Before this commit, the graphics window edit control always had
a width of 30 average character widths.
After this commit, the edit control has a width of 5 average
character widths (for numeric constraints) or 30 average character
widths (for comment constraints), or just enough to display
the entire value being edited, whichever is greater.
This makes the edit control overlap the sketch less in case of
editing numeric constraints (since in most cases, the numbers being
edited are short), and removes annoying scrolling in case of editing
long comments.
Before this commit, the position of the edit box was adjusted
by trial and error, as far as I can tell. This commit changes
the positioning machinery for edit controls as follows:
The coordinates passed to ShowTextEditControl/ShowGraphicsEditControl
now denote: X the left bound, and Y the baseline.
The font height passed to ShowGraphicsEditControl denotes
the absolute font height in pixels, i.e. ascent plus descent.
Platform-dependent code uses these coordinates, the font metrics
for the font appropriate for the platform, and the knowledge of
the decorations drawn around the text by the native edit control
to position the edit control in a way that overlays the text inside
the edit control with the rendered text.
On OS X, GNU Unifont (of height 16) has metrics identical to
Monaco (of height 15) and so as an exception, the edit control
is nudged slightly for a pixel-perfect fit.
Also, since the built-in vector font is proportional, this commit
also switches the edit control font to proportional when editing
constraints.
Benefits:
* Much simpler code.
* Handles the entire TTF spec, not just a small subset that
only really worked well on Windows fonts.
* Handles all character sets as well as accented characters.
* Much faster parsing, since Freetype lazily loads and
caches glyphs.
* Support for basically every kind of font that was invented,
not just TTF.
Note that OpenType features, e.g. ligatures, are not yet supported.
This means that Arabic and Devanagari scripts, among others, will
not be rendered in their proper form.
RTL scripts are not supported either, neither in TTF nor in
the text window. Adding RTL support is comparatively easy, but
given that Arabic would not be legibly rendered anyway, this is not
done so far.
This removes the arbitrary 64 byte restriction (which effectively
limits us to as little as 16 Unicode characters with CJK encodings),
makes classes smaller, and is easier to use.
As a consequence of making the length of all ex-NameStr fields
unbounded, all functions that returned a buffer derived from those
were changed to return std::string. Then, functions that are
contextually similar to the ones described above were changed
to return std::string. Then, functions that now happened to mostly
take an std::string argument converted to a C string were changed
to accept std::string.
This has produced a bit of churn, but is probably for the better.
After this commit, SolveSpace always uses UTF-8 strings internally
(represented as char* and std::string) on every OS, for everything:
UI labels, paths and user input. OS X always uses UTF-8; on Windows,
strings are converted at boundary; and on Linux/BSD/etc SolveSpace
refuses to start unless the current locale is UTF-8. This will
negatively affect literally no one.
This commit does not bring forth any user-visible improvement yet;
in order to correctly handle Unicode in filenames, it is still
necessary to change the fopen calls to _wfopen on Windows.
What do we gain from this? Several things.
* First, usage of PATH_MAX (the POSIX constant) is eliminated.
PATH_MAX is actually a lie; Linux and OS X (and probably other BSDs
too) do not have an actual path length limit. Linux claims 4096,
OS X claims 1024, but it is trivial to construct paths that are
longer.
* Second, while Windows does enforce a limit of MAX_PATH (the Win32
constant) for its ASCII functions, the Unicode variants, when
used with UNC paths, do not have this restriction.
The capability to use UNC paths is useful by itself, as it allows
to access files on network shares directly.
* Third, representing paths as std::string will make it easier to
interoperate with *W WinAPI functions later.
On Windows, freeze.{cpp,h} was factored into w32main.cpp.
The old implementation was too redundant and leaked registry
key handles.
On all platforms, Cnf* functions now use std::string.
This simplifies code everywhere, but will be particularly useful
when the Windows port switches to the *W WinAPI functions.
This will allow us to use non-POD classes inside these objects
in future and is otherwise functionally equivalent, as well
as more concise.
Note that there are some subtleties with handling of
brace-initialization. Specifically:
On aggregates (e.g. simple C-style structures) using an empty
brace-initializer zero-initializes the aggregate, i.e. it makes
all members zero.
On non-aggregates an empty brace-initializer calls the default
constructor. And if the constructor doesn't explicitly initialize
the members (which the auto-generated constructor doesn't) then
the members will be constructed but otherwise uninitialized.
So, what is an aggregate class? To quote the C++ standard
(C++03 8.5.1 §1):
An aggregate is an array or a class (clause 9) with no
user-declared constructors (12.1), no private or protected
non-static data members (clause 11), no base classes (clause 10),
and no virtual functions (10.3).
In SolveSpace, we only have to handle the case of base classes;
Constraint and Entity have those. Thus, they had to gain a default
constructor that does nothing but initializes the members to zero.
This is required to avoid name conflicts with the Cocoa libraries
on OS X.
I renamed the `class SolveSpace` to `class SolveSpaceUI`, because
that's what it does, and because otherwise the namespace would
have to be called something else than `namespace SolveSpace`.
Apparently pbuffers are also a deprecated and unportable
way of offscreen rendering. They're not supported by
Chromium OpenGL implementation, which is what 3D-accelerated
VirtualBox uses.
This would also help a future OS X port.
Apparently GLX pixmaps are an antiquated and unsupported method
for offscreen rendering in OpenGL. Specifically this broke
software and VirtualBox accelerated rendering in Ubuntu trusty
and who knows which other systems.
This commit switches the rendering to use pbuffers instead,
while retaining all other logic. The pbuffers are fixed-size,
because reallocating pbuffers during a resize sometimes results
in segfaults in glXMakeCurrent despite apparently correct
API usage.
In principle, GTK3 is the way forward, and GTK2 is officially
deprecated, though still maintained. In practice however, GTK3
is often unbearably buggy; e.g. on my system, combo boxes
don't ever roll up in GTK3 windows. So I have added support
for both.
This required a few minor changes to the core, namely:
* GTK wants to know beforehand whether a menu item is a check
menu item or a regular one.
* GTK doesn't give us an easy way to execute something after
any event is processed, so an explicit idle timer is added.
This is a no-op on Win32.
* A few function signatures were const'ed, since GTK expects
immutable strings when converting to Glib::ustring.