Commit Graph

68 Commits (83dfcf44e27ffe21a2fb57145e64d0d12340b324)

Author SHA1 Message Date
ruevs bd41485ebe
Correct toolbar height calculation (#885)
The toolbar height is

`int fudge = 8;`
`int h = 32*18 + 3*16 + fudge;`

It means 18 icons 32 pixels each and 3 separators 16 pixels each.

`32*18 + 3*16 + 8 = 632`
`36*16 + 3*16 + 8 = 632`

See these correct increases of the toolbar height:
bf4de993cb/toolbar.cpp (L97)
fe2ea5d5e1/toolbar.cpp (L103)
ef5db2132e/src/toolbar.cpp (L112)
ca2aad7fea/src/toolbar.cpp (L145)

And then these incorrect ones:
3e3ccdca8d/src/toolbar.cpp (L156)
https://github.com/ruevs/solvespace/blame/master/src/toolbar.cpp#L160

In addition
https://github.com/ruevs/solvespace/blob/master/src/drawentity.cpp#L618
the point at which the XYZ axis are shifted right so that they do not
overlap with the toolbar is corrected.

The original discussion is here: d45e2c4c2e
2021-01-10 10:33:26 -05:00
Koen Schmeets 679e2b9202 Fix an off-by-one error that missed the last point when generating screen bounding boxes 2020-12-21 23:00:51 +02:00
Koen Schmeets 0e5a246a70 Fix normal selection with marquee 2020-12-21 23:00:51 +02:00
Koen Schmeets f2850246fa Move z-index of construction segments behind normal segments 2020-11-23 18:32:59 -05:00
Koen Schmeets 8e7416f3fd
Travis: Build improvements and fixes (#751)
- Add OpenMP to macOS build
- Use as many cores as possible in CI
- Update travis osx image to xcode12.2
- Ignore .vscode folder
- In `.travis/sign-macos.sh`, only create keychain when `CI` variable is present
- Only run macOS deploy stage when a tag is pushed
2020-10-20 09:39:26 +02:00
phkahler 6e515b6735 Fix 699: Allow dragging linked objects in an assembly. 2020-09-17 17:55:04 -04:00
phkahler f9529916c4 Fix issue161 and 174. Use the same logic for selction and dragging, but ignore entites that are inherently undraggable.
This allows the selection to reach through entities to their corresponding ones on the underlying sketch which can be dragged if they are not fully constrained. This is decided in a new function Entity::CanBeDragged().
2020-08-09 19:55:33 -04:00
phkahler b3eb589240 Fix issue659 - Problems constraining to ends of Helix.
Create a new copy type for faces that includes the translation aspect of helical extrusions. Also swap the end remappings when the shell is inside out - this was also affecting some Revolve extrusions.
2020-08-07 15:16:47 -04:00
phkahler f36ac500a1
Add rotated face from point entity type. Fixes issue 585, problems constraining to Revolve and Helix ends. (#586) 2020-04-24 17:37:55 -04:00
Ryan Pavlik 15838dc5a1 For loop cleanup. NFC. 2019-09-10 04:21:57 +00:00
Ryan Pavlik 0bfbbe2bf3 Improve implementation hiding in IdList/List. NFC.
Allows distancing users from the internal "elem" member.

Add Get() and operator[].
Replace direct references to elem.
Make elem and elemsAllocated private in IdList/List.
2019-08-20 15:57:11 +00:00
Ryan Pavlik 5ada4dbd9c Add and use IdList::IsEmpty. NFC.
Removes consuming code from the implementation details, easing swap of
the underlying container, etc.
2019-08-20 15:57:11 +00:00
phkahler 986da7d224 Implement helical extrusion groups. 2019-07-31 04:16:56 +00:00
whitequark b3f739f2c4 Improve layout for reference axes with very vertically small windows. 2019-07-12 11:23:28 +00:00
Ryan Pavlik 5efb09e6d4 Use the new equality/inequality operators of handles to reduce references to .v. NFC. 2019-07-10 15:40:21 +00:00
whitequark 50c004b679 Add a button to hide construction entities.
Also, mark not just curves, but also points and normals derived from
construction requests as construction.

Also, don't always mark arc center point as construction just to
exclude it from chord tolerance bounding box calculation; instead,
special-case it there.
2019-05-23 16:29:00 +00:00
whitequark a7b2f28999 Silence some gcc 7 warnings.
* Mark switch fallthrough
    (-Wfallthrough);
  * Initialize variables to avoid false positives
    (-Wmaybe-uninitialized);
  * Fudge indentation to avoid false positives
    (-Wmisleading-indentation).
2019-03-28 09:46:16 +00:00
EvilSpirit 5744d1d599 Implement an image request. 2017-03-12 00:13:56 +00:00
whitequark dea573e156 Highlight normals and circle radii that have a degree of freedom. 2017-02-17 04:14:36 +00:00
EvilSpirit 86f229c5e6 Render points corresponding to a DOF in the front layer.
Before this commit, if any rendering mode except "show all occluded"
is enabled, points can be highlighted for corresponding to a DOF
after "Analyze → Degrees of Freedom" but then promptly occluded,
which is confusing.
2017-01-20 11:46:31 +00:00
whitequark 8749a175a6 Draw constraints/entities when hovered or selected even if invisible.
This goes really well with the related constraint/request lists,
and in general seems very natural.
2017-01-17 11:53:51 +00:00
EvilSpirit 25631d4fb2 Choose entities to select in a way appropriate for the operation.
Before this commit, when an entity is clicked at or dragged, and it
shares a place with other entities, which of them is selected is
decided more or less at random. This is particularly annoying when
dragging.

After this commit, when clicking, an entity from the current group
is given preference, and when dragging, an entity from a request
is given preference. This allows e.g. dragging points of a sketch
even when an extrusion of that sketch is active.
2017-01-02 12:21:01 +00:00
EvilSpirit d2c250324b Fix many rendering bugs introduced in df83ee4 and 9f97e9a. 2016-10-13 21:30:27 +00:00
whitequark af226b2437 Fix rendering of reference axes in bottom left corner. 2016-10-11 23:32:21 +00:00
EvilSpirit 9f97e9aad4 Allow selecting unit (px/mm) in Canvas::Stroke.
By directly specifying the desired end result to the renderer, we
can avoid regeneration of geometry.
2016-10-11 23:32:21 +00:00
EvilSpirit df83ee4c8f Factor out Style::Stroke. 2016-10-11 23:32:05 +00:00
Evil-Spirit 1108a6f37d Use Canvas::Stroke, not Canvas::Fill, for drawing a point.
Our points are more like fat lines than actual quads, in that they
are scale-invariant.
2016-10-11 23:32:05 +00:00
whitequark 9bcba4b92c Fix incorrect rendering of XYZ axes in the bottom left corner. 2016-10-10 13:31:29 +00:00
whitequark 6e860fb148 Make "Show/hide hidden lines" a tri-state button instead.
The states are:
  * Draw all lines (on top of shaded mesh).
  * Draw occluded (by shaded mesh) lines as stippled.
  * Do not draw occluded (by shaded mesh) lines.

As usual, the export output follows the screen output.
2016-08-13 09:44:08 +00:00
whitequark 8bf55b3c62 Fix multiple memory leaks found with LeakSanitizer. 2016-08-07 19:33:42 +00:00
whitequark 65e2cccde0 Add a Cairo rendering backend.
This backend will be used for reproducible offscreen rendering
in integration tests.
2016-08-01 00:48:37 +00:00
whitequark 0c90cd799d Align normals and workplanes to pixel grid.
They look much sharper and nicer this way, and more similar to 2.0.
2016-07-25 10:56:36 +00:00
whitequark e7c8c1c8f2 Abstract all (ex-OpenGL) drawing operations into a Canvas interface.
This has several desirable consequences:
  * It is now possible to port SolveSpace to a later version of
    OpenGL, such as OpenGLES 2, so that it runs on platforms that
    only have that OpenGL version;
  * The majority of geometry is now rendered without references to
    the camera in C++ code, so a renderer can now submit it to
    the video card once and re-rasterize with a different projection
    matrix every time the projection is changed, avoiding expensive
    reuploads;
  * The DOGD (draw or get distance) interface is now
    a straightforward Canvas implementation;
  * There are no more direct references to SS.GW.(projection)
    in sketch rendering code, which allows rendering to multiple
    viewports;
  * There are no more unnecessary framebuffer flips on CPU on Cocoa
    and GTK;
  * The platform-dependent GL code is now confined to rendergl1.cpp.
  * The Microsoft and Apple headers required by it that are prone to
    identifier conflicts are no longer included globally;
  * The rendergl1.cpp implementation can now be omitted from
    compilation to run SolveSpace headless or with a different
    OpenGL version.

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

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

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

Some debug functionality was added:
  * In graphics window, an fps counter that becomes red when
    rendering under 60fps is drawn.
2016-07-23 22:31:18 +00:00
whitequark ced5b78420 Don't crash when hovering one of the predefined workplanes. 2016-06-23 12:10:47 +00:00
EvilSpirit 5791310bb1 Annotate constants passed as boolean function arguments.
This is to ensure that:
  * it is clear, when looking at the point of usage, what is
    the purpose of "true" or "false";
  * when refactoring, a simple search will bring up any places that
    need to be changed.

Also, argument names were synchronized between declaration and
implementation.

As an exception, these are not annotated:
  * Printf(/*halfLine=*/), to avoid pointless churn.
2016-05-26 12:43:52 +00:00
whitequark 1249f8496e Enable exhaustive switch coverage warnings as an error, and use them.
Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC
equivalent; the exact way it is handled varies slightly, but what
they all have in common is that in a switch statement over an
enumeration, any enumerand that is not explicitly (via case:) or
implicitly (via default:) handled in the switch triggers an error.

Moreover, we also change the switch statements in three ways:

  * Switch statements that ought to be extended every time a new
    enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed
    to explicitly list every single enumerand, and not have a
    default: branch.

    Note that the assertions are kept because it is legal for
    a enumeration to have a value unlike any of its defined
    enumerands, and we can e.g. read garbage from a file, or
    an uninitialized variable. This requires some rearranging if
    a default: branch is undesired.

  * Switch statements that ought to only ever see a few select
    enumerands, are changed to always assert in the default: branch.

  * Switch statements that do something meaningful for a few
    enumerands, and ignore everything else, are changed to do nothing
    in a default: branch, under the assumption that changing them
    every time an enumerand is added or removed would just result
    in noise and catch no bugs.

This commit also removes the {Request,Entity,Constraint}::UNKNOWN and
Entity::DATUM_POINT enumerands, as those were just fancy names for
zeroes. They mess up switch exhaustiveness checks and most of the time
were not the best way to implement what they did anyway.
2016-05-26 12:43:52 +00:00
EvilSpirit f33ddc94fb Convert all enumerations to use `enum class`.
Specifically, take the old code that looks like this:

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

and convert it to this:

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

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

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

This commit introduces absolutely no functional change to the code,
just renaming and change of types. It handles almost all cases,
except GraphicsWindow::pending.operation, which needs minor
functional change.
2016-05-25 07:17:14 +00:00
whitequark 23ff9fa8d1 Eliminate Entity::dogd.refp. 2016-05-25 03:22:54 +00:00
whitequark 8372154384 Remove unused includingConstruction argument of Entity::GenerateEdges. 2016-05-25 03:22:54 +00:00
whitequark 68c4d6f704 Use entity bounding boxes in SelectByMarquee.
Also, fix an insidious typo in BBox::GetOrigin that made BBox::Overlap
return nonsensical results.
2016-05-25 03:22:54 +00:00
whitequark 20d87d93c5 Add const qualifiers to functions where trivially possible.
This will allow us in future to accept `const T &` anywhere it's
necessary to reduce the amount of copying.

This commit is quite conservative: it does not attempt very hard to
refactor code that performs incidental mutation. In particular
dogd and caches are not marked with the `mutable` keyword.
dogd will be eliminated later, opening up more opportunities to
add const qualifiers.

This commit also doesn't introduce any uses of the newly added const
qualifers. This will be done later.
2016-05-25 03:22:54 +00:00
EvilSpirit bbca4cc224 Rewrite declarations of form f(void) as f().
In C++ there is no difference and newly added functions are all
declared as f(), so this brings back consistency.
2016-05-20 12:43:20 +00:00
whitequark ad4a204edf Replace all oops() checks with ssassert()s.
This includes explanation and context for non-obvious cases and
shortens debug cycles when just-in-time debugging is not available
(like on Linux) by immediately printing description of the assert
as well as symbolized backtrace.
2016-05-20 12:38:30 +00:00
whitequark b2cdbe8c8d Properly fix workplane name overlapping workplane border.
A previous attempt to fix this was done in 0128b8679. However, it was
not rigorous. The added offset was dependent on font size and it
introduced an error into edit control positioning. Further, it is
irrelevant to non-workplanes.

After this commit, the workplane drawing code adds a fixed offset
instead. Also, the "tab" is enlarged to not overlap with #XY etc.
2016-05-18 11:24:23 +00:00
whitequark febe0f5282 Rename the old "Import / Assemble" feature to "Link / Assemble".
This better reflects what it does and avoids clashes with the new
DXF import feature.
2016-05-07 05:27:54 +00:00
EvilSpirit accd73fe02 Improve rendering of workplane stipple lines.
After this commit, a workplane perpendicular to the camera is
rendered with all dashes aligned, making it look more tidy.
2016-04-17 03:11:19 +00:00
whitequark 0f304b4c64 Rigorously treat font scale factors.
The old values were chosen without a good understanding of font
metrics.
2016-04-15 21:53:08 +00:00
EvilSpirit d1a2eb6d18 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.
2016-04-15 21:53:08 +00:00
EvilSpirit 16ea824456 Allow adding spline points. 2016-04-15 06:11:03 +00:00
EvilSpirit e19a2f4f35 Accept maybeFat in ssglStippledLine. 2016-04-08 10:55:11 +00:00