solvespace/src/solvespace.h

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//-----------------------------------------------------------------------------
// All declarations not grouped specially elsewhere.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#ifndef __SOLVESPACE_H
#define __SOLVESPACE_H
#include <stdint.h>
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include <stdio.h>
#include <stddef.h>
#include <stdarg.h>
#include <math.h>
#include <limits.h>
#include <algorithm>
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
#include <functional>
#include <memory>
#include <string>
2016-04-13 08:43:06 +00:00
#include <locale>
#include <vector>
#include <unordered_map>
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
#include <unordered_set>
#include <map>
#include <set>
#include <chrono>
// We declare these in advance instead of simply using FT_Library
// (defined as typedef FT_LibraryRec_* FT_Library) because including
// freetype.h invokes indescribable horrors and we would like to avoid
// doing that every time we include solvespace.h.
struct FT_LibraryRec_;
struct FT_FaceRec_;
// The few floating-point equality comparisons in SolveSpace have been
// carefully considered, so we disable the -Wfloat-equal warning for them
#ifdef __clang__
# define EXACT(expr) \
(_Pragma("clang diagnostic push") \
_Pragma("clang diagnostic ignored \"-Wfloat-equal\"") \
(expr) \
_Pragma("clang diagnostic pop"))
#else
# define EXACT(expr) (expr)
#endif
// Debugging functions
#if defined(__GNUC__)
#define ssassert(condition, message) \
do { \
if(__builtin_expect((condition), true) == false) { \
SolveSpace::assert_failure(__FILE__, __LINE__, __func__, #condition, message); \
__builtin_unreachable(); \
} \
} while(0)
#else
#define ssassert(condition, message) \
do { \
if((condition) == false) { \
SolveSpace::assert_failure(__FILE__, __LINE__, __func__, #condition, message); \
abort(); \
} \
} while(0)
#endif
#ifndef isnan
# define isnan(x) (((x) != (x)) || (x > 1e11) || (x < -1e11))
#endif
namespace SolveSpace {
using std::min;
using std::max;
using std::swap;
#if defined(__GNUC__)
__attribute__((noreturn))
#endif
void assert_failure(const char *file, unsigned line, const char *function,
const char *condition, const char *message);
#if defined(__GNUC__)
__attribute__((__format__ (__printf__, 1, 2)))
#endif
std::string ssprintf(const char *fmt, ...);
inline int WRAP(int v, int n) {
// Clamp it to the range [0, n)
while(v >= n) v -= n;
while(v < 0) v += n;
return v;
}
inline double WRAP_NOT_0(double v, double n) {
// Clamp it to the range (0, n]
while(v > n) v -= n;
while(v <= 0) v += n;
return v;
}
inline double WRAP_SYMMETRIC(double v, double n) {
// Clamp it to the range (-n/2, n/2]
while(v > n/2) v -= n;
while(v <= -n/2) v += n;
return v;
}
// Why is this faster than the library function?
inline double ffabs(double v) { return (v > 0) ? v : (-v); }
#define CO(v) (v).x, (v).y, (v).z
#define ANGLE_COS_EPS (1e-6)
#define LENGTH_EPS (1e-6)
#define VERY_POSITIVE (1e10)
#define VERY_NEGATIVE (-1e10)
#define isforname(c) (isalnum(c) || (c) == '_' || (c) == '-' || (c) == '#')
#if defined(WIN32)
std::string Narrow(const wchar_t *s);
std::wstring Widen(const char *s);
std::string Narrow(const std::wstring &s);
std::wstring Widen(const std::string &s);
#endif
inline double Random(double vmax) {
return (vmax*rand()) / RAND_MAX;
}
class Expr;
class ExprVector;
class ExprQuaternion;
2015-07-10 11:54:39 +00:00
class RgbaColor;
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
enum class Command : uint32_t;
enum class ContextCommand : uint32_t;
//================
// From the platform-specific code.
#if defined(WIN32)
#define PATH_SEP "\\"
#else
#define PATH_SEP "/"
#endif
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
extern const bool FLIP_FRAMEBUFFER;
bool PathEqual(const std::string &a, const std::string &b);
FILE *ssfopen(const std::string &filename, const char *mode);
void ssremove(const std::string &filename);
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 MAX_RECENT = 8;
extern std::string RecentFile[MAX_RECENT];
void RefreshRecentMenus();
enum DialogChoice { DIALOG_YES = 1, DIALOG_NO = -1, DIALOG_CANCEL = 0 };
DialogChoice SaveFileYesNoCancel();
DialogChoice LoadAutosaveYesNo();
DialogChoice LocateImportedFileYesNoCancel(const std::string &filename,
bool canCancel);
#define AUTOSAVE_SUFFIX "~"
struct FileFilter {
const char *name;
const char *patterns[3];
};
// SolveSpace native file format
const FileFilter SlvsFileFilter[] = {
{ "SolveSpace models", { "slvs" } },
{ NULL, {} }
};
// PNG format bitmap
const FileFilter PngFileFilter[] = {
{ "PNG", { "png" } },
{ NULL, {} }
};
// Triangle mesh
const FileFilter MeshFileFilter[] = {
{ "STL mesh", { "stl" } },
{ "Wavefront OBJ mesh", { "obj" } },
{ "Three.js-compatible mesh, with viewer", { "html" } },
{ "Three.js-compatible mesh, mesh only", { "js" } },
{ NULL, {} }
};
// NURBS surfaces
const FileFilter SurfaceFileFilter[] = {
{ "STEP file", { "step", "stp" } },
{ NULL, {} }
};
// 2d vector (lines and curves) format
const FileFilter VectorFileFilter[] = {
{ "PDF file", { "pdf" } },
{ "Encapsulated PostScript", { "eps", "ps" } },
{ "Scalable Vector Graphics", { "svg" } },
{ "STEP file", { "step", "stp" } },
{ "DXF file (AutoCAD 2007)", { "dxf" } },
{ "HPGL file", { "plt", "hpgl" } },
{ "G Code", { "ngc", "txt" } },
{ NULL, {} }
};
// 3d vector (wireframe lines and curves) format
const FileFilter Vector3dFileFilter[] = {
{ "STEP file", { "step", "stp" } },
{ "DXF file (AutoCAD 2007)", { "dxf" } },
{ NULL, {} }
};
2016-04-13 08:43:06 +00:00
// All Importable formats
const FileFilter ImportableFileFilter[] = {
{ "AutoCAD DXF and DWG files", { "dxf", "dwg" } },
{ NULL, {} }
2016-04-13 08:43:06 +00:00
};
// Comma-separated value, like a spreadsheet would use
const FileFilter CsvFileFilter[] = {
{ "CSV", { "csv" } },
{ NULL, {} }
};
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
enum class Unit : uint32_t {
MM = 0,
INCHES
};
bool GetSaveFile(std::string *filename, const std::string &defExtension,
const FileFilter filters[]);
bool GetOpenFile(std::string *filename, const std::string &defExtension,
const FileFilter filters[]);
std::vector<std::string> GetFontFiles();
void OpenWebsite(const char *url);
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
void CheckMenuByCmd(Command id, bool checked);
void RadioMenuByCmd(Command id, bool selected);
void EnableMenuByCmd(Command id, bool enabled);
void ShowGraphicsEditControl(int x, int y, int fontHeight, int minWidthChars,
const std::string &str);
void HideGraphicsEditControl();
bool GraphicsEditControlIsVisible();
void ShowTextEditControl(int x, int y, const std::string &str);
void HideTextEditControl();
bool TextEditControlIsVisible();
void MoveTextScrollbarTo(int pos, int maxPos, int page);
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
void AddContextMenuItem(const char *legend, ContextCommand id);
void CreateContextSubmenu();
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
ContextCommand ShowContextMenu();
void ToggleMenuBar();
bool MenuBarIsVisible();
void ShowTextWindow(bool visible);
void InvalidateText();
void InvalidateGraphics();
void PaintGraphics();
void ToggleFullScreen();
bool FullScreenIsActive();
void GetGraphicsWindowSize(int *w, int *h);
void GetTextWindowSize(int *w, int *h);
int64_t GetMilliseconds();
void dbp(const char *str, ...);
#define DBPTRI(tri) \
dbp("tri: (%.3f %.3f %.3f) (%.3f %.3f %.3f) (%.3f %.3f %.3f)", \
CO((tri).a), CO((tri).b), CO((tri).c))
void SetCurrentFilename(const std::string &filename);
void SetMousePointerToHand(bool yes);
void DoMessageBox(const char *str, int rows, int cols, bool error);
void SetTimerFor(int milliseconds);
void SetAutosaveTimerFor(int minutes);
void ScheduleLater();
void ExitNow();
void CnfFreezeInt(uint32_t val, const std::string &name);
void CnfFreezeFloat(float val, const std::string &name);
void CnfFreezeString(const std::string &val, const std::string &name);
std::string CnfThawString(const std::string &val, const std::string &name);
uint32_t CnfThawInt(uint32_t val, const std::string &name);
float CnfThawFloat(float val, const std::string &name);
void *AllocTemporary(size_t n);
void FreeTemporary(void *p);
void FreeAllTemporary();
void *MemAlloc(size_t n);
void MemFree(void *p);
void InitHeaps();
void vl(); // debug function to validate heaps
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
2016-04-21 15:54:18 +00:00
#include "resource.h"
// End of platform-specific functions
//================
template<class T>
struct CompareHandle {
bool operator()(T lhs, T rhs) const { return lhs.v < rhs.v; }
};
template<class Key, class T>
using handle_map = std::map<Key, T, CompareHandle<Key>>;
class Group;
class SSurface;
#include "dsc.h"
#include "polygon.h"
#include "srf/surface.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
#include "render/render.h"
class Entity;
class hEntity;
class Param;
class hParam;
typedef IdList<Entity,hEntity> EntityList;
typedef IdList<Param,hParam> ParamList;
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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enum class SolveResult : uint32_t {
OKAY = 0,
DIDNT_CONVERGE = 10,
REDUNDANT_OKAY = 11,
REDUNDANT_DIDNT_CONVERGE = 12,
TOO_MANY_UNKNOWNS = 20
};
#include "sketch.h"
#include "ui.h"
#include "expr.h"
// Utility functions that are provided in the platform-independent code.
class utf8_iterator : std::iterator<std::forward_iterator_tag, char32_t> {
const char *p, *n;
public:
utf8_iterator(const char *p) : p(p), n(NULL) {}
bool operator==(const utf8_iterator &i) const { return p==i.p; }
bool operator!=(const utf8_iterator &i) const { return p!=i.p; }
ptrdiff_t operator- (const utf8_iterator &i) const { return p -i.p; }
utf8_iterator& operator++() { **this; p=n; n=NULL; return *this; }
utf8_iterator operator++(int) { utf8_iterator t(*this); operator++(); return t; }
char32_t operator*();
};
class ReadUTF8 {
const std::string &str;
public:
ReadUTF8(const std::string &str) : str(str) {}
utf8_iterator begin() const { return utf8_iterator(&str[0]); }
utf8_iterator end() const { return utf8_iterator(&str[str.length()]); }
};
#define arraylen(x) (sizeof((x))/sizeof((x)[0]))
#define PI (3.1415926535897931)
void MakeMatrix(double *mat, double a11, double a12, double a13, double a14,
double a21, double a22, double a23, double a24,
double a31, double a32, double a33, double a34,
double a41, double a42, double a43, double a44);
std::string MakeAcceleratorLabel(int accel);
bool FilenameHasExtension(const std::string &str, const char *ext);
void Message(const char *str, ...);
void Error(const char *str, ...);
void CnfFreezeBool(bool v, const std::string &name);
void CnfFreezeColor(RgbaColor v, const std::string &name);
bool CnfThawBool(bool v, const std::string &name);
RgbaColor CnfThawColor(RgbaColor v, const std::string &name);
class System {
public:
enum { MAX_UNKNOWNS = 1024 };
EntityList entity;
ParamList param;
IdList<Equation,hEquation> eq;
// A list of parameters that are being dragged; these are the ones that
// we should put as close as possible to their initial positions.
List<hParam> dragged;
enum {
// In general, the tag indicates the subsys that a variable/equation
// has been assigned to; these are exceptions for variables:
VAR_SUBSTITUTED = 10000,
VAR_DOF_TEST = 10001,
// and for equations:
EQ_SUBSTITUTED = 20000
};
// The system Jacobian matrix
struct {
// The corresponding equation for each row
hEquation eq[MAX_UNKNOWNS];
// The corresponding parameter for each column
hParam param[MAX_UNKNOWNS];
// We're solving AX = B
int m, n;
struct {
Expr *sym[MAX_UNKNOWNS][MAX_UNKNOWNS];
double num[MAX_UNKNOWNS][MAX_UNKNOWNS];
} A;
double scale[MAX_UNKNOWNS];
// Some helpers for the least squares solve
double AAt[MAX_UNKNOWNS][MAX_UNKNOWNS];
double Z[MAX_UNKNOWNS];
double X[MAX_UNKNOWNS];
struct {
Expr *sym[MAX_UNKNOWNS];
double num[MAX_UNKNOWNS];
} B;
} mat;
static const double RANK_MAG_TOLERANCE, CONVERGE_TOLERANCE;
int CalculateRank();
bool TestRank();
static bool SolveLinearSystem(double X[], double A[][MAX_UNKNOWNS],
double B[], int N);
bool SolveLeastSquares();
bool WriteJacobian(int tag);
void EvalJacobian();
void WriteEquationsExceptFor(hConstraint hc, Group *g);
void FindWhichToRemoveToFixJacobian(Group *g, List<hConstraint> *bad);
void SolveBySubstitution();
bool IsDragged(hParam p);
bool NewtonSolve(int tag);
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
SolveResult Solve(Group *g, int *dof, List<hConstraint> *bad,
bool andFindBad, bool andFindFree);
void Clear();
};
#include "ttf.h"
class StepFileWriter {
public:
void ExportSurfacesTo(const std::string &filename);
void WriteHeader();
void WriteProductHeader();
int ExportCurve(SBezier *sb);
int ExportCurveLoop(SBezierLoop *loop, bool inner);
void ExportSurface(SSurface *ss, SBezierList *sbl);
void WriteWireframe();
void WriteFooter();
List<int> curves;
List<int> advancedFaces;
FILE *f;
int id;
};
class VectorFileWriter {
protected:
Vector u, v, n, origin;
double cameraTan, scale;
public:
FILE *f;
std::string filename;
Vector ptMin, ptMax;
static double MmToPts(double mm);
static VectorFileWriter *ForFile(const std::string &filename);
void SetModelviewProjection(const Vector &u, const Vector &v, const Vector &n,
const Vector &origin, double cameraTan, double scale);
Vector Transform(Vector &pos) const;
void OutputLinesAndMesh(SBezierLoopSetSet *sblss, SMesh *sm);
void BezierAsPwl(SBezier *sb);
void BezierAsNonrationalCubic(SBezier *sb, int depth=0);
virtual void StartPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) = 0;
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virtual void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) = 0;
virtual void Bezier(SBezier *sb) = 0;
virtual void Triangle(STriangle *tr) = 0;
virtual bool OutputConstraints(IdList<Constraint,hConstraint> *) { return false; }
virtual void StartFile() = 0;
virtual void FinishAndCloseFile() = 0;
virtual bool HasCanvasSize() const = 0;
virtual bool CanOutputMesh() const = 0;
};
class DxfFileWriter : public VectorFileWriter {
public:
2015-12-28 10:50:38 +00:00
struct BezierPath {
std::vector<SBezier *> beziers;
};
std::vector<BezierPath> paths;
IdList<Constraint,hConstraint> *constraint;
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
static const char *lineTypeName(StipplePattern stippleType);
bool OutputConstraints(IdList<Constraint,hConstraint> *constraint) override;
2015-12-28 10:50:38 +00:00
2015-07-10 11:54:39 +00:00
void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
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void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return false; }
bool CanOutputMesh() const override { return false; }
2016-03-24 13:55:36 +00:00
bool NeedToOutput(Constraint *c);
};
class EpsFileWriter : public VectorFileWriter {
public:
Vector prevPt;
void MaybeMoveTo(Vector s, Vector f);
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void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
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void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return true; }
bool CanOutputMesh() const override { return true; }
};
class PdfFileWriter : public VectorFileWriter {
public:
uint32_t xref[10];
uint32_t bodyStart;
Vector prevPt;
void MaybeMoveTo(Vector s, Vector f);
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void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
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void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return true; }
bool CanOutputMesh() const override { return true; }
};
class SvgFileWriter : public VectorFileWriter {
public:
Vector prevPt;
void MaybeMoveTo(Vector s, Vector f);
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void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
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void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return true; }
bool CanOutputMesh() const override { return true; }
};
class HpglFileWriter : public VectorFileWriter {
public:
static double MmToHpglUnits(double mm);
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void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
2015-07-10 11:54:39 +00:00
void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return false; }
bool CanOutputMesh() const override { return false; }
};
class Step2dFileWriter : public VectorFileWriter {
StepFileWriter sfw;
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void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
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void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return false; }
bool CanOutputMesh() const override { return false; }
};
class GCodeFileWriter : public VectorFileWriter {
public:
SEdgeList sel;
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void StartPath( RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
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void FinishPath(RgbaColor strokeRgb, double lineWidth,
bool filled, RgbaColor fillRgb, hStyle hs) override;
void Triangle(STriangle *tr) override;
void Bezier(SBezier *sb) override;
void StartFile() override;
void FinishAndCloseFile() override;
bool HasCanvasSize() const override { return false; }
bool CanOutputMesh() const override { return false; }
};
#ifdef LIBRARY
# define ENTITY EntityBase
# define CONSTRAINT ConstraintBase
#else
# define ENTITY Entity
# define CONSTRAINT Constraint
#endif
class Sketch {
public:
// These are user-editable, and define the sketch.
IdList<Group,hGroup> group;
List<hGroup> groupOrder;
IdList<CONSTRAINT,hConstraint> constraint;
IdList<Request,hRequest> request;
IdList<Style,hStyle> style;
// These are generated from the above.
IdList<ENTITY,hEntity> entity;
IdList<Param,hParam> param;
inline CONSTRAINT *GetConstraint(hConstraint h)
{ return constraint.FindById(h); }
inline ENTITY *GetEntity (hEntity h) { return entity. FindById(h); }
inline Param *GetParam (hParam h) { return param. FindById(h); }
inline Request *GetRequest(hRequest h) { return request.FindById(h); }
inline Group *GetGroup (hGroup h) { return group. FindById(h); }
// Styles are handled a bit differently.
void Clear();
BBox CalculateEntityBBox(bool includingInvisible);
Group *GetRunningMeshGroupFor(hGroup h);
};
#undef ENTITY
#undef CONSTRAINT
class SolveSpaceUI {
public:
TextWindow *pTW;
TextWindow &TW;
GraphicsWindow GW;
// The state for undo/redo
typedef struct {
IdList<Group,hGroup> group;
List<hGroup> groupOrder;
IdList<Request,hRequest> request;
IdList<Constraint,hConstraint> constraint;
IdList<Param,hParam> param;
IdList<Style,hStyle> style;
hGroup activeGroup;
void Clear() {
group.Clear();
request.Clear();
constraint.Clear();
param.Clear();
style.Clear();
}
} UndoState;
enum { MAX_UNDO = 16 };
typedef struct {
UndoState d[MAX_UNDO];
int cnt;
int write;
} UndoStack;
UndoStack undo;
UndoStack redo;
void UndoEnableMenus();
void UndoRemember();
void UndoUndo();
void UndoRedo();
void PushFromCurrentOnto(UndoStack *uk);
void PopOntoCurrentFrom(UndoStack *uk);
void UndoClearState(UndoState *ut);
void UndoClearStack(UndoStack *uk);
// Little bits of extra configuration state
enum { MODEL_COLORS = 8 };
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RgbaColor modelColor[MODEL_COLORS];
Vector lightDir[2];
double lightIntensity[2];
double ambientIntensity;
double chordTol;
double chordTolCalculated;
int maxSegments;
double exportChordTol;
int exportMaxSegments;
double cameraTangent;
float gridSpacing;
float exportScale;
float exportOffset;
bool fixExportColors;
bool drawBackFaces;
bool checkClosedContour;
bool showToolbar;
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RgbaColor backgroundColor;
bool exportShadedTriangles;
bool exportPwlCurves;
bool exportCanvasSizeAuto;
bool exportMode;
struct {
float left;
float right;
float bottom;
float top;
} exportMargin;
struct {
float width;
float height;
float dx;
float dy;
} exportCanvas;
struct {
float depth;
int passes;
float feed;
float plungeFeed;
} gCode;
Unit viewUnits;
int afterDecimalMm;
int afterDecimalInch;
int autosaveInterval; // in minutes
std::string MmToString(double v);
double ExprToMm(Expr *e);
double StringToMm(const std::string &s);
const char *UnitName();
double MmPerUnit();
int UnitDigitsAfterDecimal();
void SetUnitDigitsAfterDecimal(int v);
double ChordTolMm();
double ExportChordTolMm();
int GetMaxSegments();
bool usePerspectiveProj;
double CameraTangent();
// Some stuff relating to the tangent arcs created non-parametrically
// as special requests.
double tangentArcRadius;
bool tangentArcManual;
bool tangentArcDeleteOld;
// The platform-dependent code calls this before entering the msg loop
void Init();
bool OpenFile(const std::string &filename);
void Exit();
// File load/save routines, including the additional files that get
// loaded when we have link groups.
FILE *fh;
void AfterNewFile();
static void RemoveFromRecentList(const std::string &filename);
static void AddToRecentList(const std::string &filename);
std::string saveFile;
bool fileLoadError;
bool unsaved;
typedef struct {
char type;
const char *desc;
char fmt;
void *ptr;
} SaveTable;
static const SaveTable SAVED[];
void SaveUsingTable(int type);
void LoadUsingTable(char *key, char *val);
struct {
Group g;
Request r;
Entity e;
Param p;
Constraint c;
Style s;
} sv;
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
static void MenuFile(Command id);
bool Autosave();
void RemoveAutosave();
bool GetFilenameAndSave(bool saveAs);
bool OkayToStartNewFile();
hGroup CreateDefaultDrawingGroup();
void UpdateWindowTitle();
void ClearExisting();
void NewFile();
bool SaveToFile(const std::string &filename);
bool LoadAutosaveFor(const std::string &filename);
bool LoadFromFile(const std::string &filename);
bool LoadEntitiesFromFile(const std::string &filename, EntityList *le,
SMesh *m, SShell *sh);
bool ReloadAllImported(bool canCancel=false);
// And the various export options
void ExportAsPngTo(const std::string &filename);
void ExportMeshTo(const std::string &filename);
void ExportMeshAsStlTo(FILE *f, SMesh *sm);
void ExportMeshAsObjTo(FILE *f, SMesh *sm);
void ExportMeshAsThreeJsTo(FILE *f, const std::string &filename,
SMesh *sm, SOutlineList *sol);
void ExportViewOrWireframeTo(const std::string &filename, bool exportWireframe);
void ExportSectionTo(const std::string &filename);
void ExportWireframeCurves(SEdgeList *sel, SBezierList *sbl,
VectorFileWriter *out);
void ExportLinesAndMesh(SEdgeList *sel, SBezierList *sbl, SMesh *sm,
Vector u, Vector v,
Vector n, Vector origin,
double cameraTan,
VectorFileWriter *out);
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
static void MenuAnalyze(Command id);
// Additional display stuff
struct {
SContour path;
hEntity point;
} traced;
SEdgeList nakedEdges;
struct {
bool draw;
Vector ptA;
Vector ptB;
} extraLine;
struct {
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
std::shared_ptr<Pixmap> pixmap;
double scale; // pixels per mm
Vector origin;
} bgImage;
struct {
bool draw, showOrigin;
Vector pt, u, v;
} justExportedInfo;
class Clipboard {
public:
List<ClipboardRequest> r;
List<Constraint> c;
void Clear();
bool ContainsEntity(hEntity old);
hEntity NewEntityFor(hEntity old);
};
Clipboard clipboard;
void MarkGroupDirty(hGroup hg);
void MarkGroupDirtyByEntity(hEntity he);
// Consistency checking on the sketch: stuff with missing dependencies
// will get deleted automatically.
struct {
int requests;
int groups;
int constraints;
int nonTrivialConstraints;
} deleted;
bool GroupExists(hGroup hg);
bool PruneOrphans();
bool EntityExists(hEntity he);
bool GroupsInOrder(hGroup before, hGroup after);
bool PruneGroups(hGroup hg);
bool PruneRequests(hGroup hg);
bool PruneConstraints(hGroup hg);
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
enum class Generate : uint32_t {
DIRTY,
ALL,
REGEN,
UNTIL_ACTIVE,
};
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
void GenerateAll(Generate type = Generate::DIRTY, bool andFindFree = false,
bool genForBBox = false);
void SolveGroup(hGroup hg, bool andFindFree);
void MarkDraggedParams();
void ForceReferences();
bool ActiveGroupsOkay();
// The system to be solved.
System *pSys;
System &sys;
// All the TrueType fonts in memory
TtfFontList fonts;
// Everything has been pruned, so we know there's no dangling references
// to entities that don't exist. Before that, we mustn't try to display
// the sketch!
bool allConsistent;
struct {
bool scheduled;
bool showTW;
bool generateAll;
} later;
void ScheduleShowTW();
void ScheduleGenerateAll();
void DoLater();
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
static void MenuHelp(Command id);
void Clear();
// We allocate TW and sys on the heap to work around an MSVC problem
// where it puts zero-initialized global data in the binary (~30M of zeroes)
// in release builds.
SolveSpaceUI()
: pTW(new TextWindow({})), TW(*pTW),
pSys(new System({})), sys(*pSys) {}
~SolveSpaceUI() {
delete pTW;
delete pSys;
}
};
2016-04-13 08:43:06 +00:00
void ImportDxf(const std::string &file);
void ImportDwg(const std::string &file);
2016-04-13 08:43:06 +00:00
extern SolveSpaceUI SS;
extern Sketch SK;
}
#ifndef __OBJC__
using namespace SolveSpace;
#endif
#endif