These points can be used for constraining the width of the text
(or to the width of the text).
The main parts of the commit are:
* TtfFont is restructured to be able to return the aspect ratio
for a given string.
* This aspect ratio is written to the savefile, such that even if
the font is missing, the sketch would still be solved correctly.
* The two additional points are constrained via perpendicularly
to the two main points (which form a v vector).
The compatibility features are as follows:
* When the font is missing in old files, 1:1 aspect ratio is used,
which works for the replacement symbol anyhow.
* When the two additional points are missing in old files, their
would-be positions are calculated and they are moved there,
avoiding 'jumping' of underconstrained sketches.
This commit alters the build system substantially; it adds another
platform, `headless`, that provides stubs in place of all GUI
functions, and provides a library `solvespace_headless` alongside
the main executable. To cut down build times, only the few files
that have #if defined(HEADLESS) are built twice for the executable
and the library; the rest is grouped into a new `solvespace_cad`
library. It is not usable on its own and just serves for grouping.
This commit also gates the tests behind a -DENABLE_TESTS=ON CMake
option, ON by default (but suggested as OFF in the README so that
people don't ever have to install cairo to build the executable.)
The tests introduced in this commit are (so far) rudimentary,
although functional, and they serve as a stepping point towards
introducing coverage analysis.
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.
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.
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.
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.
Without this, if we have e.g.:
* a/x.slvs
* a/y.slvs importing a/x.slvs
and copy a/ to b/, then loading b/y.slvs would load a/x.slvs, which
is rather surprising.
The immediate reason for refactoring this was that the GTK port broke
after 52af7256 since config.h is not included anymore, but it was
a fragile piece of code I will shed no tears for.
While we're at it, get rid of the mutable std::string &file to be
consistent with our conventions.
It's not possible to put non-POD elements in a union, and a struct
with accessors is a more elegant solution than a union with POD
elements and explicit casts for the rest.
This setting is generally useful, but it especially shines when
assembling, since the "same orientation" and "parallel" constraints
remove three and two rotational degrees of freedom, which makes them
impossible to use with 3d "point on line" constraint that removes
two spatial and two rotational degrees of freedom.
The setting is not enabled for all imported groups by default
because it exhibits some edge case failures. For example:
* draw two line segments sharing a point,
* constrain lengths of line segments,
* constrain line segments perpendicular,
* constrain line segments to a 90° angle.
This is a truly degenerate case and so it is not considered very
important. However, we can fix this later by using Eigen::SparseQR.
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 can robustly handle non-ASCII filenames
on every OS. Additionally, on Windows, filenames longer than 260
characeters can be used, and files on network shares can be opened
directly, without mounting them as a network drive.
After this commit, SolveSpace deals with paths as follows:
* Paths are generally treated as opaque platform-specific strings.
This helps on Linux, because paths on Linux don't have any
specific encoding and it helps to avoid any operations on them.
* The UI in some places wants to get a basename. In this case,
the newly introduced PATH_SEP is used. This allows to treat
backslash as a regular character, which it is on Linux and OS X.
* The only place where any nontrivial operations on paths are
performed is the g->impFile/impFileRel logic.
Specifically, when saved, g->impFile always contains an absolute
path with separators of the current platform, and g->impFileRel
always contains a relative path with UNIX separators. This allows
to treat backslash as a regular character.
Old files will contain g->impFileRel with Windows separators;
these are detected by looking for a drive letter in g->impFile
and in that case mapping Windows separators to UNIX ones.
There is no need to treat UNIX separators (forward slashes) in
any special way on Windows because there is no way on Windows,
not even via UNC paths, to create or address a directory entry
with a forward slash in its name.
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.
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.
Some extra code is necessary to determine that the back faces
should not be drawn in red for transparent solids. It is expected
that the user will first ensure that the shell is watertight
and then set the opacity; back faces are still drawn if
the opacity is exactly 1.
The savefile format is changed backwards-compatibly by stashing
the alpha value in uppermost byte of 4-byte hex color value
in Surface and Triangle clauses. The existing files have 00
in the high byte, so RgbColor::FromPackedInt treats that
as "opaque".
This is done specifically targeting the case where an assembly
initially made on Windows is transported to an *nix machine.
On *nix, the paths will be already saved with /, and correctly
read on Windows. On Windows however / is not a first-class separator,
in particular it cannot be used in UNC-style paths \\?\ (which
are the only paths that work with Unicode).
See also:
http://msdn.microsoft.com/en-us/library/aa365247.aspx
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`.
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.
Ubuntu enables GCC's buffer overflow checks by default. In SAVEDptr
union, the path was declared as 'char', even though MAX_PATH memory
was actually allocated. The buffer overflow check mistakenly thought
that the buffer size was only 1 and aborted the program whenever it
tried to read a path from a file.
The SolveSpace top-level directory was getting a bit cluttered, so
following the example of numerous other free-software projects, we move the
main application source into a subdirectory and adjust the build systems
accordingly.
Also, got rid of the obj/ directory in favor of creating it on the fly in
Makefile.msvc.