:00
rgb.redF(), rgb.greenF(), rgb.blueF(),
top[rows-1] + 2, &ScreenChangeBackgroundColor);
Printf(false, "");
Printf(false, "%Ft background bitmap image%E");
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.
2016-05-31 00:55:13 +00:00
if(SS.bgImage.pixmap) {
Printf(false, "%Ba %Ftwidth:%E %dpx %Ftheight:%E %dpx",
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.
2016-05-31 00:55:13 +00:00
SS.bgImage.pixmap->width, SS.bgImage.pixmap->height);
Printf(false, " %Ftscale:%E %# px/%s %Fl%Ll%f%D[change]%E",
SS.bgImage.scale*SS.MmPerUnit(),
SS.UnitName(),
&ScreenChangeBackgroundImageScale, top[rows-1] + 2);
Printf(false, "%Ba %Fl%Lc%fclear background image%E",
&ScreenBackgroundImage);
} else {
Printf(false, "%Ba none - %Fl%Ll%fload background image%E",
&ScreenBackgroundImage);
Printf(false, " (bottom left will be center of view)");
}
Printf(false, "");
Printf(false, " %Fl%Ll%fload factory defaults%E",
&ScreenLoadFactoryDefaultStyles);
}
void TextWindow::ScreenChangeStyleName(int link, uint32_t v) {
hStyle hs = { v };
Style *s = Style::Get(hs);
SS.TW.ShowEditControl(12, s->name);
SS.TW.edit.style = hs;
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.
2016-05-20 08:31:20 +00:00
SS.TW.edit.meaning = Edit::STYLE_NAME;
}
void TextWindow::ScreenDeleteStyle(int link, uint32_t v) {
SS.UndoRemember();
hStyle hs = { v };
Style *s = SK.style.FindByIdNoOops(hs);
if(s) {
SK.style.RemoveById(hs);
// And it will get recreated automatically if something is still using
// the style, so no need to do anything else.
}
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.
2016-05-20 08:31:20 +00:00
SS.TW.GoToScreen(Screen::LIST_OF_STYLES);
InvalidateGraphics();
}
void TextWindow::ScreenChangeStylePatternType(int link, uint32_t v) {
hStyle hs = { v };
Style *s = Style::Get(hs);
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.
2016-05-20 08:31:20 +00:00
s->stippleType = (StipplePattern)(link - 1);
}
void TextWindow::ScreenChangeStyleMetric(int link, uint32_t v) {
hStyle hs = { v };
Style *s = Style::Get(hs);
double val;
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.
2016-05-20 08:31:20 +00:00
Style::UnitsAs units;
Edit meaning;
int col;
switch(link) {
case 't':
val = s->textHeight;
units = s->textHeightAs;
col = 10;
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.
2016-05-20 08:31:20 +00:00
meaning = Edit::STYLE_TEXT_HEIGHT;
break;
case 's':
val = s->stippleScale;
units = s->widthAs;
col = 17;
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.
2016-05-20 08:31:20 +00:00
meaning = Edit::STYLE_STIPPLE_PERIOD;
break;
case 'w':
case 'W':
val = s->width;
units = s->widthAs;
col = 9;
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.
2016-05-20 08:31:20 +00:00
meaning = Edit::STYLE_WIDTH;
break;
default: ssassert(false, "Unexpected link");
}
std::string edit_value;
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.
2016-05-20 08:31:20 +00:00
if(units == Style::UnitsAs::PIXELS) {
edit_value = ssprintf("%.2f", val);
} else {
edit_value = SS.MmToString(val);
}
SS.TW.ShowEditControl(col, edit_value);
SS.TW.edit.style = hs;
SS.TW.edit.meaning = meaning;
}
void TextWindow::ScreenChangeStyleTextAngle(int link, uint32_t v) {
hStyle hs = { v };
Style *s = Style::Get(hs);
SS.TW.ShowEditControl(9, ssprintf("%.2f", s->textAngle));
SS.TW.edit.style = hs;
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.
2016-05-20 08:31:20 +00:00
SS.TW.edit.meaning = Edit::STYLE_TEXT_ANGLE;
}
void TextWindow::ScreenChangeStyleColor(int link, uint32_t v) {
hStyle hs = { v };
Style *s = Style::Get(hs);
// Same function used for stroke and fill colors
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.
2016-05-20 08:31:20 +00:00
Edit em;
2015-07-10 11:54:39 +00:00
RgbaColor rgb;
if(link == 's') {
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.
2016-05-20 08:31:20 +00:00
em = Edit::STYLE_COLOR;
rgb = s->color;
} else if(link == 'f') {
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.
2016-05-20 08:31:20 +00:00
em = Edit::STYLE_FILL_COLOR;
rgb = s->fillColor;
} else ssassert(false, "Unexpected link");
SS.TW.ShowEditControlWithColorPicker(13, rgb);
SS.TW.edit.style = hs;
SS.TW.edit.meaning = em;
}
void TextWindow::ScreenChangeStyleYesNo(int link, uint32_t v) {
SS.UndoRemember();
hStyle hs = { v };
Style *s = Style::Get(hs);
switch(link) {
// Units for the width
case 'w':
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.
2016-05-20 08:31:20 +00:00
if(s->widthAs != Style::UnitsAs::MM) {
s->widthAs = Style::UnitsAs::MM;
s->width /= SS.GW.scale;
s->stippleScale /= SS.GW.scale;
}
break;
case 'W':
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.
2016-05-20 08:31:20 +00:00
if(s->widthAs != Style::UnitsAs::PIXELS) {
s->widthAs = Style::UnitsAs::PIXELS;
s->width *= SS.GW.scale;
s->stippleScale *= SS.GW.scale;
}
break;
// Units for the height
case 'g':
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.
2016-05-20 08:31:20 +00:00
if(s->textHeightAs != Style::UnitsAs::MM) {
s->textHeightAs = Style::UnitsAs::MM;
s->textHeight /= SS.GW.scale;
}
break;
case 'G':
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.
2016-05-20 08:31:20 +00:00
if(s->textHeightAs != Style::UnitsAs::PIXELS) {
s->textHeightAs = Style::UnitsAs::PIXELS;
s->textHeight *= SS.GW.scale;
}
break;
case 'e':
s->exportable = !(s->exportable);
break;
case 'v':
s->visible = !(s->visible);
break;
case 'f':
s->filled = !(s->filled);
break;
// Horizontal text alignment
case 'L':
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.
2016-05-20 08:31:20 +00:00
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin | (uint32_t)Style::TextOrigin::LEFT);
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::RIGHT);
break;
case 'H':
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.
2016-05-20 08:31:20 +00:00
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::LEFT);
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::RIGHT);
break;
case 'R':
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.
2016-05-20 08:31:20 +00:00
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::LEFT);
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin | (uint32_t)Style::TextOrigin::RIGHT);
break;
// Vertical text alignment
case 'B':
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.
2016-05-20 08:31:20 +00:00
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin | (uint32_t)Style::TextOrigin::BOT);
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::TOP);
break;
case 'V':
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.
2016-05-20 08:31:20 +00:00
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::BOT);
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::TOP);
break;
case 'T':
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.
2016-05-20 08:31:20 +00:00
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin & ~(uint32_t)Style::TextOrigin::BOT);
s->textOrigin = (Style::TextOrigin)((uint32_t)s->textOrigin | (uint32_t)Style::TextOrigin::TOP);
break;
}
InvalidateGraphics();
}
bool TextWindow::EditControlDoneForStyles(const char *str) {
Style *s;
switch(edit.meaning) {
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.
2016-05-20 08:31:20 +00:00
case Edit::STYLE_STIPPLE_PERIOD:
case Edit::STYLE_TEXT_HEIGHT:
case Edit::STYLE_WIDTH: {
SS.UndoRemember();
s = Style::Get(edit.style);
double v;
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.
2016-05-20 08:31:20 +00:00
Style::UnitsAs units = (edit.meaning == Edit::STYLE_TEXT_HEIGHT) ?
s->textHeightAs : s->widthAs;
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.
2016-05-20 08:31:20 +00:00
if(units == Style::UnitsAs::MM) {
v = SS.StringToMm(str);
} else {
v = atof(str);
}
v = max(0.0, v);
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.
2016-05-20 08:31:20 +00:00
if(edit.meaning == Edit::STYLE_TEXT_HEIGHT) {
s->textHeight = v;
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.
2016-05-20 08:31:20 +00:00
} else if(edit.meaning == Edit::STYLE_STIPPLE_PERIOD) {
s->stippleScale = v;
} else {
s->width = v;
}
break;
}
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.
2016-05-20 08:31:20 +00:00
case Edit::STYLE_TEXT_ANGLE:
SS.UndoRemember();
s = Style::Get(edit.style);
s->textAngle = WRAP_SYMMETRIC(atof(str), 360);
break;
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.
2016-05-20 08:31:20 +00:00
case Edit::BACKGROUND_COLOR:
case Edit::STYLE_FILL_COLOR:
case Edit::STYLE_COLOR: {
Vector rgb;
if(sscanf(str, "%lf, %lf, %lf", &rgb.x, &rgb.y, &rgb.z)==3) {
rgb = rgb.ClampWithin(0, 1);
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.
2016-05-20 08:31:20 +00:00
if(edit.meaning == Edit::STYLE_COLOR) {
SS.UndoRemember();
s = Style::Get(edit.style);
s->color = RGBf(rgb.x, rgb.y, rgb.z);
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.
2016-05-20 08:31:20 +00:00
} else if(edit.meaning == Edit::STYLE_FILL_COLOR) {
SS.UndoRemember();
s = Style::Get(edit.style);
s->fillColor = RGBf(rgb.x, rgb.y, rgb.z);
} else {
SS.backgroundColor = RGBf(rgb.x, rgb.y, rgb.z);
}
} else {
Error("Bad format: specify color as r, g, b");
}
break;
}
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.
2016-05-20 08:31:20 +00:00
case Edit::STYLE_NAME:
if(!*str) {
Error("Style name cannot be empty");
} else {
SS.UndoRemember();
s = Style::Get(edit.style);
s->name = str;
}
break;
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.
2016-05-20 08:31:20 +00:00
case Edit::BACKGROUND_IMG_SCALE: {
Expr *e = Expr::From(str, true);
if(e) {
double ev = e->Eval();
if(ev < 0.001 || isnan(ev)) {
Error("Scale must not be zero or negative!");
} else {
SS.bgImage.scale = ev / SS.MmPerUnit();
}
}
break;
}
default: return false;
}
return true;
}
void TextWindow::ShowStyleInfo() {
Printf(true, "%Fl%f%Ll(back to list of styles)%E", &ScreenShowListOfStyles);
Style *s = Style::Get(shown.style);
if(s->h.v < Style::FIRST_CUSTOM) {
Printf(true, "%FtSTYLE %E%s ", s->DescriptionString().c_str());
} else {
Printf(true, "%FtSTYLE %E%s "
"[%Fl%Ll%D%frename%E/%Fl%Ll%D%fdel%E]",
s->DescriptionString().c_str(),
s->h.v, &ScreenChangeStyleName,
s->h.v, &ScreenDeleteStyle);
}
Printf(true, "%Ft line stroke style%E");
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
2013-10-16 20:00:58 +00:00
Printf(false, "%Ba %Ftcolor %E%Bz %Ba (%@, %@, %@) %D%f%Ls%Fl[change]%E",
&s->color,
s->color.redF(), s->color.greenF(), s->color.blueF(),
s->h.v, ScreenChangeStyleColor);
// The line width, and its units
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.
2016-05-20 08:31:20 +00:00
if(s->widthAs == Style::UnitsAs::PIXELS) {
Printf(false, " %Ftwidth%E %@ %D%f%Lp%Fl[change]%E",
s->width,
s->h.v, &ScreenChangeStyleMetric,
(s->h.v < Style::FIRST_CUSTOM) ? 'w' : 'W');
} else {
Printf(false, " %Ftwidth%E %s %D%f%Lp%Fl[change]%E",
SS.MmToString(s->width).c_str(),
s->h.v, &ScreenChangeStyleMetric,
(s->h.v < Style::FIRST_CUSTOM) ? 'w' : 'W');
}
if(s->widthAs == Style::UnitsAs::PIXELS) {
Printf(false, "%Ba %Ftstipple width%E %@ %D%f%Lp%Fl[change]%E",
s->stippleScale,
s->h.v, &ScreenChangeStyleMetric, 's');
} else {
Printf(false, "%Ba %Ftstipple width%E %s %D%f%Lp%Fl[change]%E",
SS.MmToString(s->stippleScale).c_str(),
s->h.v, &ScreenChangeStyleMetric, 's');
}
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.
2016-05-20 08:31:20 +00:00
bool widthpx = (s->widthAs == Style::UnitsAs::PIXELS);
if(s->h.v < Style::FIRST_CUSTOM) {
Printf(false," %Ftin units of %Fdpixels%E");
} else {
Printf(false,"%Ba %Ftin units of %Fd"
"%D%f%LW%s pixels%E "
"%D%f%Lw%s %s",
s->h.v, &ScreenChangeStyleYesNo,
widthpx ? RADIO_TRUE : RADIO_FALSE,
s->h.v, &ScreenChangeStyleYesNo,
!widthpx ? RADIO_TRUE : RADIO_FALSE,
SS.UnitName());
}
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
Printf(false,"%Ba %Ftstipple type:%E");
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.
2016-05-20 08:31:20 +00:00
const size_t patternCount = (size_t)StipplePattern::LAST + 1;
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
const char *patternsSource[patternCount] = {
"___________",
2016-05-26 19:20:39 +00:00
"- - - - ",
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
"- - - - - -",
"__ __ __ __",
"-.-.-.-.-.-",
"..-..-..-..",
"...........",
"~~~~~~~~~~~",
"__~__~__~__"
};
std::string patterns[patternCount];
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.
2016-05-20 08:31:20 +00:00
for(uint32_t i = 0; i <= (uint32_t)StipplePattern::LAST; i++) {
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
const char *str = patternsSource[i];
do {
switch(*str) {
case ' ': patterns[i] += " "; break;
case '.': patterns[i] += "\xEE\x80\x84"; break;
case '_': patterns[i] += "\xEE\x80\x85"; break;
case '-': patterns[i] += "\xEE\x80\x86"; break;
case '~': patterns[i] += "\xEE\x80\x87"; break;
default: ssassert(false, "Unexpected stipple pattern element");
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
}
} while(*(++str));
}
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.
2016-05-20 08:31:20 +00:00
for(uint32_t i = 0; i <= (uint32_t)StipplePattern::LAST; i++) {
const char *radio = s->stippleType == (StipplePattern)i ? RADIO_TRUE : RADIO_FALSE;
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
Printf(false, "%Bp %D%f%Lp%s %s%E",
(i % 2 == 0) ? 'd' : 'a',
s->h.v, &ScreenChangeStylePatternType,
i + 1, radio, patterns[i].c_str());
}
if(s->h.v >= Style::FIRST_CUSTOM) {
// The fill color, and whether contours are filled
Printf(false, "");
Printf(false, "%Ft contour fill style%E");
Printf(false,
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
2013-10-16 20:00:58 +00:00
"%Ba %Ftcolor %E%Bz %Ba (%@, %@, %@) %D%f%Lf%Fl[change]%E",
&s->fillColor,
s->fillColor.redF(), s->fillColor.greenF(), s->fillColor.blueF(),
s->h.v, ScreenChangeStyleColor);
Printf(false, "%Bd %D%f%Lf%s contours are filled%E",
s->h.v, &ScreenChangeStyleYesNo,
s->filled ? CHECK_TRUE : CHECK_FALSE);
}
// The text height, and its units
Printf(false, "");
Printf(false, "%Ft text style%E");
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.
2016-05-20 08:31:20 +00:00
if(s->textHeightAs == Style::UnitsAs::PIXELS) {
Printf(false, "%Ba %Ftheight %E%@ %D%f%Lt%Fl%s%E",
s->textHeight,
s->h.v, &ScreenChangeStyleMetric,
"[change]");
} else {
Printf(false, "%Ba %Ftheight %E%s %D%f%Lt%Fl%s%E",
SS.MmToString(s->textHeight).c_str(),
s->h.v, &ScreenChangeStyleMetric,
"[change]");
}
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.
2016-05-20 08:31:20 +00:00
bool textHeightpx = (s->textHeightAs == Style::UnitsAs::PIXELS);
if(s->h.v < Style::FIRST_CUSTOM) {
Printf(false,"%Bd %Ftin units of %Fdpixels");
} else {
Printf(false,"%Bd %Ftin units of %Fd"
"%D%f%LG%s pixels%E "
"%D%f%Lg%s %s",
s->h.v, &ScreenChangeStyleYesNo,
textHeightpx ? RADIO_TRUE : RADIO_FALSE,
s->h.v, &ScreenChangeStyleYesNo,
!textHeightpx ? RADIO_TRUE : RADIO_FALSE,
SS.UnitName());
}
if(s->h.v >= Style::FIRST_CUSTOM) {
Printf(false, "%Ba %Ftangle %E%@ %D%f%Ll%Fl[change]%E",
s->textAngle,
s->h.v, &ScreenChangeStyleTextAngle);
Printf(false, "");
Printf(false, "%Ft text comment alignment%E");
bool neither;
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.
2016-05-20 08:31:20 +00:00
neither = !((uint32_t)s->textOrigin & ((uint32_t)Style::TextOrigin::LEFT | (uint32_t)Style::TextOrigin::RIGHT));
Printf(false, "%Ba "
"%D%f%LL%s left%E "
"%D%f%LH%s center%E "
"%D%f%LR%s right%E ",
s->h.v, &ScreenChangeStyleYesNo,
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.
2016-05-20 08:31:20 +00:00
((uint32_t)s->textOrigin & (uint32_t)Style::TextOrigin::LEFT) ? RADIO_TRUE : RADIO_FALSE,
s->h.v, &ScreenChangeStyleYesNo,
neither ? RADIO_TRUE : RADIO_FALSE,
s->h.v, &ScreenChangeStyleYesNo,
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.
2016-05-20 08:31:20 +00:00
((uint32_t)s->textOrigin & (uint32_t)Style::TextOrigin::RIGHT) ? RADIO_TRUE : RADIO_FALSE);
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.
2016-05-20 08:31:20 +00:00
neither = !((uint32_t)s->textOrigin & ((uint32_t)Style::TextOrigin::BOT | (uint32_t)Style::TextOrigin::TOP));
Printf(false, "%Bd "
"%D%f%LB%s bottom%E "
"%D%f%LV%s center%E "
"%D%f%LT%s top%E ",
s->h.v, &ScreenChangeStyleYesNo,
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.
2016-05-20 08:31:20 +00:00
((uint32_t)s->textOrigin & (uint32_t)Style::TextOrigin::BOT) ? RADIO_TRUE : RADIO_FALSE,
s->h.v, &ScreenChangeStyleYesNo,
neither ? RADIO_TRUE : RADIO_FALSE,
s->h.v, &ScreenChangeStyleYesNo,
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.
2016-05-20 08:31:20 +00:00
((uint32_t)s->textOrigin & (uint32_t)Style::TextOrigin::TOP) ? RADIO_TRUE : RADIO_FALSE);
}
if(s->h.v >= Style::FIRST_CUSTOM) {
Printf(false, "");
Printf(false, " %Fd%D%f%Lv%s show these objects on screen%E",
s->h.v, &ScreenChangeStyleYesNo,
s->visible ? CHECK_TRUE : CHECK_FALSE);
Printf(false, " %Fd%D%f%Le%s export these objects%E",
s->h.v, &ScreenChangeStyleYesNo,
s->exportable ? CHECK_TRUE : CHECK_FALSE);
Printf(false, "");
Printf(false, "To assign lines or curves to this style,");
Printf(false, "right-click them on the drawing.");
}
}
void TextWindow::ScreenAssignSelectionToStyle(int link, uint32_t v) {
Style::AssignSelectionToStyle(v);
}