Files
test/source/blender/windowmanager/intern/wm_splash_screen.c
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

341 lines
9.8 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2007 Blender Foundation */
/** \file
* \ingroup wm
*
* This file contains the splash screen logic (the `WM_OT_splash` operator).
*
* - Loads the splash image.
* - Displaying version information.
* - Lists New Files (application templates).
* - Lists Recent files.
* - Links to web sites.
*/
#include <string.h>
#include "CLG_log.h"
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_appdir.h"
#include "BKE_blender_version.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BLT_translation.h"
#include "BLF_api.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_interface_icons.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
static void wm_block_close(bContext *C, void *arg_block, void *UNUSED(arg))
{
wmWindow *win = CTX_wm_window(C);
UI_popup_block_close(C, win, arg_block);
}
static void wm_block_splash_add_label(uiBlock *block, const char *label, int x, int y)
{
if (!(label && label[0])) {
return;
}
UI_block_emboss_set(block, UI_EMBOSS_NONE);
uiBut *but = uiDefBut(
block, UI_BTYPE_LABEL, 0, label, 0, y, x, UI_UNIT_Y, NULL, 0, 0, 0, 0, NULL);
UI_but_drawflag_disable(but, UI_BUT_TEXT_LEFT);
UI_but_drawflag_enable(but, UI_BUT_TEXT_RIGHT);
/* 1 = UI_SELECT, internal flag to draw in white. */
UI_but_flag_enable(but, 1);
UI_block_emboss_set(block, UI_EMBOSS);
}
#ifndef WITH_HEADLESS
static void wm_block_splash_image_roundcorners_add(ImBuf *ibuf)
{
uchar *rct = (uchar *)ibuf->rect;
if (!rct) {
return;
}
bTheme *btheme = UI_GetTheme();
const float roundness = btheme->tui.wcol_menu_back.roundness * UI_SCALE_FAC;
const int size = roundness * 20;
if (size < ibuf->x && size < ibuf->y) {
/* Y-axis initial offset. */
rct += 4 * (ibuf->y - size) * ibuf->x;
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++, rct += 4) {
const float pixel = 1.0 / size;
const float u = pixel * x;
const float v = pixel * y;
const float distance = sqrt(u * u + v * v);
/* Pointer offset to the alpha value of pixel. */
/* NOTE: the left corner is flipped in the X-axis. */
const int offset_l = 4 * (size - x - x - 1) + 3;
const int offset_r = 4 * (ibuf->x - size) + 3;
if (distance > 1.0) {
rct[offset_l] = 0;
rct[offset_r] = 0;
}
else {
/* Create a single pixel wide transition for anti-aliasing.
* Invert the distance and map its range [0, 1] to [0, pixel]. */
const float fac = (1.0 - distance) * size;
if (fac > 1.0) {
continue;
}
const uchar alpha = unit_float_to_uchar_clamp(fac);
rct[offset_l] = alpha;
rct[offset_r] = alpha;
}
}
/* X-axis offset to the next row. */
rct += 4 * (ibuf->x - size);
}
}
}
#endif /* WITH_HEADLESS */
static ImBuf *wm_block_splash_image(int width, int *r_height)
{
#ifndef WITH_HEADLESS
extern char datatoc_splash_png[];
extern int datatoc_splash_png_size;
ImBuf *ibuf = NULL;
if (U.app_template[0] != '\0') {
char splash_filepath[FILE_MAX];
char template_directory[FILE_MAX];
if (BKE_appdir_app_template_id_search(
U.app_template, template_directory, sizeof(template_directory))) {
BLI_path_join(splash_filepath, sizeof(splash_filepath), template_directory, "splash.png");
ibuf = IMB_loadiffname(splash_filepath, IB_rect, NULL);
}
}
if (ibuf == NULL) {
const uchar *splash_data = (const uchar *)datatoc_splash_png;
size_t splash_data_size = datatoc_splash_png_size;
ibuf = IMB_ibImageFromMemory(splash_data, splash_data_size, IB_rect, NULL, "<splash screen>");
}
int height = 0;
if (ibuf) {
height = (width * ibuf->y) / ibuf->x;
if (width != ibuf->x || height != ibuf->y) {
IMB_scaleImBuf(ibuf, width, height);
}
wm_block_splash_image_roundcorners_add(ibuf);
IMB_premultiply_alpha(ibuf);
}
*r_height = height;
return ibuf;
#else
UNUSED_VARS(width, r_height);
return NULL;
#endif
}
static uiBlock *wm_block_create_splash(bContext *C, ARegion *region, void *UNUSED(arg))
{
const uiStyle *style = UI_style_get_dpi();
uiBlock *block = UI_block_begin(C, region, "splash", UI_EMBOSS);
/* note on UI_BLOCK_NO_WIN_CLIP, the window size is not always synchronized
* with the OS when the splash shows, window clipping in this case gives
* ugly results and clipping the splash isn't useful anyway, just disable it #32938. */
UI_block_flag_enable(block, UI_BLOCK_LOOP | UI_BLOCK_KEEP_OPEN | UI_BLOCK_NO_WIN_CLIP);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
const int text_points_max = MAX2(style->widget.points, style->widgetlabel.points);
int splash_width = text_points_max * 45 * UI_SCALE_FAC;
CLAMP_MAX(splash_width, CTX_wm_window(C)->sizex * 0.7f);
int splash_height;
/* Would be nice to support caching this, so it only has to be re-read (and likely resized) on
* first draw or if the image changed. */
ImBuf *ibuf = wm_block_splash_image(splash_width, &splash_height);
uiBut *but = uiDefButImage(
block, ibuf, 0, 0.5f * U.widget_unit, splash_width, splash_height, NULL);
UI_but_func_set(but, wm_block_close, block, NULL);
wm_block_splash_add_label(block,
BKE_blender_version_string(),
splash_width - 8.0 * UI_SCALE_FAC,
splash_height - 13.0 * UI_SCALE_FAC);
const int layout_margin_x = UI_SCALE_FAC * 26;
uiLayout *layout = UI_block_layout(block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_PANEL,
layout_margin_x,
0,
splash_width - (layout_margin_x * 2),
UI_SCALE_FAC * 110,
0,
style);
MenuType *mt;
char userpref[FILE_MAX];
const char *const cfgdir = BKE_appdir_folder_id(BLENDER_USER_CONFIG, NULL);
if (cfgdir) {
BLI_path_join(userpref, sizeof(userpref), cfgdir, BLENDER_USERPREF_FILE);
}
/* Draw setup screen if no preferences have been saved yet. */
if (!BLI_exists(userpref)) {
mt = WM_menutype_find("WM_MT_splash_quick_setup", true);
/* The #UI_BLOCK_QUICK_SETUP flag prevents the button text from being left-aligned,
* as it is for all menus due to the #UI_BLOCK_LOOP flag, see in #ui_def_but. */
UI_block_flag_enable(block, UI_BLOCK_QUICK_SETUP);
}
else {
mt = WM_menutype_find("WM_MT_splash", true);
}
if (mt) {
UI_menutype_draw(C, mt, layout);
}
UI_block_bounds_set_centered(block, 0);
return block;
}
static int wm_splash_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *UNUSED(event))
{
UI_popup_block_invoke(C, wm_block_create_splash, NULL, NULL);
return OPERATOR_FINISHED;
}
void WM_OT_splash(wmOperatorType *ot)
{
ot->name = "Splash Screen";
ot->idname = "WM_OT_splash";
ot->description = "Open the splash screen with release info";
ot->invoke = wm_splash_invoke;
ot->poll = WM_operator_winactive;
}
static uiBlock *wm_block_create_about(bContext *C, ARegion *region, void *UNUSED(arg))
{
const uiStyle *style = UI_style_get_dpi();
const int text_points_max = MAX2(style->widget.points, style->widgetlabel.points);
const int dialog_width = text_points_max * 42 * UI_SCALE_FAC;
uiBlock *block = UI_block_begin(C, region, "about", UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_KEEP_OPEN | UI_BLOCK_LOOP | UI_BLOCK_NO_WIN_CLIP);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
uiLayout *layout = UI_block_layout(
block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, 0, 0, dialog_width, 0, 0, style);
/* Blender logo. */
#ifndef WITH_HEADLESS
extern char datatoc_blender_logo_png[];
extern int datatoc_blender_logo_png_size;
const uchar *blender_logo_data = (const uchar *)datatoc_blender_logo_png;
size_t blender_logo_data_size = datatoc_blender_logo_png_size;
ImBuf *ibuf = IMB_ibImageFromMemory(
blender_logo_data, blender_logo_data_size, IB_rect, NULL, "blender_logo");
if (ibuf) {
int width = 0.5 * dialog_width;
int height = (width * ibuf->y) / ibuf->x;
IMB_premultiply_alpha(ibuf);
IMB_scaleImBuf(ibuf, width, height);
bTheme *btheme = UI_GetTheme();
const uchar *color = btheme->tui.wcol_menu_back.text_sel;
/* The top margin. */
uiLayout *row = uiLayoutRow(layout, false);
uiItemS_ex(row, 0.2f);
/* The logo image. */
row = uiLayoutRow(layout, false);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_LEFT);
uiDefButImage(block, ibuf, 0, U.widget_unit, width, height, color);
/* Padding below the logo. */
row = uiLayoutRow(layout, false);
uiItemS_ex(row, 2.7f);
}
#endif /* WITH_HEADLESS */
uiLayout *col = uiLayoutColumn(layout, true);
uiItemL_ex(col, IFACE_("Blender"), ICON_NONE, true, false);
MenuType *mt = WM_menutype_find("WM_MT_splash_about", true);
if (mt) {
UI_menutype_draw(C, mt, col);
}
UI_block_bounds_set_centered(block, 22 * UI_SCALE_FAC);
return block;
}
static int wm_about_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *UNUSED(event))
{
UI_popup_block_invoke(C, wm_block_create_about, NULL, NULL);
return OPERATOR_FINISHED;
}
void WM_OT_splash_about(wmOperatorType *ot)
{
ot->name = "About Blender";
ot->idname = "WM_OT_splash_about";
ot->description = "Open a window with information about Blender";
ot->invoke = wm_about_invoke;
ot->poll = WM_operator_winactive;
}