2011-02-23 10:52:22 +00:00
/*
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
* * * * * * BEGIN GPL LICENSE BLOCK * * * * *
*
* This program is free software ; you can redistribute it and / or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation ; either version 2
* of the License , or ( at your option ) any later version .
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software Foundation ,
2010-02-12 13:34:04 +00:00
* Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
*
* The Original Code is Copyright ( C ) 2001 - 2002 by NaN Holding BV .
* All rights reserved .
*
2010-03-23 01:22:33 +00:00
* Contributor ( s ) : Blender Foundation , 2002 - 2009 , Xavier Thomas
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
*
* * * * * * END GPL LICENSE BLOCK * * * * *
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_image/image_ops.c
* \ ingroup spimage
*/
2010-06-17 07:20:12 +00:00
# include <stddef.h>
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include <string.h>
# include <stdlib.h>
2010-07-03 17:47:06 +00:00
# include <errno.h>
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "MEM_guardedalloc.h"
2011-01-07 18:36:47 +00:00
# include "BLI_math.h"
# include "BLI_blenlib.h"
# include "BLI_utildefines.h"
2012-10-26 17:32:50 +00:00
# include "BLF_translation.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "DNA_object_types.h"
2010-07-23 14:34:43 +00:00
# include "DNA_node_types.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "DNA_packedFile_types.h"
# include "DNA_scene_types.h"
# include "BKE_colortools.h"
# include "BKE_context.h"
# include "BKE_image.h"
# include "BKE_global.h"
# include "BKE_library.h"
2010-02-13 13:09:30 +00:00
# include "BKE_main.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "BKE_node.h"
# include "BKE_packedFile.h"
2009-02-10 23:17:58 +00:00
# include "BKE_report.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "BKE_screen.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
# include "IMB_colormanagement.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "IMB_imbuf.h"
# include "IMB_imbuf_types.h"
# include "RE_pipeline.h"
# include "RNA_access.h"
# include "RNA_define.h"
2009-08-28 20:41:12 +00:00
# include "RNA_enum_types.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-09 20:58:31 +00:00
# include "ED_image.h"
2011-03-03 15:18:35 +00:00
# include "ED_render.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "ED_screen.h"
2009-02-10 23:17:58 +00:00
# include "ED_space_api.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "ED_uvedit.h"
2011-01-26 14:18:16 +00:00
# include "ED_util.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-11 19:16:14 +00:00
# include "UI_interface.h"
# include "UI_resources.h"
2009-02-10 23:17:58 +00:00
# include "UI_view2d.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "WM_api.h"
# include "WM_types.h"
2012-11-25 13:17:40 +00:00
# include "PIL_time.h"
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
# include "image_intern.h"
/******************** view navigation utilities *********************/
2012-02-24 14:01:42 +00:00
static void sima_zoom_set ( SpaceImage * sima , ARegion * ar , float zoom , float location [ 2 ] )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
float oldzoom = sima - > zoom ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
int width , height ;
2012-03-28 11:53:18 +00:00
sima - > zoom = zoom ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-02-24 14:01:42 +00:00
if ( sima - > zoom < 0.1f | | sima - > zoom > 4.0f ) {
/* check zoom limits */
2012-07-25 16:30:53 +00:00
ED_space_image_get_size ( sima , & width , & height ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-02-24 14:01:42 +00:00
width * = sima - > zoom ;
height * = sima - > zoom ;
2012-03-24 06:38:07 +00:00
if ( ( width < 4 ) & & ( height < 4 ) )
2012-03-28 11:53:18 +00:00
sima - > zoom = oldzoom ;
2012-09-15 11:48:20 +00:00
else if ( BLI_rcti_size_x ( & ar - > winrct ) < = sima - > zoom )
2012-03-28 11:53:18 +00:00
sima - > zoom = oldzoom ;
2012-09-15 11:48:20 +00:00
else if ( BLI_rcti_size_y ( & ar - > winrct ) < = sima - > zoom )
2012-03-28 11:53:18 +00:00
sima - > zoom = oldzoom ;
2012-02-24 14:01:42 +00:00
}
2012-03-24 06:38:07 +00:00
if ( ( U . uiflag & USER_ZOOM_TO_MOUSEPOS ) & & location ) {
2012-02-24 14:01:42 +00:00
float aspx , aspy , w , h ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-07-25 16:30:53 +00:00
ED_space_image_get_size ( sima , & width , & height ) ;
ED_space_image_get_aspect ( sima , & aspx , & aspy ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
w = width * aspx ;
h = height * aspy ;
2012-02-24 14:01:42 +00:00
2012-03-28 11:53:18 +00:00
sima - > xof + = ( ( location [ 0 ] - 0.5f ) * w - sima - > xof ) * ( sima - > zoom - oldzoom ) / sima - > zoom ;
sima - > yof + = ( ( location [ 1 ] - 0.5f ) * h - sima - > yof ) * ( sima - > zoom - oldzoom ) / sima - > zoom ;
2012-02-24 14:01:42 +00:00
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2012-02-24 14:01:42 +00:00
static void sima_zoom_set_factor ( SpaceImage * sima , ARegion * ar , float zoomfac , float location [ 2 ] )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
sima_zoom_set ( sima , ar , sima - > zoom * zoomfac , location ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2010-04-19 07:28:23 +00:00
#if 0 // currently unused
2009-10-09 22:00:33 +00:00
static int image_poll ( bContext * C )
{
return ( CTX_data_edit_image ( C ) ! = NULL ) ;
}
2010-04-19 07:28:23 +00:00
# endif
2009-10-09 22:00:33 +00:00
2010-04-19 07:28:23 +00:00
static int space_image_buffer_exists_poll ( bContext * C )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
if ( sima & & sima - > spacetype = = SPACE_IMAGE )
2012-03-24 06:38:07 +00:00
if ( ED_space_image_has_buffer ( sima ) )
2009-02-18 18:08:33 +00:00
return 1 ;
return 0 ;
}
2009-02-10 23:17:58 +00:00
2009-02-18 18:08:33 +00:00
static int space_image_file_exists_poll ( bContext * C )
{
2012-03-24 06:38:07 +00:00
if ( space_image_buffer_exists_poll ( C ) ) {
2012-03-28 11:53:18 +00:00
Main * bmain = CTX_data_main ( C ) ;
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2009-09-30 18:18:32 +00:00
ImBuf * ibuf ;
void * lock ;
2012-03-28 11:53:18 +00:00
int ret = FALSE ;
2010-07-21 14:09:45 +00:00
char name [ FILE_MAX ] ;
2012-03-28 11:53:18 +00:00
ibuf = ED_space_image_acquire_buffer ( sima , & lock ) ;
2012-03-24 06:38:07 +00:00
if ( ibuf ) {
2010-07-21 14:09:45 +00:00
BLI_strncpy ( name , ibuf - > name , FILE_MAX ) ;
2010-11-16 13:08:24 +00:00
BLI_path_abs ( name , bmain - > name ) ;
2011-10-28 04:05:52 +00:00
2012-03-24 06:38:07 +00:00
if ( BLI_exists ( name ) = = FALSE ) {
2011-10-28 04:05:52 +00:00
CTX_wm_operator_poll_msg_set ( C , " image file not found " ) ;
}
else if ( BLI_file_is_writable ( name ) = = FALSE ) {
CTX_wm_operator_poll_msg_set ( C , " image path can't be written to " ) ;
}
else {
2012-03-28 11:53:18 +00:00
ret = TRUE ;
2011-10-28 04:05:52 +00:00
}
2010-07-21 14:09:45 +00:00
}
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2009-09-30 18:18:32 +00:00
2011-10-28 04:05:52 +00:00
return ret ;
2009-02-18 18:08:33 +00:00
}
return 0 ;
2009-02-10 23:17:58 +00:00
}
2010-04-19 07:28:23 +00:00
static int space_image_poll ( bContext * C )
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
if ( sima & & sima - > spacetype = = SPACE_IMAGE & & sima - > image )
2010-04-19 07:28:23 +00:00
return 1 ;
return 0 ;
}
2009-01-30 12:58:00 +00:00
int space_image_main_area_poll ( bContext * C )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2012-10-26 04:14:10 +00:00
// XXX ARegion *ar = CTX_wm_region(C);
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( sima )
2012-03-28 11:53:18 +00:00
return 1 ; // XXX (ar && ar->type->regionid == RGN_TYPE_WINDOW);
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return 0 ;
}
2012-04-28 01:59:21 +00:00
/* For IMAGE_OT_curves_point_set to avoid sampling when in uv smooth mode or editmode */
2012-09-15 01:52:28 +00:00
static int space_image_main_area_not_uv_brush_poll ( bContext * C )
2012-01-17 16:31:13 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2012-04-28 01:59:21 +00:00
Scene * scene = CTX_data_scene ( C ) ;
ToolSettings * toolsettings = scene - > toolsettings ;
2012-01-17 16:31:13 +00:00
2012-04-28 01:59:21 +00:00
if ( sima & & ! toolsettings - > uvsculpt & & ! scene - > obedit )
2012-01-17 16:31:13 +00:00
return 1 ;
return 0 ;
}
2012-08-01 14:29:24 +00:00
static int image_sample_poll ( bContext * C )
2012-01-17 16:31:13 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2012-08-01 14:29:24 +00:00
if ( sima ) {
Scene * scene = CTX_data_scene ( C ) ;
Object * obedit = CTX_data_edit_object ( C ) ;
ToolSettings * toolsettings = scene - > toolsettings ;
if ( obedit ) {
if ( ED_space_image_show_uvedit ( sima , obedit ) & & ( toolsettings - > use_uv_sculpt ) )
return FALSE ;
}
else if ( sima - > mode ! = SI_MODE_VIEW ) {
return FALSE ;
}
2012-01-17 16:31:13 +00:00
2012-08-01 14:29:24 +00:00
return space_image_main_area_poll ( C ) ;
2012-01-17 16:31:13 +00:00
}
2012-08-01 14:29:24 +00:00
else {
return FALSE ;
2012-07-26 09:06:23 +00:00
}
2012-01-17 16:31:13 +00:00
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/********************** view pan operator *********************/
typedef struct ViewPanData {
float x , y ;
float xof , yof ;
2011-03-22 15:20:25 +00:00
int event_type ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
} ViewPanData ;
2011-10-28 03:02:09 +00:00
static void image_view_pan_init ( bContext * C , wmOperator * op , wmEvent * event )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
ViewPanData * vpd ;
2012-03-28 11:53:18 +00:00
op - > customdata = vpd = MEM_callocN ( sizeof ( ViewPanData ) , " ImageViewPanData " ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
WM_cursor_modal ( CTX_wm_window ( C ) , BC_NSEW_SCROLLCURSOR ) ;
2012-03-28 11:53:18 +00:00
vpd - > x = event - > x ;
vpd - > y = event - > y ;
vpd - > xof = sima - > xof ;
vpd - > yof = sima - > yof ;
vpd - > event_type = event - > type ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-09-18 12:43:36 +00:00
WM_event_add_modal_handler ( C , op ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2011-10-28 03:02:09 +00:00
static void image_view_pan_exit ( bContext * C , wmOperator * op , int cancel )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ViewPanData * vpd = op - > customdata ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( cancel ) {
2012-03-28 11:53:18 +00:00
sima - > xof = vpd - > xof ;
sima - > yof = vpd - > yof ;
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
WM_cursor_restore ( CTX_wm_window ( C ) ) ;
MEM_freeN ( op - > customdata ) ;
}
2011-10-28 03:02:09 +00:00
static int image_view_pan_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
float offset [ 2 ] ;
RNA_float_get_array ( op - > ptr , " offset " , offset ) ;
sima - > xof + = offset [ 0 ] ;
sima - > yof + = offset [ 1 ] ;
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* XXX notifier? */
#if 0
2012-03-24 06:38:07 +00:00
if ( image_preview_active ( curarea , NULL , NULL ) ) {
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* recalculates new preview rect */
scrarea_do_windraw ( curarea ) ;
image_preview_event ( 2 ) ;
}
# endif
return OPERATOR_FINISHED ;
}
2011-10-28 03:02:09 +00:00
static int image_view_pan_invoke ( bContext * C , wmOperator * op , wmEvent * event )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2010-01-11 11:14:36 +00:00
if ( event - > type = = MOUSEPAN ) {
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2010-01-11 11:14:36 +00:00
float offset [ 2 ] ;
2013-01-05 17:57:17 +00:00
offset [ 0 ] = ( event - > prevx - event - > x ) / sima - > zoom ;
offset [ 1 ] = ( event - > prevy - event - > y ) / sima - > zoom ;
2010-01-11 11:14:36 +00:00
RNA_float_set_array ( op - > ptr , " offset " , offset ) ;
2011-10-28 03:02:09 +00:00
image_view_pan_exec ( C , op ) ;
2010-01-11 11:14:36 +00:00
return OPERATOR_FINISHED ;
}
else {
2011-10-28 03:02:09 +00:00
image_view_pan_init ( C , op , event ) ;
2010-01-11 11:14:36 +00:00
return OPERATOR_RUNNING_MODAL ;
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2011-10-28 03:02:09 +00:00
static int image_view_pan_modal ( bContext * C , wmOperator * op , wmEvent * event )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ViewPanData * vpd = op - > customdata ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
float offset [ 2 ] ;
2012-03-28 11:53:18 +00:00
switch ( event - > type ) {
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
case MOUSEMOVE :
2012-03-28 11:53:18 +00:00
sima - > xof = vpd - > xof ;
sima - > yof = vpd - > yof ;
offset [ 0 ] = ( vpd - > x - event - > x ) / sima - > zoom ;
offset [ 1 ] = ( vpd - > y - event - > y ) / sima - > zoom ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
RNA_float_set_array ( op - > ptr , " offset " , offset ) ;
2011-10-28 03:02:09 +00:00
image_view_pan_exec ( C , op ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
break ;
2011-03-22 15:20:25 +00:00
default :
2012-05-20 19:49:27 +00:00
if ( event - > type = = vpd - > event_type & & event - > val = = KM_RELEASE ) {
2011-10-28 03:02:09 +00:00
image_view_pan_exit ( C , op , 0 ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_FINISHED ;
}
break ;
}
return OPERATOR_RUNNING_MODAL ;
}
2011-10-28 03:02:09 +00:00
static int image_view_pan_cancel ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2011-10-28 03:02:09 +00:00
image_view_pan_exit ( C , op , 1 ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_CANCELLED ;
}
void IMAGE_OT_view_pan ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View Pan " ;
ot - > idname = " IMAGE_OT_view_pan " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Pan the view " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_view_pan_exec ;
ot - > invoke = image_view_pan_invoke ;
ot - > modal = image_view_pan_modal ;
ot - > cancel = image_view_pan_cancel ;
ot - > poll = space_image_main_area_poll ;
2009-07-11 14:51:13 +00:00
/* flags */
2012-04-02 16:29:34 +00:00
ot - > flag = OPTYPE_BLOCKING | OPTYPE_GRAB_POINTER ;
2009-01-31 19:40:40 +00:00
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* properties */
2009-01-16 23:53:11 +00:00
RNA_def_float_vector ( ot - > srna , " offset " , 2 , NULL , - FLT_MAX , FLT_MAX ,
2012-03-28 11:53:18 +00:00
" Offset " , " Offset in floating point units, 1.0 is the width and height of the image " , - FLT_MAX , FLT_MAX ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
/********************** view zoom operator *********************/
typedef struct ViewZoomData {
2012-11-25 13:17:40 +00:00
float origx , origy ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
float zoom ;
2011-03-22 15:20:25 +00:00
int event_type ;
2012-02-24 14:01:42 +00:00
float location [ 2 ] ;
2012-11-25 13:17:40 +00:00
/* needed for continuous zoom */
wmTimer * timer ;
double timer_lastdraw ;
/* */
SpaceImage * sima ;
ARegion * ar ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
} ViewZoomData ;
2011-10-28 03:02:09 +00:00
static void image_view_zoom_init ( bContext * C , wmOperator * op , wmEvent * event )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
ViewZoomData * vpd ;
2012-03-28 11:53:18 +00:00
op - > customdata = vpd = MEM_callocN ( sizeof ( ViewZoomData ) , " ImageViewZoomData " ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
WM_cursor_modal ( CTX_wm_window ( C ) , BC_NSEW_SCROLLCURSOR ) ;
2012-11-25 13:17:40 +00:00
vpd - > origx = event - > x ;
vpd - > origy = event - > y ;
2012-03-28 11:53:18 +00:00
vpd - > zoom = sima - > zoom ;
vpd - > event_type = event - > type ;
2012-02-24 14:01:42 +00:00
UI_view2d_region_to_view ( & ar - > v2d , event - > mval [ 0 ] , event - > mval [ 1 ] , & vpd - > location [ 0 ] , & vpd - > location [ 1 ] ) ;
2012-11-25 13:17:40 +00:00
if ( U . viewzoom = = USER_ZOOM_CONT ) {
/* needs a timer to continue redrawing */
vpd - > timer = WM_event_add_timer ( CTX_wm_manager ( C ) , CTX_wm_window ( C ) , TIMER , 0.01f ) ;
vpd - > timer_lastdraw = PIL_check_seconds_timer ( ) ;
}
vpd - > sima = sima ;
vpd - > ar = ar ;
2009-09-18 12:43:36 +00:00
WM_event_add_modal_handler ( C , op ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2011-10-28 03:02:09 +00:00
static void image_view_zoom_exit ( bContext * C , wmOperator * op , int cancel )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ViewZoomData * vpd = op - > customdata ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( cancel ) {
2012-03-28 11:53:18 +00:00
sima - > zoom = vpd - > zoom ;
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2012-11-25 13:17:40 +00:00
if ( vpd - > timer )
WM_event_remove_timer ( CTX_wm_manager ( C ) , vpd - > timer - > win , vpd - > timer ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
WM_cursor_restore ( CTX_wm_window ( C ) ) ;
MEM_freeN ( op - > customdata ) ;
}
2011-10-28 03:02:09 +00:00
static int image_view_zoom_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-02-24 14:01:42 +00:00
sima_zoom_set_factor ( sima , ar , RNA_float_get ( op - > ptr , " factor " ) , NULL ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* XXX notifier? */
#if 0
2012-03-24 06:38:07 +00:00
if ( image_preview_active ( curarea , NULL , NULL ) ) {
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* recalculates new preview rect */
scrarea_do_windraw ( curarea ) ;
image_preview_event ( 2 ) ;
}
# endif
return OPERATOR_FINISHED ;
}
2012-11-25 13:17:40 +00:00
enum {
VIEW_PASS = 0 ,
VIEW_APPLY ,
VIEW_CONFIRM
} ;
2011-10-28 03:02:09 +00:00
static int image_view_zoom_invoke ( bContext * C , wmOperator * op , wmEvent * event )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-12-29 13:21:01 +00:00
if ( event - > type = = MOUSEZOOM | | event - > type = = MOUSEPAN ) {
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2012-10-13 16:42:12 +00:00
float delta , factor , location [ 2 ] ;
2012-02-24 14:01:42 +00:00
UI_view2d_region_to_view ( & ar - > v2d , event - > mval [ 0 ] , event - > mval [ 1 ] , & location [ 0 ] , & location [ 1 ] ) ;
2012-10-13 16:42:12 +00:00
delta = event - > x - event - > prevx + event - > y - event - > prevy ;
if ( U . uiflag & USER_ZOOM_INVERT )
delta * = - 1 ;
factor = 1.0f + delta / 300.0f ;
2010-01-11 11:14:36 +00:00
RNA_float_set ( op - > ptr , " factor " , factor ) ;
2012-03-28 11:53:18 +00:00
sima_zoom_set ( sima , ar , sima - > zoom * factor , location ) ;
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2010-01-11 11:14:36 +00:00
return OPERATOR_FINISHED ;
}
else {
2011-10-28 03:02:09 +00:00
image_view_zoom_init ( C , op , event ) ;
2010-01-11 11:14:36 +00:00
return OPERATOR_RUNNING_MODAL ;
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2012-11-25 13:17:40 +00:00
static void image_zoom_apply ( ViewZoomData * vpd , wmOperator * op , const int x , const int y , const short viewzoom , const short zoom_invert )
{
float factor ;
if ( viewzoom = = USER_ZOOM_CONT ) {
double time = PIL_check_seconds_timer ( ) ;
float time_step = ( float ) ( time - vpd - > timer_lastdraw ) ;
float fac ;
float zfac ;
if ( U . uiflag & USER_ZOOM_HORIZ ) {
fac = ( float ) ( x - vpd - > origx ) ;
}
else {
fac = ( float ) ( y - vpd - > origy ) ;
}
if ( zoom_invert ) {
fac = - fac ;
}
/* oldstyle zoom */
zfac = 1.0f + ( ( fac / 20.0f ) * time_step ) ;
vpd - > timer_lastdraw = time ;
/* this is the final zoom, but instead make it into a factor */
//zoom = vpd->sima->zoom * zfac;
factor = ( vpd - > sima - > zoom * zfac ) / vpd - > zoom ;
}
else {
/* for now do the same things for scale and dolly */
float delta = x - vpd - > origx + y - vpd - > origy ;
if ( zoom_invert )
delta * = - 1.0f ;
factor = 1.0f + delta / 300.0f ;
}
RNA_float_set ( op - > ptr , " factor " , factor ) ;
sima_zoom_set ( vpd - > sima , vpd - > ar , vpd - > zoom * factor , vpd - > location ) ;
ED_region_tag_redraw ( vpd - > ar ) ;
}
2011-10-28 03:02:09 +00:00
static int image_view_zoom_modal ( bContext * C , wmOperator * op , wmEvent * event )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
ViewZoomData * vpd = op - > customdata ;
2012-11-25 13:17:40 +00:00
short event_code = VIEW_PASS ;
2012-10-13 16:42:12 +00:00
2012-11-25 13:17:40 +00:00
/* execute the events */
if ( event - > type = = TIMER & & event - > customdata = = vpd - > timer ) {
/* continuous zoom */
event_code = VIEW_APPLY ;
}
else if ( event - > type = = MOUSEMOVE ) {
event_code = VIEW_APPLY ;
}
else if ( event - > type = = vpd - > event_type & & event - > val = = KM_RELEASE ) {
event_code = VIEW_CONFIRM ;
}
2012-10-13 16:42:12 +00:00
2012-11-25 13:17:40 +00:00
if ( event_code = = VIEW_APPLY ) {
image_zoom_apply ( vpd , op , event - > x , event - > y , U . viewzoom , ( U . uiflag & USER_ZOOM_INVERT ) ! = 0 ) ;
}
else if ( event_code = = VIEW_CONFIRM ) {
image_view_zoom_exit ( C , op , 0 ) ;
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
return OPERATOR_RUNNING_MODAL ;
}
2011-10-28 03:02:09 +00:00
static int image_view_zoom_cancel ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2011-10-28 03:02:09 +00:00
image_view_zoom_exit ( C , op , 1 ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_CANCELLED ;
}
void IMAGE_OT_view_zoom ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View Zoom " ;
ot - > idname = " IMAGE_OT_view_zoom " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Zoom in/out the image " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_view_zoom_exec ;
ot - > invoke = image_view_zoom_invoke ;
ot - > modal = image_view_zoom_modal ;
ot - > cancel = image_view_zoom_cancel ;
ot - > poll = space_image_main_area_poll ;
2009-07-11 14:51:13 +00:00
/* flags */
2012-03-22 07:26:09 +00:00
ot - > flag = OPTYPE_BLOCKING ;
2009-01-31 19:40:40 +00:00
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* properties */
2012-10-11 23:46:12 +00:00
RNA_def_float ( ot - > srna , " factor " , 0.0f , - FLT_MAX , FLT_MAX ,
2012-03-28 11:53:18 +00:00
" Factor " , " Zoom factor, values higher than 1.0 zoom in, lower values zoom out " , - FLT_MAX , FLT_MAX ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2011-06-25 18:51:29 +00:00
/********************** NDOF operator *********************/
/* Combined pan/zoom from a 3D mouse device.
2011-06-27 20:12:10 +00:00
* Z zooms , XY pans
2011-06-25 18:51:29 +00:00
* " view " ( not " paper " ) control - - user moves the viewpoint , not the image being viewed
* that explains the negative signs in the code below
*/
2011-10-28 03:02:09 +00:00
static int image_view_ndof_invoke ( bContext * C , wmOperator * UNUSED ( op ) , wmEvent * event )
2011-06-25 18:51:29 +00:00
{
2011-08-06 22:31:16 +00:00
if ( event - > type ! = NDOF_MOTION )
return OPERATOR_CANCELLED ;
else {
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2011-06-25 18:51:29 +00:00
2012-03-28 11:53:18 +00:00
wmNDOFMotionData * ndof = ( wmNDOFMotionData * ) event - > customdata ;
2011-06-25 18:51:29 +00:00
2011-08-06 22:31:16 +00:00
float dt = ndof - > dt ;
/* tune these until it feels right */
const float zoom_sensitivity = 0.5f ; // 50% per second (I think)
const float pan_sensitivity = 300.f ; // screen pixels per second
2011-06-25 18:51:29 +00:00
2011-08-06 22:31:16 +00:00
float pan_x = pan_sensitivity * dt * ndof - > tvec [ 0 ] / sima - > zoom ;
float pan_y = pan_sensitivity * dt * ndof - > tvec [ 1 ] / sima - > zoom ;
2011-06-25 18:51:29 +00:00
2011-08-06 22:31:16 +00:00
/* "mouse zoom" factor = 1 + (dx + dy) / 300
* what about " ndof zoom " factor ? should behave like this :
* at rest - > factor = 1
* move forward - > factor > 1
* move backward - > factor < 1
*/
float zoom_factor = 1.f + zoom_sensitivity * dt * - ndof - > tvec [ 2 ] ;
2011-06-25 18:51:29 +00:00
2011-08-06 22:31:16 +00:00
if ( U . ndof_flag & NDOF_ZOOM_INVERT )
zoom_factor = - zoom_factor ;
2011-06-25 18:51:29 +00:00
2012-02-24 14:01:42 +00:00
sima_zoom_set_factor ( sima , ar , zoom_factor , NULL ) ;
2011-08-06 22:31:16 +00:00
sima - > xof + = pan_x ;
sima - > yof + = pan_y ;
2011-06-25 18:51:29 +00:00
2012-10-21 05:46:41 +00:00
ED_region_tag_redraw ( ar ) ;
2011-08-06 22:31:16 +00:00
return OPERATOR_FINISHED ;
}
2011-06-25 18:51:29 +00:00
}
void IMAGE_OT_view_ndof ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " NDOF Pan/Zoom " ;
ot - > idname = " IMAGE_OT_view_ndof " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Use a 3D mouse device to pan/zoom the view " ;
2011-06-25 18:51:29 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > invoke = image_view_ndof_invoke ;
2011-06-25 18:51:29 +00:00
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/********************** view all operator *********************/
/* Updates the fields of the View2D member of the SpaceImage struct.
* Default behavior is to reset the position of the image and set the zoom to 1
* If the image will not fit within the window rectangle , the zoom is adjusted */
2011-10-28 03:02:09 +00:00
static int image_view_all_exec ( bContext * C , wmOperator * UNUSED ( op ) )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
SpaceImage * sima ;
ARegion * ar ;
float aspx , aspy , zoomx , zoomy , w , h ;
int width , height ;
/* retrieve state */
2012-03-28 11:53:18 +00:00
sima = CTX_wm_space_image ( C ) ;
ar = CTX_wm_region ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-07-25 16:30:53 +00:00
ED_space_image_get_size ( sima , & width , & height ) ;
ED_space_image_get_aspect ( sima , & aspx , & aspy ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
w = width * aspx ;
h = height * aspy ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-08-11 22:12:32 +00:00
/* check if the image will fit in the image with (zoom == 1) */
2012-09-15 11:48:20 +00:00
width = BLI_rcti_size_x ( & ar - > winrct ) + 1 ;
height = BLI_rcti_size_y ( & ar - > winrct ) + 1 ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( ( w > = width | | h > = height ) & & ( width > 0 & & height > 0 ) ) {
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* find the zoom value that will fit the image in the image space */
2012-03-28 11:53:18 +00:00
zoomx = width / w ;
zoomy = height / h ;
2012-10-23 13:28:22 +00:00
sima_zoom_set ( sima , ar , 1.0f / power_of_2 ( 1.0f / min_ff ( zoomx , zoomy ) ) , NULL ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
else
2012-02-24 14:01:42 +00:00
sima_zoom_set ( sima , ar , 1.0f , NULL ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
sima - > xof = sima - > yof = 0.0f ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_FINISHED ;
}
void IMAGE_OT_view_all ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View All " ;
ot - > idname = " IMAGE_OT_view_all " ;
2012-11-04 18:05:25 +00:00
ot - > description = " View the entire image " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_view_all_exec ;
ot - > poll = space_image_main_area_poll ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
/********************** view selected operator *********************/
2011-10-28 03:02:09 +00:00
static int image_view_selected_exec ( bContext * C , wmOperator * UNUSED ( op ) )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
SpaceImage * sima ;
ARegion * ar ;
Scene * scene ;
Object * obedit ;
Image * ima ;
2011-07-27 07:42:53 +00:00
float size , min [ 2 ] , max [ 2 ] , d [ 2 ] , aspx , aspy ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
int width , height ;
/* retrieve state */
2012-03-28 11:53:18 +00:00
sima = CTX_wm_space_image ( C ) ;
ar = CTX_wm_region ( C ) ;
scene = CTX_data_scene ( C ) ;
obedit = CTX_data_edit_object ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
ima = ED_space_image ( sima ) ;
2012-07-25 16:30:53 +00:00
ED_space_image_get_size ( sima , & width , & height ) ;
2012-09-13 05:29:38 +00:00
ED_space_image_get_aspect ( sima , & aspx , & aspy ) ;
2011-07-27 07:42:53 +00:00
2012-03-28 11:53:18 +00:00
width = width * aspx ;
height = height * aspy ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* get bounds */
2012-03-24 06:38:07 +00:00
if ( ! ED_uvedit_minmax ( scene , ima , obedit , min , max ) )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_CANCELLED ;
/* adjust offset and zoom */
2012-03-28 11:53:18 +00:00
sima - > xof = ( int ) ( ( ( min [ 0 ] + max [ 0 ] ) * 0.5f - 0.5f ) * width ) ;
sima - > yof = ( int ) ( ( ( min [ 1 ] + max [ 1 ] ) * 0.5f - 0.5f ) * height ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
d [ 0 ] = max [ 0 ] - min [ 0 ] ;
d [ 1 ] = max [ 1 ] - min [ 1 ] ;
size = 0.5f * MAX2 ( d [ 0 ] , d [ 1 ] ) * MAX2 ( width , height ) / 256.0f ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
if ( size < = 0.01f ) size = 0.01f ;
sima_zoom_set ( sima , ar , 0.7f / size , NULL ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_FINISHED ;
}
2011-10-28 03:02:09 +00:00
static int image_view_selected_poll ( bContext * C )
2010-04-09 01:44:24 +00:00
{
return ( space_image_main_area_poll ( C ) & & ED_operator_uvedit ( C ) ) ;
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
void IMAGE_OT_view_selected ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View Center " ;
ot - > idname = " IMAGE_OT_view_selected " ;
2012-05-04 15:00:36 +00:00
ot - > description = " View all selected UVs " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_view_selected_exec ;
ot - > poll = image_view_selected_poll ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
/********************** view zoom in/out operator *********************/
2012-02-24 14:01:42 +00:00
static int image_view_zoom_in_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2012-02-24 14:01:42 +00:00
float location [ 2 ] ;
RNA_float_get_array ( op - > ptr , " location " , location ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-02-24 14:01:42 +00:00
sima_zoom_set_factor ( sima , ar , 1.25f , location ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_FINISHED ;
}
2012-02-24 14:01:42 +00:00
static int image_view_zoom_in_invoke ( bContext * C , wmOperator * op , wmEvent * event )
{
2012-03-28 11:53:18 +00:00
ARegion * ar = CTX_wm_region ( C ) ;
2012-02-24 14:01:42 +00:00
float location [ 2 ] ;
UI_view2d_region_to_view ( & ar - > v2d , event - > mval [ 0 ] , event - > mval [ 1 ] , & location [ 0 ] , & location [ 1 ] ) ;
RNA_float_set_array ( op - > ptr , " location " , location ) ;
return image_view_zoom_in_exec ( C , op ) ;
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
void IMAGE_OT_view_zoom_in ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View Zoom In " ;
ot - > idname = " IMAGE_OT_view_zoom_in " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Zoom in the image (centered around 2D cursor) " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > invoke = image_view_zoom_in_invoke ;
ot - > exec = image_view_zoom_in_exec ;
ot - > poll = space_image_main_area_poll ;
2012-02-24 14:01:42 +00:00
/* properties */
RNA_def_float_vector ( ot - > srna , " location " , 2 , NULL , - FLT_MAX , FLT_MAX , " Location " , " Cursor location in screen coordinates " , - 10.0f , 10.0f ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2012-02-24 14:01:42 +00:00
static int image_view_zoom_out_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2012-02-24 14:01:42 +00:00
float location [ 2 ] ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-02-24 14:01:42 +00:00
RNA_float_get_array ( op - > ptr , " location " , location ) ;
sima_zoom_set_factor ( sima , ar , 0.8f , location ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_FINISHED ;
}
2012-02-24 14:01:42 +00:00
static int image_view_zoom_out_invoke ( bContext * C , wmOperator * op , wmEvent * event )
{
2012-03-28 11:53:18 +00:00
ARegion * ar = CTX_wm_region ( C ) ;
2012-02-24 14:01:42 +00:00
float location [ 2 ] ;
UI_view2d_region_to_view ( & ar - > v2d , event - > mval [ 0 ] , event - > mval [ 1 ] , & location [ 0 ] , & location [ 1 ] ) ;
RNA_float_set_array ( op - > ptr , " location " , location ) ;
return image_view_zoom_out_exec ( C , op ) ;
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
void IMAGE_OT_view_zoom_out ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View Zoom Out " ;
ot - > idname = " IMAGE_OT_view_zoom_out " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Zoom out the image (centered around 2D cursor) " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > invoke = image_view_zoom_out_invoke ;
ot - > exec = image_view_zoom_out_exec ;
ot - > poll = space_image_main_area_poll ;
2012-02-24 14:01:42 +00:00
/* properties */
RNA_def_float_vector ( ot - > srna , " location " , 2 , NULL , - FLT_MAX , FLT_MAX , " Location " , " Cursor location in screen coordinates " , - 10.0f , 10.0f ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
/********************** view zoom ratio operator *********************/
2011-10-28 03:02:09 +00:00
static int image_view_zoom_ratio_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-02-24 14:01:42 +00:00
sima_zoom_set ( sima , ar , RNA_float_get ( op - > ptr , " ratio " ) , NULL ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* ensure pixel exact locations for draw */
2012-03-28 11:53:18 +00:00
sima - > xof = ( int ) sima - > xof ;
sima - > yof = ( int ) sima - > yof ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* XXX notifier? */
#if 0
2012-03-24 06:38:07 +00:00
if ( image_preview_active ( curarea , NULL , NULL ) ) {
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* recalculates new preview rect */
scrarea_do_windraw ( curarea ) ;
image_preview_event ( 2 ) ;
}
# endif
2010-04-06 02:05:54 +00:00
ED_region_tag_redraw ( CTX_wm_region ( C ) ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
return OPERATOR_FINISHED ;
}
void IMAGE_OT_view_zoom_ratio ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " View Zoom Ratio " ;
ot - > idname = " IMAGE_OT_view_zoom_ratio " ;
2012-11-04 18:05:25 +00:00
ot - > description = " Set zoom ratio of the view " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_view_zoom_ratio_exec ;
ot - > poll = space_image_main_area_poll ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* properties */
2012-10-11 23:46:12 +00:00
RNA_def_float ( ot - > srna , " ratio " , 0.0f , - FLT_MAX , FLT_MAX ,
2012-03-28 11:53:18 +00:00
" Ratio " , " Zoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed out " , - FLT_MAX , FLT_MAX ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
/**************** load/replace/save callbacks ******************/
static void image_filesel ( bContext * C , wmOperator * op , const char * path )
{
2010-06-14 03:52:10 +00:00
RNA_string_set ( op - > ptr , " filepath " , path ) ;
2009-02-16 12:14:04 +00:00
WM_event_add_fileselect ( C , op ) ;
2009-02-10 23:17:58 +00:00
}
/******************** open image operator ********************/
2011-10-28 03:02:09 +00:00
static void image_open_init ( bContext * C , wmOperator * op )
2009-10-01 23:32:57 +00:00
{
PropertyPointerRNA * pprop ;
2012-03-28 11:53:18 +00:00
op - > customdata = pprop = MEM_callocN ( sizeof ( PropertyPointerRNA ) , " OpenPropertyPointerRNA " ) ;
2009-10-01 23:32:57 +00:00
uiIDContextProperty ( C , & pprop - > ptr , & pprop - > prop ) ;
}
2011-10-28 03:02:09 +00:00
static int image_open_cancel ( bContext * UNUSED ( C ) , wmOperator * op )
2009-10-01 23:32:57 +00:00
{
MEM_freeN ( op - > customdata ) ;
2012-03-28 11:53:18 +00:00
op - > customdata = NULL ;
2009-10-01 23:32:57 +00:00
return OPERATOR_CANCELLED ;
}
2011-10-28 03:02:09 +00:00
static int image_open_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ; /* XXX other space types can call */
Scene * scene = CTX_data_scene ( C ) ;
Object * obedit = CTX_data_edit_object ( C ) ;
ImageUser * iuser = NULL ;
2009-10-01 23:32:57 +00:00
PropertyPointerRNA * pprop ;
PointerRNA idptr ;
2012-03-28 11:53:18 +00:00
Image * ima = NULL ;
2009-02-18 18:08:33 +00:00
char str [ FILE_MAX ] ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-06-14 03:52:10 +00:00
RNA_string_get ( op - > ptr , " filepath " , str ) ;
2010-01-08 03:55:06 +00:00
/* default to frame 1 if there's no scene in context */
2010-07-03 17:47:06 +00:00
2012-03-28 11:53:18 +00:00
errno = 0 ;
2010-07-03 17:47:06 +00:00
2012-05-05 14:52:04 +00:00
ima = BKE_image_load_exists ( str ) ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! ima ) {
if ( op - > customdata ) MEM_freeN ( op - > customdata ) ;
2012-10-26 17:32:50 +00:00
BKE_reportf ( op - > reports , RPT_ERROR , " Cannot read '%s': %s " ,
str , errno ? strerror ( errno ) : TIP_ ( " unsupported image format " ) ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2009-10-01 23:32:57 +00:00
}
2009-09-16 19:27:08 +00:00
2012-03-24 06:38:07 +00:00
if ( ! op - > customdata )
2011-10-28 03:02:09 +00:00
image_open_init ( C , op ) ;
2009-10-01 23:32:57 +00:00
/* hook into UI */
2012-03-28 11:53:18 +00:00
pprop = op - > customdata ;
2009-10-01 23:32:57 +00:00
2012-03-24 06:38:07 +00:00
if ( pprop - > prop ) {
2009-10-01 23:32:57 +00:00
/* when creating new ID blocks, use is already 1, but RNA
* pointer se also increases user , so this compensates it */
ima - > id . us - - ;
RNA_id_pointer_create ( & ima - > id , & idptr ) ;
RNA_property_pointer_set ( & pprop - > ptr , pprop - > prop , idptr ) ;
RNA_property_update ( C , & pprop - > ptr , pprop - > prop ) ;
}
2012-03-24 06:38:07 +00:00
else if ( sima ) {
2011-11-10 13:39:25 +00:00
ED_space_image_set ( sima , scene , obedit , ima ) ;
2012-03-28 11:53:18 +00:00
iuser = & sima - > iuser ;
2010-11-08 19:03:42 +00:00
}
else {
2012-03-28 11:53:18 +00:00
Tex * tex = CTX_data_pointer_get_type ( C , " texture " , & RNA_Texture ) . data ;
if ( tex & & tex - > type = = TEX_IMAGE )
iuser = & tex - > iuser ;
2010-11-08 19:03:42 +00:00
}
/* initialize because of new image */
2012-03-24 06:38:07 +00:00
if ( iuser ) {
2012-03-28 11:53:18 +00:00
iuser - > sfra = 1 ;
iuser - > offset = 0 ;
iuser - > fie_ima = 2 ;
2010-11-08 19:03:42 +00:00
}
2009-02-10 23:17:58 +00:00
2011-03-03 15:18:35 +00:00
/* XXX unpackImage frees image buffers */
ED_preview_kill_jobs ( C ) ;
2010-11-08 19:03:42 +00:00
BKE_image_signal ( ima , iuser , IMA_SIGNAL_RELOAD ) ;
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , ima ) ;
2010-01-19 01:32:06 +00:00
2009-10-01 23:32:57 +00:00
MEM_freeN ( op - > customdata ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2011-10-28 03:02:09 +00:00
static int image_open_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ; /* XXX other space types can call */
char * path = U . textudir ;
Image * ima = NULL ;
2010-08-11 03:31:56 +00:00
2012-03-24 06:38:07 +00:00
if ( sima ) {
2012-03-28 11:53:18 +00:00
ima = sima - > image ;
2010-08-11 03:31:56 +00:00
}
2012-03-28 11:53:18 +00:00
if ( ima = = NULL ) {
Tex * tex = CTX_data_pointer_get_type ( C , " texture " , & RNA_Texture ) . data ;
if ( tex & & tex - > type = = TEX_IMAGE )
ima = tex - > ima ;
2010-08-11 03:31:56 +00:00
}
2012-07-25 09:04:59 +00:00
if ( ima = = NULL ) {
PointerRNA ptr ;
PropertyRNA * prop ;
/* hook into UI */
uiIDContextProperty ( C , & ptr , & prop ) ;
if ( prop ) {
PointerRNA oldptr ;
2012-07-26 17:41:09 +00:00
Image * oldima ;
2012-07-25 09:04:59 +00:00
oldptr = RNA_property_pointer_get ( & ptr , prop ) ;
2012-07-26 17:41:09 +00:00
oldima = ( Image * ) oldptr . id . data ;
/* unlikely to fail but better avoid strange crash */
2012-07-30 17:02:28 +00:00
if ( oldima & & GS ( oldima - > id . name ) = = ID_IM ) {
2012-07-26 17:41:09 +00:00
ima = oldima ;
2012-07-25 09:04:59 +00:00
}
}
}
2012-03-24 06:38:07 +00:00
if ( ima )
2012-03-28 11:53:18 +00:00
path = ima - > name ;
2010-03-09 16:57:24 +00:00
2012-03-24 06:38:07 +00:00
if ( RNA_struct_property_is_set ( op - > ptr , " filepath " ) )
2011-10-28 03:02:09 +00:00
return image_open_exec ( C , op ) ;
2009-02-10 23:17:58 +00:00
2011-10-28 03:02:09 +00:00
image_open_init ( C , op ) ;
2009-10-01 23:32:57 +00:00
2009-02-10 23:17:58 +00:00
image_filesel ( C , op , path ) ;
return OPERATOR_RUNNING_MODAL ;
}
2010-11-08 19:03:42 +00:00
/* called by other space types too */
2009-02-10 23:17:58 +00:00
void IMAGE_OT_open ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Open Image " ;
ot - > description = " Open image " ;
ot - > idname = " IMAGE_OT_open " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_open_exec ;
ot - > invoke = image_open_invoke ;
ot - > cancel = image_open_cancel ;
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2009-02-10 23:17:58 +00:00
/* properties */
2012-08-04 12:54:27 +00:00
WM_operator_properties_filesel ( ot , FOLDERFILE | IMAGEFILE | MOVIEFILE , FILE_SPECIAL , FILE_OPENFILE ,
WM_FILESEL_FILEPATH | WM_FILESEL_RELPATH , FILE_DEFAULTDISPLAY ) ;
2009-02-10 23:17:58 +00:00
}
2012-06-01 17:28:09 +00:00
/******************** Match movie length operator ********************/
static int image_match_len_exec ( bContext * C , wmOperator * UNUSED ( op ) )
{
Scene * scene = CTX_data_scene ( C ) ;
Image * ima = CTX_data_pointer_get_type ( C , " edit_image " , & RNA_Image ) . data ;
ImageUser * iuser = CTX_data_pointer_get_type ( C , " edit_image_user " , & RNA_ImageUser ) . data ;
if ( ! ima | | ! iuser ) {
/* Try to get a Texture, or a SpaceImage from context... */
SpaceImage * sima = CTX_wm_space_image ( C ) ;
Tex * tex = CTX_data_pointer_get_type ( C , " texture " , & RNA_Texture ) . data ;
if ( tex & & tex - > type = = TEX_IMAGE ) {
ima = tex - > ima ;
iuser = & tex - > iuser ;
}
else if ( sima ) {
ima = sima - > image ;
iuser = & sima - > iuser ;
}
}
if ( ! ima | | ! iuser | | ! ima - > anim )
return OPERATOR_CANCELLED ;
iuser - > frames = IMB_anim_get_duration ( ima - > anim , IMB_TC_RECORD_RUN ) ;
BKE_image_user_frame_calc ( iuser , scene - > r . cfra , 0 ) ;
return OPERATOR_FINISHED ;
}
/* called by other space types too */
void IMAGE_OT_match_movie_length ( wmOperatorType * ot )
{
/* identifiers */
ot - > name = " Match Movie Length " ;
ot - > description = " Set image's users length to the one of this video " ;
ot - > idname = " IMAGE_OT_match_movie_length " ;
/* api callbacks */
ot - > exec = image_match_len_exec ;
/* flags */
ot - > flag = OPTYPE_REGISTER /* | OPTYPE_UNDO */ ; /* Don't think we need undo for that. */
}
2009-02-10 23:17:58 +00:00
/******************** replace image operator ********************/
2011-10-28 03:02:09 +00:00
static int image_replace_exec ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2009-02-18 18:08:33 +00:00
char str [ FILE_MAX ] ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! sima - > image )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-06-14 03:52:10 +00:00
RNA_string_get ( op - > ptr , " filepath " , str ) ;
2012-01-16 05:52:33 +00:00
/* we cant do much if the str is longer then FILE_MAX :/ */
BLI_strncpy ( sima - > image - > name , str , sizeof ( sima - > image - > name ) ) ;
2009-02-10 23:17:58 +00:00
2012-02-16 04:21:40 +00:00
if ( BLI_testextensie_array ( str , imb_ext_movie ) )
2012-03-28 11:53:18 +00:00
sima - > image - > source = IMA_SRC_MOVIE ;
2012-02-16 04:21:40 +00:00
else
2012-03-28 11:53:18 +00:00
sima - > image - > source = IMA_SRC_FILE ;
2012-02-16 04:21:40 +00:00
2011-03-03 15:18:35 +00:00
/* XXX unpackImage frees image buffers */
ED_preview_kill_jobs ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
BKE_image_signal ( sima - > image , & sima - > iuser , IMA_SIGNAL_RELOAD ) ;
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , sima - > image ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
}
2011-10-28 03:02:09 +00:00
static int image_replace_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! sima - > image )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2012-03-24 06:38:07 +00:00
if ( RNA_struct_property_is_set ( op - > ptr , " filepath " ) )
2011-10-28 03:02:09 +00:00
return image_replace_exec ( C , op ) ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! RNA_struct_property_is_set ( op - > ptr , " relative_path " ) )
2012-08-29 10:32:38 +00:00
RNA_boolean_set ( op - > ptr , " relative_path " , BLI_path_is_rel ( sima - > image - > name ) ) ;
2010-06-25 12:04:04 +00:00
image_filesel ( C , op , sima - > image - > name ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_RUNNING_MODAL ;
}
void IMAGE_OT_replace ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Replace Image " ;
ot - > idname = " IMAGE_OT_replace " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Replace current image by another one from disk " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_replace_exec ;
ot - > invoke = image_replace_invoke ;
ot - > poll = space_image_poll ;
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2009-02-10 23:17:58 +00:00
/* properties */
2012-08-04 12:54:27 +00:00
WM_operator_properties_filesel ( ot , FOLDERFILE | IMAGEFILE | MOVIEFILE , FILE_SPECIAL , FILE_OPENFILE ,
WM_FILESEL_FILEPATH | WM_FILESEL_RELPATH , FILE_DEFAULTDISPLAY ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
/******************** save image as operator ********************/
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2011-08-24 00:44:58 +00:00
typedef struct {
/* matching scene->r settings */
2011-11-21 23:56:32 +00:00
//short planes, imtype, subimtype, quality;
ImageFormatData im_format ;
2011-08-24 00:44:58 +00:00
char filepath [ FILE_MAX ] ; /* keep absolute */
} SaveImageOptions ;
static void save_image_options_defaults ( SaveImageOptions * simopts )
{
2012-04-24 02:01:23 +00:00
BKE_imformat_defaults ( & simopts - > im_format ) ;
2012-03-28 11:53:18 +00:00
simopts - > filepath [ 0 ] = ' \0 ' ;
2011-08-24 00:44:58 +00:00
}
2011-11-21 23:56:32 +00:00
static char imtype_best_depth ( ImBuf * ibuf , const char imtype )
{
2012-03-28 11:53:18 +00:00
const char depth_ok = BKE_imtype_valid_depths ( imtype ) ;
2011-11-21 23:56:32 +00:00
if ( ibuf - > rect_float ) {
if ( depth_ok & R_IMF_CHAN_DEPTH_32 ) return R_IMF_CHAN_DEPTH_32 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_24 ) return R_IMF_CHAN_DEPTH_24 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_16 ) return R_IMF_CHAN_DEPTH_16 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_12 ) return R_IMF_CHAN_DEPTH_12 ;
return R_IMF_CHAN_DEPTH_8 ;
}
else {
if ( depth_ok & R_IMF_CHAN_DEPTH_8 ) return R_IMF_CHAN_DEPTH_8 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_12 ) return R_IMF_CHAN_DEPTH_12 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_16 ) return R_IMF_CHAN_DEPTH_16 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_24 ) return R_IMF_CHAN_DEPTH_24 ;
if ( depth_ok & R_IMF_CHAN_DEPTH_32 ) return R_IMF_CHAN_DEPTH_32 ;
return R_IMF_CHAN_DEPTH_8 ; /* fallback, should not get here */
}
}
2011-08-24 00:44:58 +00:00
static int save_image_options_init ( SaveImageOptions * simopts , SpaceImage * sima , Scene * scene , const short guess_path )
{
void * lock ;
2012-03-28 11:53:18 +00:00
ImBuf * ibuf = ED_space_image_acquire_buffer ( sima , & lock ) ;
2011-08-24 00:44:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ibuf ) {
2012-03-28 11:53:18 +00:00
Image * ima = sima - > image ;
short is_depth_set = FALSE ;
2011-08-24 00:44:58 +00:00
2012-03-28 11:53:18 +00:00
simopts - > im_format . planes = ibuf - > planes ;
2011-08-24 00:44:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ELEM ( ima - > type , IMA_TYPE_R_RESULT , IMA_TYPE_COMPOSITE ) ) {
2011-11-21 23:56:32 +00:00
/* imtype */
2012-03-28 11:53:18 +00:00
simopts - > im_format = scene - > r . im_format ;
is_depth_set = TRUE ;
2011-08-30 23:37:46 +00:00
}
else if ( ima - > source = = IMA_SRC_GENERATED ) {
2012-03-28 11:53:18 +00:00
simopts - > im_format . imtype = R_IMF_IMTYPE_PNG ;
2011-08-30 23:37:46 +00:00
}
else {
2012-12-23 13:57:09 +00:00
BKE_imbuf_to_image_format ( & simopts - > im_format , ibuf ) ;
2011-08-30 23:37:46 +00:00
}
2012-10-26 04:14:10 +00:00
//simopts->subimtype = scene->r.subimtype; /* XXX - this is lame, we need to make these available too! */
2012-03-28 11:53:18 +00:00
simopts - > im_format . quality = ibuf - > ftype & 0xff ;
2011-08-24 00:44:58 +00:00
BLI_strncpy ( simopts - > filepath , ibuf - > name , sizeof ( simopts - > filepath ) ) ;
/* sanitize all settings */
2012-03-09 00:41:09 +00:00
/* unlikely but just in case */
2011-11-21 23:56:32 +00:00
if ( ELEM3 ( simopts - > im_format . planes , R_IMF_PLANES_BW , R_IMF_PLANES_RGB , R_IMF_PLANES_RGBA ) = = 0 ) {
2012-03-28 11:53:18 +00:00
simopts - > im_format . planes = R_IMF_PLANES_RGBA ;
2011-11-21 23:56:32 +00:00
}
/* depth, account for float buffer and format support */
if ( is_depth_set = = FALSE ) {
2012-03-28 11:53:18 +00:00
simopts - > im_format . depth = imtype_best_depth ( ibuf , simopts - > im_format . imtype ) ;
2011-08-24 00:44:58 +00:00
}
2012-03-18 07:38:51 +00:00
/* some formats don't use quality so fallback to scenes quality */
2011-11-21 23:56:32 +00:00
if ( simopts - > im_format . quality = = 0 ) {
2012-03-28 11:53:18 +00:00
simopts - > im_format . quality = scene - > r . im_format . quality ;
2011-08-24 00:44:58 +00:00
}
/* check for empty path */
2012-03-28 11:53:18 +00:00
if ( guess_path & & simopts - > filepath [ 0 ] = = 0 ) {
2012-09-09 00:00:21 +00:00
if ( ( G . ima [ 0 ] = = ' / ' ) & & ( G . ima [ 1 ] = = ' / ' ) & & ( G . ima [ 2 ] = = ' \0 ' ) ) {
2011-08-24 00:44:58 +00:00
BLI_strncpy ( simopts - > filepath , " //untitled " , FILE_MAX ) ;
2012-03-24 06:38:07 +00:00
}
else {
2011-08-24 00:44:58 +00:00
BLI_strncpy ( simopts - > filepath , G . ima , FILE_MAX ) ;
}
BLI_path_abs ( simopts - > filepath , G . main - > name ) ;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
/* color management */
BKE_color_managed_display_settings_copy ( & simopts - > im_format . display_settings , & scene - > display_settings ) ;
BKE_color_managed_view_settings_copy ( & simopts - > im_format . view_settings , & scene - > view_settings ) ;
2011-08-24 00:44:58 +00:00
}
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2011-08-24 00:44:58 +00:00
return ( ibuf ! = NULL ) ;
}
2011-11-21 23:56:32 +00:00
static void save_image_options_from_op ( SaveImageOptions * simopts , wmOperator * op )
2011-08-24 00:44:58 +00:00
{
2011-11-21 23:56:32 +00:00
if ( op - > customdata ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
BKE_color_managed_view_settings_free ( & simopts - > im_format . view_settings ) ;
2012-03-28 11:53:18 +00:00
simopts - > im_format = * ( ImageFormatData * ) op - > customdata ;
2011-11-21 23:56:32 +00:00
}
2011-08-24 00:44:58 +00:00
2012-01-11 16:32:12 +00:00
if ( RNA_struct_property_is_set ( op - > ptr , " filepath " ) ) {
2011-08-30 23:37:46 +00:00
RNA_string_get ( op - > ptr , " filepath " , simopts - > filepath ) ;
BLI_path_abs ( simopts - > filepath , G . main - > name ) ;
}
2011-08-24 00:44:58 +00:00
}
static void save_image_options_to_op ( SaveImageOptions * simopts , wmOperator * op )
{
2011-11-21 23:56:32 +00:00
if ( op - > customdata ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
BKE_color_managed_view_settings_free ( & ( ( ImageFormatData * ) op - > customdata ) - > view_settings ) ;
2012-03-28 11:53:18 +00:00
* ( ImageFormatData * ) op - > customdata = simopts - > im_format ;
2011-11-21 23:56:32 +00:00
}
2011-08-26 01:32:07 +00:00
2011-08-24 00:44:58 +00:00
RNA_string_set ( op - > ptr , " filepath " , simopts - > filepath ) ;
}
2009-02-18 18:08:33 +00:00
/* assumes name is FILE_MAX */
/* ima->name and ibuf->name should end up the same */
2011-08-24 00:44:58 +00:00
static void save_image_doit ( bContext * C , SpaceImage * sima , wmOperator * op , SaveImageOptions * simopts , int do_newpath )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = ED_space_image ( sima ) ;
2009-09-30 18:18:32 +00:00
void * lock ;
2012-03-28 11:53:18 +00:00
ImBuf * ibuf = ED_space_image_acquire_buffer ( sima , & lock ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2010-03-09 16:57:24 +00:00
if ( ibuf ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
ImBuf * colormanaged_ibuf ;
2012-03-28 11:53:18 +00:00
const char * relbase = ID_BLEND_PATH ( CTX_data_main ( C ) , & ima - > id ) ;
const short relative = ( RNA_struct_find_property ( op - > ptr , " relative_path " ) & & RNA_boolean_get ( op - > ptr , " relative_path " ) ) ;
const short save_copy = ( RNA_struct_find_property ( op - > ptr , " copy " ) & & RNA_boolean_get ( op - > ptr , " copy " ) ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
const short save_as_render = ( RNA_struct_find_property ( op - > ptr , " save_as_render " ) & & RNA_boolean_get ( op - > ptr , " save_as_render " ) ) ;
2012-09-24 11:56:07 +00:00
ImageFormatData * imf = & simopts - > im_format ;
2012-03-28 11:53:18 +00:00
short ok = FALSE ;
2010-04-21 19:14:20 +00:00
2011-02-05 16:32:56 +00:00
/* old global to ensure a 2nd save goes to same dir */
2011-08-24 00:44:58 +00:00
BLI_strncpy ( G . ima , simopts - > filepath , sizeof ( G . ima ) ) ;
2010-11-30 18:07:44 +00:00
2010-11-16 13:08:24 +00:00
WM_cursor_wait ( 1 ) ;
2012-03-24 06:38:07 +00:00
if ( ima - > type = = IMA_TYPE_R_RESULT ) {
2010-11-30 18:07:44 +00:00
/* enforce user setting for RGB or RGBA, but skip BW */
2012-03-28 11:53:18 +00:00
if ( simopts - > im_format . planes = = R_IMF_PLANES_RGBA ) {
ibuf - > planes = R_IMF_PLANES_RGBA ;
2010-11-30 18:07:44 +00:00
}
2012-03-28 11:53:18 +00:00
else if ( simopts - > im_format . planes = = R_IMF_PLANES_RGB ) {
ibuf - > planes = R_IMF_PLANES_RGB ;
2010-11-30 18:07:44 +00:00
}
}
2010-11-30 23:38:31 +00:00
else {
/* TODO, better solution, if a 24bit image is painted onto it may contain alpha */
2012-03-24 06:38:07 +00:00
if ( ibuf - > userflags & IB_BITMAPDIRTY ) { /* it has been painted onto */
2010-11-30 23:38:31 +00:00
/* checks each pixel, not ideal */
2012-05-05 16:03:57 +00:00
ibuf - > planes = BKE_imbuf_alpha_test ( ibuf ) ? 32 : 24 ;
2010-11-30 23:38:31 +00:00
}
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
2012-09-24 11:56:07 +00:00
colormanaged_ibuf = IMB_colormanagement_imbuf_for_write ( ibuf , save_as_render , TRUE , & imf - > view_settings , & imf - > display_settings , imf ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
2012-03-28 11:53:18 +00:00
if ( simopts - > im_format . imtype = = R_IMF_IMTYPE_MULTILAYER ) {
Scene * scene = CTX_data_scene ( C ) ;
RenderResult * rr = BKE_image_acquire_renderresult ( scene , ima ) ;
2012-03-24 06:38:07 +00:00
if ( rr ) {
2011-11-21 23:56:32 +00:00
RE_WriteRenderResult ( op - > reports , rr , simopts - > filepath , simopts - > im_format . quality ) ;
2012-03-28 11:53:18 +00:00
ok = TRUE ;
2009-02-18 18:08:33 +00:00
}
2010-11-16 13:08:24 +00:00
else {
2009-02-18 18:08:33 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Did not write, no Multilayer Image " ) ;
2010-11-16 13:08:24 +00:00
}
2009-09-30 18:18:32 +00:00
BKE_image_release_renderresult ( scene , ima ) ;
2009-02-18 18:08:33 +00:00
}
2011-11-21 20:19:58 +00:00
else {
2012-10-10 23:44:07 +00:00
if ( BKE_imbuf_write_as ( colormanaged_ibuf , simopts - > filepath , & simopts - > im_format , save_copy ) ) {
2012-03-28 11:53:18 +00:00
ok = TRUE ;
2011-11-21 20:19:58 +00:00
}
2010-11-16 13:08:24 +00:00
}
2010-03-09 16:57:24 +00:00
2012-03-28 11:53:18 +00:00
if ( ok ) {
2012-03-24 06:38:07 +00:00
if ( ! save_copy ) {
if ( do_newpath ) {
2011-08-24 00:44:58 +00:00
BLI_strncpy ( ibuf - > name , simopts - > filepath , sizeof ( ibuf - > name ) ) ;
2011-10-28 04:05:52 +00:00
BLI_strncpy ( ima - > name , simopts - > filepath , sizeof ( ima - > name ) ) ;
2010-09-06 13:28:57 +00:00
}
2010-04-21 19:14:20 +00:00
ibuf - > userflags & = ~ IB_BITMAPDIRTY ;
/* change type? */
2012-03-28 11:53:18 +00:00
if ( ima - > type = = IMA_TYPE_R_RESULT ) {
ima - > type = IMA_TYPE_IMAGE ;
2010-04-21 19:14:20 +00:00
/* workaround to ensure the render result buffer is no longer used
* by this image , otherwise can crash when a new render result is
* created . */
2012-03-24 06:38:07 +00:00
if ( ibuf - > rect & & ! ( ibuf - > mall & IB_rect ) )
2010-04-21 19:14:20 +00:00
imb_freerectImBuf ( ibuf ) ;
2012-03-24 06:38:07 +00:00
if ( ibuf - > rect_float & & ! ( ibuf - > mall & IB_rectfloat ) )
2010-04-21 19:14:20 +00:00
imb_freerectfloatImBuf ( ibuf ) ;
2012-03-24 06:38:07 +00:00
if ( ibuf - > zbuf & & ! ( ibuf - > mall & IB_zbuf ) )
2010-04-21 19:14:20 +00:00
IMB_freezbufImBuf ( ibuf ) ;
2012-03-24 06:38:07 +00:00
if ( ibuf - > zbuf_float & & ! ( ibuf - > mall & IB_zbuffloat ) )
2010-04-21 19:14:20 +00:00
IMB_freezbuffloatImBuf ( ibuf ) ;
}
2012-03-28 11:53:18 +00:00
if ( ELEM ( ima - > source , IMA_SRC_GENERATED , IMA_SRC_VIEWER ) ) {
ima - > source = IMA_SRC_FILE ;
ima - > type = IMA_TYPE_IMAGE ;
2010-04-21 19:14:20 +00:00
}
2011-10-28 04:05:52 +00:00
/* only image path, never ibuf */
2012-03-24 06:38:07 +00:00
if ( relative ) {
2011-10-28 04:05:52 +00:00
BLI_path_rel ( ima - > name , relbase ) ; /* only after saving */
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
IMB_colormanagment_colorspace_from_ibuf_ftype ( & ima - > colorspace_settings , ibuf ) ;
2010-04-21 19:14:20 +00:00
}
2010-11-16 13:08:24 +00:00
}
else {
2012-10-26 17:32:50 +00:00
BKE_reportf ( op - > reports , RPT_ERROR , " Could not write image %s " , simopts - > filepath ) ;
2010-11-16 13:08:24 +00:00
}
2010-11-30 18:07:44 +00:00
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , sima - > image ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-18 18:08:33 +00:00
WM_cursor_wait ( 0 ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
2012-09-24 11:56:07 +00:00
if ( colormanaged_ibuf ! = ibuf )
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
IMB_freeImBuf ( colormanaged_ibuf ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-09-30 18:18:32 +00:00
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2011-11-21 23:56:32 +00:00
static void image_save_as_free ( wmOperator * op )
{
if ( op - > customdata ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
ImageFormatData * im_format = ( ImageFormatData * ) op - > customdata ;
BKE_color_managed_view_settings_free ( & im_format - > view_settings ) ;
2011-11-21 23:56:32 +00:00
MEM_freeN ( op - > customdata ) ;
2012-03-28 11:53:18 +00:00
op - > customdata = NULL ;
2011-11-21 23:56:32 +00:00
}
}
2011-10-28 03:02:09 +00:00
static int image_save_as_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2011-08-24 00:44:58 +00:00
SaveImageOptions simopts ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2011-11-21 23:56:32 +00:00
save_image_options_defaults ( & simopts ) ;
2012-03-09 00:41:09 +00:00
/* just in case to initialize values,
2011-08-24 00:44:58 +00:00
* these should be set on invoke or by the caller . */
2011-11-21 23:56:32 +00:00
save_image_options_init ( & simopts , sima , CTX_data_scene ( C ) , 0 ) ;
save_image_options_from_op ( & simopts , op ) ;
2009-06-24 21:27:10 +00:00
2011-08-24 00:44:58 +00:00
save_image_doit ( C , sima , op , & simopts , TRUE ) ;
2009-02-10 23:17:58 +00:00
2011-11-21 23:56:32 +00:00
image_save_as_free ( op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2010-09-17 09:27:31 +00:00
2011-10-28 03:02:09 +00:00
static int image_save_as_check ( bContext * UNUSED ( C ) , wmOperator * op )
2010-09-17 09:27:31 +00:00
{
2012-03-28 11:53:18 +00:00
ImageFormatData * imf = op - > customdata ;
2012-12-23 13:57:09 +00:00
return WM_operator_filesel_ensure_ext_imtype ( op , imf ) ;
2010-09-17 09:27:31 +00:00
}
2011-10-28 03:02:09 +00:00
static int image_save_as_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2009-02-10 23:17:58 +00:00
Image * ima = ED_space_image ( sima ) ;
2012-03-28 11:53:18 +00:00
Scene * scene = CTX_data_scene ( C ) ;
2011-08-24 00:44:58 +00:00
SaveImageOptions simopts ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( RNA_struct_property_is_set ( op - > ptr , " filepath " ) )
2011-10-28 03:02:09 +00:00
return image_save_as_exec ( C , op ) ;
2010-05-06 16:37:39 +00:00
2012-04-13 09:20:59 +00:00
save_image_options_defaults ( & simopts ) ;
2011-08-24 00:44:58 +00:00
if ( save_image_options_init ( & simopts , sima , scene , TRUE ) = = 0 )
return OPERATOR_CANCELLED ;
save_image_options_to_op ( & simopts , op ) ;
2009-09-30 18:18:32 +00:00
2011-08-24 00:44:58 +00:00
/* enable save_copy by default for render results */
2012-03-24 06:38:07 +00:00
if ( ELEM ( ima - > type , IMA_TYPE_R_RESULT , IMA_TYPE_COMPOSITE ) & & ! RNA_struct_property_is_set ( op - > ptr , " copy " ) ) {
2011-08-24 00:44:58 +00:00
RNA_boolean_set ( op - > ptr , " copy " , TRUE ) ;
2009-02-10 23:17:58 +00:00
}
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-09-18 19:20:23 +00:00
if ( ima - > source = = IMA_SRC_VIEWER | | ( ima - > flag & IMA_VIEW_AS_RENDER ) )
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
RNA_boolean_set ( op - > ptr , " save_as_render " , TRUE ) ;
else
RNA_boolean_set ( op - > ptr , " save_as_render " , FALSE ) ;
2012-03-28 11:53:18 +00:00
op - > customdata = MEM_mallocN ( sizeof ( simopts . im_format ) , __func__ ) ;
2011-11-21 23:56:32 +00:00
memcpy ( op - > customdata , & simopts . im_format , sizeof ( simopts . im_format ) ) ;
2011-08-24 00:44:58 +00:00
image_filesel ( C , op , simopts . filepath ) ;
2009-09-30 18:18:32 +00:00
2011-08-24 00:44:58 +00:00
return OPERATOR_RUNNING_MODAL ;
2009-02-10 23:17:58 +00:00
}
2011-11-21 23:56:32 +00:00
static int image_save_as_cancel ( bContext * UNUSED ( C ) , wmOperator * op )
2011-11-21 20:19:58 +00:00
{
2011-11-21 23:56:32 +00:00
image_save_as_free ( op ) ;
return OPERATOR_CANCELLED ;
}
static int image_save_as_draw_check_prop ( PointerRNA * ptr , PropertyRNA * prop )
{
2012-03-28 11:53:18 +00:00
const char * prop_id = RNA_property_identifier ( prop ) ;
2011-11-21 23:56:32 +00:00
return ! ( strcmp ( prop_id , " filepath " ) = = 0 | |
strcmp ( prop_id , " directory " ) = = 0 | |
strcmp ( prop_id , " filename " ) = = 0 | |
/* when saving a copy, relative path has no effect */
( ( strcmp ( prop_id , " relative_path " ) = = 0 ) & & RNA_boolean_get ( ptr , " copy " ) )
) ;
}
static void image_save_as_draw ( bContext * UNUSED ( C ) , wmOperator * op )
{
2012-03-28 11:53:18 +00:00
uiLayout * layout = op - > layout ;
ImageFormatData * imf = op - > customdata ;
2011-11-21 20:19:58 +00:00
PointerRNA ptr ;
/* image template */
RNA_pointer_create ( NULL , & RNA_ImageFormatSettings , imf , & ptr ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
uiTemplateImageSettings ( layout , & ptr , FALSE ) ;
2011-11-21 20:19:58 +00:00
/* main draw call */
2011-11-21 23:56:32 +00:00
RNA_pointer_create ( NULL , op - > type - > srna , op - > properties , & ptr ) ;
uiDefAutoButsRNA ( layout , & ptr , image_save_as_draw_check_prop , ' \0 ' ) ;
2011-11-21 20:19:58 +00:00
}
2012-09-28 01:16:26 +00:00
static int image_save_as_poll ( bContext * C )
{
if ( space_image_buffer_exists_poll ( C ) ) {
if ( G . is_rendering ) {
/* no need to NULL check here */
SpaceImage * sima = CTX_wm_space_image ( C ) ;
Image * ima = ED_space_image ( sima ) ;
2012-09-30 10:39:00 +00:00
if ( ima - > source = = IMA_SRC_VIEWER ) {
2012-09-28 01:16:26 +00:00
CTX_wm_operator_poll_msg_set ( C , " can't save image while rendering " ) ;
return FALSE ;
}
}
return TRUE ;
}
return FALSE ;
}
2009-02-10 23:17:58 +00:00
void IMAGE_OT_save_as ( wmOperatorType * ot )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2011-11-21 23:56:32 +00:00
// PropertyRNA *prop;
2011-08-24 00:44:58 +00:00
2009-02-10 23:17:58 +00:00
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Save As Image " ;
ot - > idname = " IMAGE_OT_save_as " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Save the image with another name and/or settings " ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_save_as_exec ;
ot - > check = image_save_as_check ;
ot - > invoke = image_save_as_invoke ;
ot - > cancel = image_save_as_cancel ;
ot - > ui = image_save_as_draw ;
2012-09-28 01:16:26 +00:00
ot - > poll = image_save_as_poll ;
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2009-02-10 23:17:58 +00:00
/* properties */
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
RNA_def_boolean ( ot - > srna , " save_as_render " , 0 , " Save As Render " , " Apply render part of display transform when saving byte image " ) ;
2011-11-21 23:56:32 +00:00
RNA_def_boolean ( ot - > srna , " copy " , 0 , " Copy " , " Create a new image file without modifying the current image in blender " ) ;
2011-08-24 00:44:58 +00:00
2012-08-04 12:54:27 +00:00
WM_operator_properties_filesel ( ot , FOLDERFILE | IMAGEFILE | MOVIEFILE , FILE_SPECIAL , FILE_SAVE ,
WM_FILESEL_FILEPATH | WM_FILESEL_RELPATH , FILE_DEFAULTDISPLAY ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
/******************** save image operator ********************/
2011-10-28 03:02:09 +00:00
static int image_save_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
Scene * scene = CTX_data_scene ( C ) ;
2011-08-24 00:44:58 +00:00
SaveImageOptions simopts ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-12-23 13:57:09 +00:00
save_image_options_defaults ( & simopts ) ;
2011-08-24 00:44:58 +00:00
if ( save_image_options_init ( & simopts , sima , scene , FALSE ) = = 0 )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2011-11-21 23:56:32 +00:00
save_image_options_from_op ( & simopts , op ) ;
2009-09-30 18:18:32 +00:00
2011-10-22 15:35:49 +00:00
if ( BLI_exists ( simopts . filepath ) & & BLI_file_is_writable ( simopts . filepath ) ) {
2011-08-24 00:44:58 +00:00
save_image_doit ( C , sima , op , & simopts , FALSE ) ;
2009-02-18 18:08:33 +00:00
}
else {
2012-10-26 17:32:50 +00:00
BKE_reportf ( op - > reports , RPT_ERROR , " Cannot save image, path '%s' is not writable " , simopts . filepath ) ;
2009-02-18 18:08:33 +00:00
return OPERATOR_CANCELLED ;
}
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
void IMAGE_OT_save ( wmOperatorType * ot )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2009-02-10 23:17:58 +00:00
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Save Image " ;
ot - > idname = " IMAGE_OT_save " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Save the image with current name and settings " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_save_exec ;
ot - > poll = space_image_file_exists_poll ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
/******************* save sequence operator ********************/
2011-10-28 03:02:09 +00:00
static int image_save_sequence_exec ( bContext * C , wmOperator * op )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
Main * bmain = CTX_data_main ( C ) ;
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
ImBuf * ibuf ;
2012-03-28 11:53:18 +00:00
int tot = 0 ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
char di [ FILE_MAX ] , fi [ FILE_MAX ] ;
2012-03-28 11:53:18 +00:00
if ( sima - > image = = NULL )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2012-03-28 11:53:18 +00:00
if ( sima - > image - > source ! = IMA_SRC_SEQUENCE ) {
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Can only save sequence on image sequences " ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
}
2012-03-28 11:53:18 +00:00
if ( sima - > image - > type = = IMA_TYPE_MULTILAYER ) {
2012-10-26 17:32:50 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Cannot save multilayer sequences " ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
/* get total */
2012-03-28 11:53:18 +00:00
for ( ibuf = sima - > image - > ibufs . first ; ibuf ; ibuf = ibuf - > next )
2012-03-24 06:38:07 +00:00
if ( ibuf - > userflags & IB_BITMAPDIRTY )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
tot + + ;
2012-03-28 11:53:18 +00:00
if ( tot = = 0 ) {
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_WARNING , " No images have been changed " ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
/* get a filename for menu */
2012-03-28 11:53:18 +00:00
for ( ibuf = sima - > image - > ibufs . first ; ibuf ; ibuf = ibuf - > next )
2012-03-24 06:38:07 +00:00
if ( ibuf - > userflags & IB_BITMAPDIRTY )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
break ;
BLI_strncpy ( di , ibuf - > name , FILE_MAX ) ;
BLI_splitdirstring ( di , fi ) ;
2012-10-14 15:29:09 +00:00
BKE_reportf ( op - > reports , RPT_INFO , " %d image(s) will be saved in %s " , tot , di ) ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
for ( ibuf = sima - > image - > ibufs . first ; ibuf ; ibuf = ibuf - > next ) {
2012-03-24 06:38:07 +00:00
if ( ibuf - > userflags & IB_BITMAPDIRTY ) {
2009-02-11 19:16:14 +00:00
char name [ FILE_MAX ] ;
BLI_strncpy ( name , ibuf - > name , sizeof ( name ) ) ;
2010-11-16 13:08:24 +00:00
BLI_path_abs ( name , bmain - > name ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( 0 = = IMB_saveiff ( ibuf , name , IB_rect | IB_zbuf | IB_zbuffloat ) ) {
2011-09-19 12:26:20 +00:00
BKE_reportf ( op - > reports , RPT_ERROR , " Could not write image %s " , name ) ;
2009-02-11 19:16:14 +00:00
break ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-11 19:16:14 +00:00
2012-10-26 17:32:50 +00:00
BKE_reportf ( op - > reports , RPT_INFO , " Saved %s " , ibuf - > name ) ;
2009-02-11 19:16:14 +00:00
ibuf - > userflags & = ~ IB_BITMAPDIRTY ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
}
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
void IMAGE_OT_save_sequence ( wmOperatorType * ot )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2009-02-10 23:17:58 +00:00
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Save Sequence " ;
ot - > idname = " IMAGE_OT_save_sequence " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Save a sequence of images " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_save_sequence_exec ;
ot - > poll = space_image_buffer_exists_poll ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
/******************** reload image operator ********************/
2011-10-28 03:02:09 +00:00
static int image_reload_exec ( bContext * C , wmOperator * UNUSED ( op ) )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-24 06:38:07 +00:00
if ( ! ima )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2011-03-03 15:18:35 +00:00
/* XXX unpackImage frees image buffers */
ED_preview_kill_jobs ( C ) ;
2009-10-09 22:00:33 +00:00
// XXX other users?
2012-03-28 11:53:18 +00:00
BKE_image_signal ( ima , ( sima ) ? & sima - > iuser : NULL , IMA_SIGNAL_RELOAD ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , ima ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
void IMAGE_OT_reload ( wmOperatorType * ot )
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2009-02-10 23:17:58 +00:00
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Reload Image " ;
ot - > idname = " IMAGE_OT_reload " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Reload current image from disk " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_reload_exec ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-22 07:26:09 +00:00
ot - > flag = OPTYPE_REGISTER ; /* no undo, image buffer is not handled by undo */
2009-02-10 23:17:58 +00:00
}
/********************** new image operator *********************/
2010-11-28 12:38:29 +00:00
static int image_new_exec ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
SpaceImage * sima ;
Scene * scene ;
Object * obedit ;
Image * ima ;
2009-10-01 23:32:57 +00:00
PointerRNA ptr , idptr ;
PropertyRNA * prop ;
2012-03-28 11:53:18 +00:00
char name [ MAX_ID_NAME - 2 ] ;
2009-02-10 23:17:58 +00:00
float color [ 4 ] ;
2012-08-29 08:17:38 +00:00
int width , height , floatbuf , gen_type , alpha ;
2009-02-10 23:17:58 +00:00
/* retrieve state */
2012-03-28 11:53:18 +00:00
sima = CTX_wm_space_image ( C ) ;
scene = CTX_data_scene ( C ) ;
obedit = CTX_data_edit_object ( C ) ;
2009-02-10 23:17:58 +00:00
RNA_string_get ( op - > ptr , " name " , name ) ;
2012-03-28 11:53:18 +00:00
width = RNA_int_get ( op - > ptr , " width " ) ;
height = RNA_int_get ( op - > ptr , " height " ) ;
floatbuf = RNA_boolean_get ( op - > ptr , " float " ) ;
2012-08-29 08:17:38 +00:00
gen_type = RNA_enum_get ( op - > ptr , " generated_type " ) ;
2009-02-10 23:17:58 +00:00
RNA_float_get_array ( op - > ptr , " color " , color ) ;
2012-03-28 11:53:18 +00:00
alpha = RNA_boolean_get ( op - > ptr , " alpha " ) ;
2010-03-12 02:43:36 +00:00
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
if ( ! floatbuf ) {
/* OCIO_TODO: perhaps we need to convert to display space, not just to sRGB */
2010-03-12 02:43:36 +00:00
linearrgb_to_srgb_v3_v3 ( color , color ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
}
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! alpha )
2012-03-28 11:53:18 +00:00
color [ 3 ] = 1.0f ;
2010-06-29 22:07:27 +00:00
2012-08-29 08:17:38 +00:00
ima = BKE_image_add_generated ( width , height , name , alpha ? 32 : 24 , floatbuf , gen_type , color ) ;
2009-09-16 19:27:08 +00:00
2012-03-24 06:38:07 +00:00
if ( ! ima )
2009-10-01 23:32:57 +00:00
return OPERATOR_CANCELLED ;
/* hook into UI */
uiIDContextProperty ( C , & ptr , & prop ) ;
2012-03-24 06:38:07 +00:00
if ( prop ) {
2009-10-01 23:32:57 +00:00
/* when creating new ID blocks, use is already 1, but RNA
* pointer se also increases user , so this compensates it */
ima - > id . us - - ;
RNA_id_pointer_create ( & ima - > id , & idptr ) ;
RNA_property_pointer_set ( & ptr , prop , idptr ) ;
RNA_property_update ( C , & ptr , prop ) ;
2009-09-16 19:27:08 +00:00
}
2012-10-25 16:58:52 +00:00
else if ( sima ) {
2011-11-10 13:39:25 +00:00
ED_space_image_set ( sima , scene , obedit , ima ) ;
2012-10-25 16:58:52 +00:00
}
else {
Tex * tex = CTX_data_pointer_get_type ( C , " texture " , & RNA_Texture ) . data ;
if ( tex & & tex - > type = = TEX_IMAGE ) {
2012-10-26 04:14:10 +00:00
tex - > ima = ima ;
2012-10-25 16:58:52 +00:00
ED_area_tag_redraw ( CTX_wm_area ( C ) ) ;
}
}
2009-10-01 23:32:57 +00:00
2012-03-28 11:53:18 +00:00
BKE_image_signal ( ima , ( sima ) ? & sima - > iuser : NULL , IMA_SIGNAL_USER_NEW_IMAGE ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
}
2010-11-28 12:38:29 +00:00
/* XXX, Ton is not a fan of OK buttons but using this function to avoid undo/redo bug while in mesh-editmode, - campbell */
2012-10-25 16:58:52 +00:00
/* XXX Note: the WM_operator_props_dialog_popup() doesn't work for uiIDContextProperty(), image is not being that way */
2010-11-28 12:38:29 +00:00
static int image_new_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2010-11-20 17:31:59 +00:00
{
2010-11-28 12:38:29 +00:00
return WM_operator_props_dialog_popup ( C , op , 300 , 100 ) ;
2010-11-20 17:31:59 +00:00
}
2009-02-10 23:17:58 +00:00
void IMAGE_OT_new ( wmOperatorType * ot )
{
2010-06-29 22:07:27 +00:00
PropertyRNA * prop ;
2012-03-28 11:53:18 +00:00
static float default_color [ 4 ] = { 0.0f , 0.0f , 0.0f , 1.0f } ;
2010-06-29 22:07:27 +00:00
2009-02-10 23:17:58 +00:00
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " New Image " ;
ot - > description = " Create a new image " ;
ot - > idname = " IMAGE_OT_new " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_new_exec ;
ot - > invoke = image_new_invoke ;
2010-11-20 17:31:59 +00:00
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-22 07:26:09 +00:00
ot - > flag = OPTYPE_UNDO ;
2009-02-10 23:17:58 +00:00
/* properties */
2012-03-28 11:53:18 +00:00
RNA_def_string ( ot - > srna , " name " , " untitled " , MAX_ID_NAME - 2 , " Name " , " Image datablock name " ) ;
2011-09-19 12:26:20 +00:00
RNA_def_int ( ot - > srna , " width " , 1024 , 1 , INT_MAX , " Width " , " Image width " , 1 , 16384 ) ;
RNA_def_int ( ot - > srna , " height " , 1024 , 1 , INT_MAX , " Height " , " Image height " , 1 , 16384 ) ;
2012-03-28 11:53:18 +00:00
prop = RNA_def_float_color ( ot - > srna , " color " , 4 , NULL , 0.0f , FLT_MAX , " Color " , " Default fill color " , 0.0f , 1.0f ) ;
2010-06-29 22:07:27 +00:00
RNA_def_property_float_array_default ( prop , default_color ) ;
2011-09-19 12:26:20 +00:00
RNA_def_boolean ( ot - > srna , " alpha " , 1 , " Alpha " , " Create an image with an alpha channel " ) ;
2012-08-29 08:17:38 +00:00
RNA_def_enum ( ot - > srna , " generated_type " , image_generated_type_items , IMA_GENTYPE_BLANK ,
" Generated Type " , " Fill the image with a grid for UV map testing " ) ;
2011-09-19 12:26:20 +00:00
RNA_def_boolean ( ot - > srna , " float " , 0 , " 32 bit Float " , " Create image with 32 bit floating point bit depth " ) ;
2009-02-10 23:17:58 +00:00
}
2011-02-23 12:02:43 +00:00
/********************* invert operators *********************/
2011-02-25 11:00:38 +00:00
static int image_invert_poll ( bContext * C )
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
2012-11-15 15:59:58 +00:00
return BKE_image_has_ibuf ( ima , NULL ) ;
2011-02-25 11:00:38 +00:00
}
static int image_invert_exec ( bContext * C , wmOperator * op )
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
2012-11-15 15:59:58 +00:00
ImBuf * ibuf = BKE_image_acquire_ibuf ( ima , NULL , NULL ) ;
2011-02-28 03:17:20 +00:00
2012-07-07 22:51:57 +00:00
/* flags indicate if this channel should be inverted */
2012-03-28 11:53:18 +00:00
const short r = RNA_boolean_get ( op - > ptr , " invert_r " ) ;
const short g = RNA_boolean_get ( op - > ptr , " invert_g " ) ;
const short b = RNA_boolean_get ( op - > ptr , " invert_b " ) ;
const short a = RNA_boolean_get ( op - > ptr , " invert_a " ) ;
2011-02-28 03:17:20 +00:00
int i ;
2012-07-06 23:56:59 +00:00
if ( ibuf = = NULL ) /* TODO: this should actually never happen, but does for render-results -> cleanup */
2011-02-25 11:00:38 +00:00
return OPERATOR_CANCELLED ;
2011-02-28 03:17:20 +00:00
2011-02-23 12:02:43 +00:00
/* TODO: make this into an IMB_invert_channels(ibuf,r,g,b,a) method!? */
if ( ibuf - > rect_float ) {
float * fp = ( float * ) ibuf - > rect_float ;
2012-03-28 11:53:18 +00:00
for ( i = ibuf - > x * ibuf - > y ; i > 0 ; i - - , fp + = 4 ) {
if ( r ) fp [ 0 ] = 1.0f - fp [ 0 ] ;
if ( g ) fp [ 1 ] = 1.0f - fp [ 1 ] ;
if ( b ) fp [ 2 ] = 1.0f - fp [ 2 ] ;
if ( a ) fp [ 3 ] = 1.0f - fp [ 3 ] ;
2011-02-23 12:02:43 +00:00
}
2011-02-28 03:17:20 +00:00
2012-03-24 06:38:07 +00:00
if ( ibuf - > rect ) {
2011-02-28 03:17:20 +00:00
IMB_rect_from_float ( ibuf ) ;
}
2011-02-23 12:02:43 +00:00
}
2012-03-24 06:38:07 +00:00
else if ( ibuf - > rect ) {
2011-02-23 12:02:43 +00:00
char * cp = ( char * ) ibuf - > rect ;
2012-03-28 11:53:18 +00:00
for ( i = ibuf - > x * ibuf - > y ; i > 0 ; i - - , cp + = 4 ) {
if ( r ) cp [ 0 ] = 255 - cp [ 0 ] ;
if ( g ) cp [ 1 ] = 255 - cp [ 1 ] ;
if ( b ) cp [ 2 ] = 255 - cp [ 2 ] ;
if ( a ) cp [ 3 ] = 255 - cp [ 3 ] ;
2011-02-23 12:02:43 +00:00
}
}
2011-02-28 03:17:20 +00:00
else {
2012-11-15 15:59:58 +00:00
BKE_image_release_ibuf ( ima , ibuf , NULL ) ;
2011-02-23 12:02:43 +00:00
return OPERATOR_CANCELLED ;
2011-02-28 03:17:20 +00:00
}
2011-02-23 12:02:43 +00:00
2011-02-28 03:17:20 +00:00
ibuf - > userflags | = IB_BITMAPDIRTY ;
2012-03-24 06:38:07 +00:00
if ( ibuf - > mipmap [ 0 ] )
2011-05-08 20:21:31 +00:00
ibuf - > userflags | = IB_MIPMAP_INVALID ;
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , ima ) ;
2012-11-15 15:59:58 +00:00
BKE_image_release_ibuf ( ima , ibuf , NULL ) ;
2011-02-23 12:02:43 +00:00
return OPERATOR_FINISHED ;
}
2011-02-25 11:00:38 +00:00
void IMAGE_OT_invert ( wmOperatorType * ot )
{
2011-02-23 12:02:43 +00:00
/* identifiers */
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ot - > name = " Invert Channels " ;
ot - > idname = " IMAGE_OT_invert " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Invert image's channels " ;
2011-02-23 12:02:43 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_invert_exec ;
ot - > poll = image_invert_poll ;
2011-02-23 12:02:43 +00:00
/* properties */
2011-02-23 19:40:24 +00:00
RNA_def_boolean ( ot - > srna , " invert_r " , 0 , " Red " , " Invert Red Channel " ) ;
RNA_def_boolean ( ot - > srna , " invert_g " , 0 , " Green " , " Invert Green Channel " ) ;
RNA_def_boolean ( ot - > srna , " invert_b " , 0 , " Blue " , " Invert Blue Channel " ) ;
RNA_def_boolean ( ot - > srna , " invert_a " , 0 , " Alpha " , " Invert Alpha Channel " ) ;
2011-02-23 12:02:43 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2011-02-23 12:02:43 +00:00
}
2009-02-10 23:17:58 +00:00
/********************* pack operator *********************/
2011-10-28 03:02:09 +00:00
static int image_pack_test ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
int as_png = RNA_boolean_get ( op - > ptr , " as_png " ) ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! ima )
2009-02-11 19:16:14 +00:00
return 0 ;
2012-03-24 06:38:07 +00:00
if ( ! as_png & & ima - > packedfile )
2009-02-11 19:16:14 +00:00
return 0 ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
if ( ima - > source = = IMA_SRC_SEQUENCE | | ima - > source = = IMA_SRC_MOVIE ) {
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Packing movies or image sequences not supported " ) ;
2009-02-11 19:16:14 +00:00
return 0 ;
2009-02-10 23:17:58 +00:00
}
2009-02-11 19:16:14 +00:00
return 1 ;
}
2011-10-28 03:02:09 +00:00
static int image_pack_exec ( bContext * C , wmOperator * op )
2009-02-11 19:16:14 +00:00
{
2012-03-28 11:53:18 +00:00
struct Main * bmain = CTX_data_main ( C ) ;
Image * ima = CTX_data_edit_image ( C ) ;
2012-11-15 15:59:58 +00:00
ImBuf * ibuf = BKE_image_acquire_ibuf ( ima , NULL , NULL ) ;
2012-03-28 11:53:18 +00:00
int as_png = RNA_boolean_get ( op - > ptr , " as_png " ) ;
2009-02-11 19:16:14 +00:00
2012-03-24 06:38:07 +00:00
if ( ! image_pack_test ( C , op ) )
2009-02-11 19:16:14 +00:00
return OPERATOR_CANCELLED ;
2012-03-24 06:38:07 +00:00
if ( ! as_png & & ( ibuf & & ( ibuf - > userflags & IB_BITMAPDIRTY ) ) ) {
2012-10-26 17:32:50 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Cannot pack edited image from disk, only as internal PNG " ) ;
2009-02-11 19:16:14 +00:00
return OPERATOR_CANCELLED ;
2009-02-10 23:17:58 +00:00
}
2009-02-11 19:16:14 +00:00
2012-03-24 06:38:07 +00:00
if ( as_png )
2009-02-11 19:16:14 +00:00
BKE_image_memorypack ( ima ) ;
else
2012-03-28 11:53:18 +00:00
ima - > packedfile = newPackedFile ( op - > reports , ima - > name , ID_BLEND_PATH ( bmain , & ima - > id ) ) ;
2009-02-11 19:16:14 +00:00
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , ima ) ;
2012-11-15 15:59:58 +00:00
BKE_image_release_ibuf ( ima , ibuf , NULL ) ;
2009-02-11 19:16:14 +00:00
return OPERATOR_FINISHED ;
}
2011-10-28 03:02:09 +00:00
static int image_pack_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2009-02-11 19:16:14 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
2012-11-15 15:59:58 +00:00
ImBuf * ibuf ;
2009-04-22 18:39:44 +00:00
uiPopupMenu * pup ;
uiLayout * layout ;
2012-03-28 11:53:18 +00:00
int as_png = RNA_boolean_get ( op - > ptr , " as_png " ) ;
2009-02-11 19:16:14 +00:00
2012-03-24 06:38:07 +00:00
if ( ! image_pack_test ( C , op ) )
2009-02-11 19:16:14 +00:00
return OPERATOR_CANCELLED ;
2012-11-15 15:59:58 +00:00
ibuf = BKE_image_acquire_ibuf ( ima , NULL , NULL ) ;
2012-03-24 06:38:07 +00:00
if ( ! as_png & & ( ibuf & & ( ibuf - > userflags & IB_BITMAPDIRTY ) ) ) {
2012-03-28 11:53:18 +00:00
pup = uiPupMenuBegin ( C , " OK " , ICON_QUESTION ) ;
layout = uiPupMenuLayout ( pup ) ;
2011-02-27 18:03:19 +00:00
uiItemBooleanO ( layout , " Can't pack edited image from disk. Pack as internal PNG? " , ICON_NONE , op - > idname , " as_png " , 1 ) ;
2009-04-22 18:39:44 +00:00
uiPupMenuEnd ( C , pup ) ;
2009-02-11 19:16:14 +00:00
2012-11-15 15:59:58 +00:00
BKE_image_release_ibuf ( ima , ibuf , NULL ) ;
2009-02-11 19:16:14 +00:00
return OPERATOR_CANCELLED ;
2009-02-10 23:17:58 +00:00
}
2012-11-15 15:59:58 +00:00
BKE_image_release_ibuf ( ima , ibuf , NULL ) ;
2011-10-28 03:02:09 +00:00
return image_pack_exec ( C , op ) ;
2009-02-10 23:17:58 +00:00
}
void IMAGE_OT_pack ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Pack Image " ;
ot - > description = " Pack an image as embedded data into the .blend file " ;
ot - > idname = " IMAGE_OT_pack " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_pack_exec ;
ot - > invoke = image_pack_invoke ;
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2009-02-10 23:17:58 +00:00
/* properties */
2011-09-19 12:26:20 +00:00
RNA_def_boolean ( ot - > srna , " as_png " , 0 , " Pack As PNG " , " Pack image as lossless PNG " ) ;
2009-02-10 23:17:58 +00:00
}
/********************* unpack operator *********************/
2011-01-26 14:18:16 +00:00
static int image_unpack_exec ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
int method = RNA_enum_get ( op - > ptr , " method " ) ;
2009-02-10 23:17:58 +00:00
2010-06-17 07:20:12 +00:00
/* find the suppplied image by name */
2012-01-11 16:32:12 +00:00
if ( RNA_struct_property_is_set ( op - > ptr , " id " ) ) {
2012-03-28 11:53:18 +00:00
char imaname [ MAX_ID_NAME - 2 ] ;
2011-01-26 14:18:16 +00:00
RNA_string_get ( op - > ptr , " id " , imaname ) ;
2010-06-17 07:20:12 +00:00
ima = BLI_findstring ( & CTX_data_main ( C ) - > image , imaname , offsetof ( ID , name ) + 2 ) ;
if ( ! ima ) ima = CTX_data_edit_image ( C ) ;
}
2012-03-24 06:38:07 +00:00
if ( ! ima | | ! ima - > packedfile )
2009-06-30 19:20:45 +00:00
return OPERATOR_CANCELLED ;
2012-03-28 11:53:18 +00:00
if ( ima - > source = = IMA_SRC_SEQUENCE | | ima - > source = = IMA_SRC_MOVIE ) {
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Unpacking movies or image sequences not supported " ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2009-06-30 19:20:45 +00:00
}
2012-03-24 06:38:07 +00:00
if ( G . fileflags & G_AUTOPACK )
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_WARNING , " AutoPack is enabled, so image will be packed again on file save " ) ;
2011-03-03 15:18:35 +00:00
/* XXX unpackImage frees image buffers */
ED_preview_kill_jobs ( C ) ;
2009-06-30 19:20:45 +00:00
unpackImage ( op - > reports , ima , method ) ;
2010-06-17 07:20:12 +00:00
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , ima ) ;
2009-06-30 19:20:45 +00:00
return OPERATOR_FINISHED ;
}
2011-01-26 14:18:16 +00:00
static int image_unpack_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2009-06-30 19:20:45 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
2009-06-30 19:20:45 +00:00
2012-03-24 06:38:07 +00:00
if ( RNA_struct_property_is_set ( op - > ptr , " id " ) )
2011-01-26 14:18:16 +00:00
return image_unpack_exec ( C , op ) ;
2010-06-17 07:20:12 +00:00
2012-03-24 06:38:07 +00:00
if ( ! ima | | ! ima - > packedfile )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2012-03-28 11:53:18 +00:00
if ( ima - > source = = IMA_SRC_SEQUENCE | | ima - > source = = IMA_SRC_MOVIE ) {
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_ERROR , " Unpacking movies or image sequences not supported " ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
}
2012-03-24 06:38:07 +00:00
if ( G . fileflags & G_AUTOPACK )
2011-09-19 12:26:20 +00:00
BKE_report ( op - > reports , RPT_WARNING , " AutoPack is enabled, so image will be packed again on file save " ) ;
2011-01-26 14:18:16 +00:00
2012-03-28 11:53:18 +00:00
unpack_menu ( C , " IMAGE_OT_unpack " , ima - > id . name + 2 , ima - > name , " textures " , ima - > packedfile ) ;
2009-02-10 23:17:58 +00:00
2009-02-11 19:16:14 +00:00
return OPERATOR_FINISHED ;
2009-02-10 23:17:58 +00:00
}
void IMAGE_OT_unpack ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Unpack Image " ;
ot - > description = " Save an image packed in the .blend file to disk " ;
ot - > idname = " IMAGE_OT_unpack " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_unpack_exec ;
ot - > invoke = image_unpack_invoke ;
2009-02-10 23:17:58 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2011-02-23 19:40:24 +00:00
/* properties */
2011-09-19 12:26:20 +00:00
RNA_def_enum ( ot - > srna , " method " , unpack_method_items , PF_USE_LOCAL , " Method " , " How to unpack " ) ;
2012-03-28 11:53:18 +00:00
RNA_def_string ( ot - > srna , " id " , " " , MAX_ID_NAME - 2 , " Image Name " , " Image datablock name to unpack " ) ; /* XXX, weark!, will fail with library, name collisions */
2009-02-10 23:17:58 +00:00
}
/******************** sample image operator ********************/
typedef struct ImageSampleInfo {
ARegionType * art ;
void * draw_handle ;
int x , y ;
2009-09-30 18:18:32 +00:00
int channels ;
2009-02-10 23:17:58 +00:00
2012-01-20 14:33:03 +00:00
unsigned char col [ 4 ] ;
2009-02-10 23:17:58 +00:00
float colf [ 4 ] ;
int z ;
float zf ;
2012-01-20 14:33:03 +00:00
unsigned char * colp ;
2009-02-10 23:17:58 +00:00
float * colfp ;
int * zp ;
float * zfp ;
int draw ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
int color_manage ;
int use_default_view ;
2009-02-10 23:17:58 +00:00
} ImageSampleInfo ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
static void image_sample_draw ( const bContext * C , ARegion * ar , void * arg_info )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
ImageSampleInfo * info = arg_info ;
2012-03-24 06:38:07 +00:00
if ( info - > draw ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
Scene * scene = CTX_data_scene ( C ) ;
ED_image_draw_info ( scene , ar , info - > color_manage , info - > use_default_view , info - > channels ,
info - > x , info - > y , info - > colp , info - > colfp , info - > zp , info - > zfp ) ;
2011-02-15 04:06:13 +00:00
}
2009-02-10 23:17:58 +00:00
}
2012-08-16 14:47:14 +00:00
/* returns color in SRGB */
/* matching ED_space_node_color_sample() */
int ED_space_image_color_sample ( SpaceImage * sima , ARegion * ar , int mval [ 2 ] , float r_col [ 3 ] )
{
void * lock ;
ImBuf * ibuf = ED_space_image_acquire_buffer ( sima , & lock ) ;
float fx , fy ;
int ret = FALSE ;
if ( ibuf = = NULL ) {
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2012-08-16 14:47:14 +00:00
return FALSE ;
}
UI_view2d_region_to_view ( & ar - > v2d , mval [ 0 ] , mval [ 1 ] , & fx , & fy ) ;
if ( fx > = 0.0f & & fy > = 0.0f & & fx < 1.0f & & fy < 1.0f ) {
float * fp ;
unsigned char * cp ;
int x = ( int ) ( fx * ibuf - > x ) , y = ( int ) ( fy * ibuf - > y ) ;
CLAMP ( x , 0 , ibuf - > x - 1 ) ;
CLAMP ( y , 0 , ibuf - > y - 1 ) ;
if ( ibuf - > rect_float ) {
fp = ( ibuf - > rect_float + ( ibuf - > channels ) * ( y * ibuf - > x + x ) ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
linearrgb_to_srgb_v3_v3 ( r_col , fp ) ;
2012-08-16 14:47:14 +00:00
ret = TRUE ;
}
else if ( ibuf - > rect ) {
cp = ( unsigned char * ) ( ibuf - > rect + y * ibuf - > x + x ) ;
2012-08-17 12:32:13 +00:00
rgb_uchar_to_float ( r_col , cp ) ;
2012-08-16 14:47:14 +00:00
ret = TRUE ;
}
}
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2012-08-16 14:47:14 +00:00
return ret ;
}
2011-10-28 03:02:09 +00:00
static void image_sample_apply ( bContext * C , wmOperator * op , wmEvent * event )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2009-09-30 18:18:32 +00:00
void * lock ;
2012-03-28 11:53:18 +00:00
ImBuf * ibuf = ED_space_image_acquire_buffer ( sima , & lock ) ;
ImageSampleInfo * info = op - > customdata ;
2009-02-10 23:17:58 +00:00
float fx , fy ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
Scene * scene = CTX_data_scene ( C ) ;
CurveMapping * curve_mapping = scene - > view_settings . curve_mapping ;
2012-03-24 06:38:07 +00:00
if ( ibuf = = NULL ) {
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2012-06-21 14:37:56 +00:00
info - > draw = 0 ;
2009-02-10 23:17:58 +00:00
return ;
2009-09-30 18:18:32 +00:00
}
2009-02-10 23:17:58 +00:00
2011-05-20 07:40:05 +00:00
UI_view2d_region_to_view ( & ar - > v2d , event - > mval [ 0 ] , event - > mval [ 1 ] , & fx , & fy ) ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
if ( fx > = 0.0f & & fy > = 0.0f & & fx < 1.0f & & fy < 1.0f ) {
2009-02-10 23:17:58 +00:00
float * fp ;
2012-01-20 14:33:03 +00:00
unsigned char * cp ;
2012-03-28 11:53:18 +00:00
int x = ( int ) ( fx * ibuf - > x ) , y = ( int ) ( fy * ibuf - > y ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
Image * image = ED_space_image ( sima ) ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
CLAMP ( x , 0 , ibuf - > x - 1 ) ;
CLAMP ( y , 0 , ibuf - > y - 1 ) ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
info - > x = x ;
info - > y = y ;
info - > draw = 1 ;
info - > channels = ibuf - > channels ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
info - > colp = NULL ;
info - > colfp = NULL ;
info - > zp = NULL ;
info - > zfp = NULL ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
info - > use_default_view = ( image - > flag & IMA_VIEW_AS_RENDER ) ? FALSE : TRUE ;
2012-03-24 06:38:07 +00:00
if ( ibuf - > rect ) {
2012-03-28 11:53:18 +00:00
cp = ( unsigned char * ) ( ibuf - > rect + y * ibuf - > x + x ) ;
info - > col [ 0 ] = cp [ 0 ] ;
info - > col [ 1 ] = cp [ 1 ] ;
info - > col [ 2 ] = cp [ 2 ] ;
info - > col [ 3 ] = cp [ 3 ] ;
info - > colp = info - > col ;
info - > colf [ 0 ] = ( float ) cp [ 0 ] / 255.0f ;
info - > colf [ 1 ] = ( float ) cp [ 1 ] / 255.0f ;
info - > colf [ 2 ] = ( float ) cp [ 2 ] / 255.0f ;
info - > colf [ 3 ] = ( float ) cp [ 3 ] / 255.0f ;
info - > colfp = info - > colf ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
info - > color_manage = FALSE ;
2009-02-10 23:17:58 +00:00
}
2012-03-24 06:38:07 +00:00
if ( ibuf - > rect_float ) {
2012-03-28 11:53:18 +00:00
fp = ( ibuf - > rect_float + ( ibuf - > channels ) * ( y * ibuf - > x + x ) ) ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
info - > colf [ 0 ] = fp [ 0 ] ;
info - > colf [ 1 ] = fp [ 1 ] ;
info - > colf [ 2 ] = fp [ 2 ] ;
info - > colf [ 3 ] = fp [ 3 ] ;
info - > colfp = info - > colf ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
info - > color_manage = TRUE ;
2009-02-10 23:17:58 +00:00
}
2012-03-24 06:38:07 +00:00
if ( ibuf - > zbuf ) {
2012-03-28 11:53:18 +00:00
info - > z = ibuf - > zbuf [ y * ibuf - > x + x ] ;
info - > zp = & info - > z ;
2009-02-10 23:17:58 +00:00
}
2012-03-24 06:38:07 +00:00
if ( ibuf - > zbuf_float ) {
2012-03-28 11:53:18 +00:00
info - > zf = ibuf - > zbuf_float [ y * ibuf - > x + x ] ;
info - > zfp = & info - > zf ;
2009-02-10 23:17:58 +00:00
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
if ( curve_mapping & & ibuf - > channels = = 4 ) {
2009-02-11 19:16:14 +00:00
/* we reuse this callback for set curves point operators */
2012-03-24 06:38:07 +00:00
if ( RNA_struct_find_property ( op - > ptr , " point " ) ) {
2012-03-28 11:53:18 +00:00
int point = RNA_enum_get ( op - > ptr , " point " ) ;
2009-02-11 19:16:14 +00:00
2012-03-24 06:38:07 +00:00
if ( point = = 1 ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
curvemapping_set_black_white ( curve_mapping , NULL , info - > colfp ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2012-03-24 06:38:07 +00:00
else if ( point = = 0 ) {
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
curvemapping_set_black_white ( curve_mapping , info - > colfp , NULL ) ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
}
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
2009-02-10 23:17:58 +00:00
// XXX node curve integration ..
#if 0
{
2012-03-28 11:53:18 +00:00
ScrArea * sa , * cur = curarea ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
node_curvemap_sample ( fp ) ; /* sends global to node editor */
for ( sa = G . curscreen - > areabase . first ; sa ; sa = sa - > next ) {
if ( sa - > spacetype = = SPACE_NODE ) {
2009-02-10 23:17:58 +00:00
areawinset ( sa - > win ) ;
scrarea_do_windraw ( sa ) ;
}
}
2012-03-28 11:53:18 +00:00
node_curvemap_sample ( NULL ) ; /* clears global in node editor */
curarea = cur ;
2009-02-10 23:17:58 +00:00
}
# endif
}
2012-06-21 14:37:56 +00:00
else {
2012-03-28 11:53:18 +00:00
info - > draw = 0 ;
2012-06-21 14:37:56 +00:00
}
2009-02-10 23:17:58 +00:00
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2009-02-10 23:17:58 +00:00
ED_area_tag_redraw ( CTX_wm_area ( C ) ) ;
}
2011-10-28 03:02:09 +00:00
static void image_sample_exit ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
ImageSampleInfo * info = op - > customdata ;
2009-02-10 23:17:58 +00:00
ED_region_draw_cb_exit ( info - > art , info - > draw_handle ) ;
ED_area_tag_redraw ( CTX_wm_area ( C ) ) ;
MEM_freeN ( info ) ;
}
2011-10-28 03:02:09 +00:00
static int image_sample_invoke ( bContext * C , wmOperator * op , wmEvent * event )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
2009-02-10 23:17:58 +00:00
ImageSampleInfo * info ;
2012-03-24 06:38:07 +00:00
if ( ! ED_space_image_has_buffer ( sima ) )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2012-03-28 11:53:18 +00:00
info = MEM_callocN ( sizeof ( ImageSampleInfo ) , " ImageSampleInfo " ) ;
info - > art = ar - > type ;
2011-10-28 03:02:09 +00:00
info - > draw_handle = ED_region_draw_cb_activate ( ar - > type , image_sample_draw , info , REGION_DRAW_POST_PIXEL ) ;
2012-03-28 11:53:18 +00:00
op - > customdata = info ;
2009-02-10 23:17:58 +00:00
2011-10-28 03:02:09 +00:00
image_sample_apply ( C , op , event ) ;
2009-02-10 23:17:58 +00:00
2009-09-18 12:43:36 +00:00
WM_event_add_modal_handler ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_RUNNING_MODAL ;
}
2011-10-28 03:02:09 +00:00
static int image_sample_modal ( bContext * C , wmOperator * op , wmEvent * event )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
switch ( event - > type ) {
2009-02-10 23:17:58 +00:00
case LEFTMOUSE :
case RIGHTMOUSE : // XXX hardcoded
2011-10-28 03:02:09 +00:00
image_sample_exit ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
case MOUSEMOVE :
2011-10-28 03:02:09 +00:00
image_sample_apply ( C , op , event ) ;
2009-02-10 23:17:58 +00:00
break ;
}
return OPERATOR_RUNNING_MODAL ;
}
2011-10-28 03:02:09 +00:00
static int image_sample_cancel ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
2011-10-28 03:02:09 +00:00
image_sample_exit ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
}
void IMAGE_OT_sample ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Sample Color " ;
ot - > idname = " IMAGE_OT_sample " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Use mouse to sample a color in current image " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > invoke = image_sample_invoke ;
ot - > modal = image_sample_modal ;
ot - > cancel = image_sample_cancel ;
2012-08-01 14:29:24 +00:00
ot - > poll = image_sample_poll ;
2009-07-11 14:51:13 +00:00
/* flags */
2012-03-22 07:26:09 +00:00
ot - > flag = OPTYPE_BLOCKING ;
2009-02-10 23:17:58 +00:00
}
2010-03-23 01:22:33 +00:00
/******************** sample line operator ********************/
2011-10-28 03:02:09 +00:00
static int image_sample_line_exec ( bContext * C , wmOperator * op )
2010-03-23 01:22:33 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
ARegion * ar = CTX_wm_region ( C ) ;
Scene * scene = CTX_data_scene ( C ) ;
int x_start = RNA_int_get ( op - > ptr , " xstart " ) ;
int y_start = RNA_int_get ( op - > ptr , " ystart " ) ;
int x_end = RNA_int_get ( op - > ptr , " xend " ) ;
int y_end = RNA_int_get ( op - > ptr , " yend " ) ;
2010-04-04 00:21:37 +00:00
2010-03-23 01:22:33 +00:00
void * lock ;
2012-03-28 11:53:18 +00:00
ImBuf * ibuf = ED_space_image_acquire_buffer ( sima , & lock ) ;
Histogram * hist = & sima - > sample_line_hist ;
2010-04-04 00:21:37 +00:00
2010-03-23 01:22:33 +00:00
float x1f , y1f , x2f , y2f ;
if ( ibuf = = NULL ) {
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2010-04-04 00:21:37 +00:00
return OPERATOR_CANCELLED ;
2010-03-23 01:22:33 +00:00
}
/* hmmmm */
if ( ibuf - > channels < 3 ) {
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2010-04-04 00:21:37 +00:00
return OPERATOR_CANCELLED ;
2010-03-23 01:22:33 +00:00
}
2010-04-04 00:21:37 +00:00
UI_view2d_region_to_view ( & ar - > v2d , x_start , y_start , & x1f , & y1f ) ;
UI_view2d_region_to_view ( & ar - > v2d , x_end , y_end , & x2f , & y2f ) ;
2012-06-10 12:09:25 +00:00
hist - > co [ 0 ] [ 0 ] = x1f ;
hist - > co [ 0 ] [ 1 ] = y1f ;
hist - > co [ 1 ] [ 0 ] = x2f ;
hist - > co [ 1 ] [ 1 ] = y2f ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
BKE_histogram_update_sample_line ( hist , ibuf , & scene - > view_settings , & scene - > display_settings ) ;
2010-03-23 01:22:33 +00:00
2012-07-26 09:06:23 +00:00
/* reset y zoom */
hist - > ymax = 1.0f ;
2012-11-15 15:59:58 +00:00
ED_space_image_release_buffer ( sima , ibuf , lock ) ;
2010-03-23 01:22:33 +00:00
ED_area_tag_redraw ( CTX_wm_area ( C ) ) ;
2010-04-04 00:21:37 +00:00
return OPERATOR_FINISHED ;
2010-03-23 01:22:33 +00:00
}
2011-10-28 03:02:09 +00:00
static int image_sample_line_invoke ( bContext * C , wmOperator * op , wmEvent * event )
2010-03-23 01:22:33 +00:00
{
2012-03-28 11:53:18 +00:00
SpaceImage * sima = CTX_wm_space_image ( C ) ;
2012-06-10 12:09:25 +00:00
Histogram * hist = & sima - > sample_line_hist ;
hist - > flag & = ~ HISTO_FLAG_SAMPLELINE ;
2012-03-24 06:38:07 +00:00
if ( ! ED_space_image_has_buffer ( sima ) )
2010-03-23 01:22:33 +00:00
return OPERATOR_CANCELLED ;
2010-04-04 00:21:37 +00:00
return WM_gesture_straightline_invoke ( C , op , event ) ;
2010-03-23 01:22:33 +00:00
}
void IMAGE_OT_sample_line ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Sample Line " ;
ot - > idname = " IMAGE_OT_sample_line " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Sample a line and show it in Scope panels " ;
2010-03-23 01:22:33 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > invoke = image_sample_line_invoke ;
ot - > modal = WM_gesture_straightline_modal ;
ot - > exec = image_sample_line_exec ;
ot - > poll = space_image_main_area_poll ;
ot - > cancel = WM_gesture_straightline_cancel ;
2010-04-04 00:21:37 +00:00
2010-03-23 01:22:33 +00:00
/* flags */
2012-03-22 07:26:09 +00:00
ot - > flag = 0 ; /* no undo/register since this operates on the space */
2010-04-04 00:21:37 +00:00
WM_operator_properties_gesture_straightline ( ot , CURSOR_EDIT ) ;
2010-03-23 01:22:33 +00:00
}
2009-02-11 19:16:14 +00:00
/******************** set curve point operator ********************/
2009-03-29 02:15:13 +00:00
void IMAGE_OT_curves_point_set ( wmOperatorType * ot )
2009-02-11 19:16:14 +00:00
{
2012-03-28 11:53:18 +00:00
static EnumPropertyItem point_items [ ] = {
2009-06-16 00:52:21 +00:00
{ 0 , " BLACK_POINT " , 0 , " Black Point " , " " } ,
{ 1 , " WHITE_POINT " , 0 , " White Point " , " " } ,
2012-03-28 11:53:18 +00:00
{ 0 , NULL , 0 , NULL , NULL }
} ;
2009-02-11 19:16:14 +00:00
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Set Curves Point " ;
ot - > idname = " IMAGE_OT_curves_point_set " ;
2012-05-07 15:50:57 +00:00
ot - > description = " Set black point or white point for curves " ;
2009-02-11 19:16:14 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2009-02-11 19:16:14 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > invoke = image_sample_invoke ;
ot - > modal = image_sample_modal ;
ot - > cancel = image_sample_cancel ;
ot - > poll = space_image_main_area_not_uv_brush_poll ;
2009-02-11 19:16:14 +00:00
/* properties */
2011-09-19 12:26:20 +00:00
RNA_def_enum ( ot - > srna , " point " , point_items , 0 , " Point " , " Set black point or white point for curves " ) ;
2009-02-11 19:16:14 +00:00
}
2009-02-10 23:17:58 +00:00
/******************** record composite operator *********************/
typedef struct RecordCompositeData {
wmTimer * timer ;
int old_cfra ;
int sfra , efra ;
} RecordCompositeData ;
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static int image_record_composite_apply ( bContext * C , wmOperator * op )
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{
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SpaceImage * sima = CTX_wm_space_image ( C ) ;
RecordCompositeData * rcd = op - > customdata ;
Scene * scene = CTX_data_scene ( C ) ;
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ImBuf * ibuf ;
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WM_cursor_time ( CTX_wm_window ( C ) , scene - > r . cfra ) ;
2009-02-11 19:16:14 +00:00
2012-10-26 04:14:10 +00:00
// XXX scene->nodetree->test_break = blender_test_break;
// XXX scene->nodetree->test_break = NULL;
2009-02-10 23:17:58 +00:00
2009-02-11 19:16:14 +00:00
BKE_image_all_free_anim_ibufs ( scene - > r . cfra ) ;
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ntreeCompositTagAnimated ( scene - > nodetree ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
ntreeCompositExecTree ( scene - > nodetree , & scene - > r , 0 , scene - > r . cfra ! = rcd - > old_cfra ,
& scene - > view_settings , & scene - > display_settings ) ; /* 1 is no previews */
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ED_area_tag_redraw ( CTX_wm_area ( C ) ) ;
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ibuf = BKE_image_acquire_ibuf ( sima - > image , & sima - > iuser , NULL ) ;
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/* save memory in flipbooks */
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if ( ibuf )
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imb_freerectfloatImBuf ( ibuf ) ;
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BKE_image_release_ibuf ( sima - > image , ibuf , NULL ) ;
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scene - > r . cfra + + ;
return ( scene - > r . cfra < = rcd - > efra ) ;
}
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static int image_record_composite_init ( bContext * C , wmOperator * op )
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{
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SpaceImage * sima = CTX_wm_space_image ( C ) ;
Scene * scene = CTX_data_scene ( C ) ;
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RecordCompositeData * rcd ;
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if ( sima - > iuser . frames < 2 )
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return 0 ;
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if ( scene - > nodetree = = NULL )
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return 0 ;
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op - > customdata = rcd = MEM_callocN ( sizeof ( RecordCompositeData ) , " ImageRecordCompositeData " ) ;
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rcd - > old_cfra = scene - > r . cfra ;
rcd - > sfra = sima - > iuser . sfra ;
rcd - > efra = sima - > iuser . sfra + sima - > iuser . frames - 1 ;
scene - > r . cfra = rcd - > sfra ;
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return 1 ;
}
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static void image_record_composite_exit ( bContext * C , wmOperator * op )
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{
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Scene * scene = CTX_data_scene ( C ) ;
SpaceImage * sima = CTX_wm_space_image ( C ) ;
RecordCompositeData * rcd = op - > customdata ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
scene - > r . cfra = rcd - > old_cfra ;
2009-02-10 23:17:58 +00:00
2009-02-11 19:16:14 +00:00
WM_cursor_restore ( CTX_wm_window ( C ) ) ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( rcd - > timer )
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WM_event_remove_timer ( CTX_wm_manager ( C ) , CTX_wm_window ( C ) , rcd - > timer ) ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | NA_EDITED , sima - > image ) ;
2009-02-11 19:16:14 +00:00
2009-02-10 23:17:58 +00:00
// XXX play_anim(0);
// XXX allqueue(REDRAWNODE, 1);
MEM_freeN ( rcd ) ;
}
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static int image_record_composite_exec ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
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if ( ! image_record_composite_init ( C , op ) )
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return OPERATOR_CANCELLED ;
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while ( image_record_composite_apply ( C , op ) ) { }
2009-02-10 23:17:58 +00:00
2011-10-28 03:02:09 +00:00
image_record_composite_exit ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
}
2011-10-28 03:02:09 +00:00
static int image_record_composite_invoke ( bContext * C , wmOperator * op , wmEvent * UNUSED ( event ) )
2009-02-10 23:17:58 +00:00
{
2011-01-12 03:41:12 +00:00
RecordCompositeData * rcd ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! image_record_composite_init ( C , op ) )
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
2012-03-28 11:53:18 +00:00
rcd = op - > customdata ;
rcd - > timer = WM_event_add_timer ( CTX_wm_manager ( C ) , CTX_wm_window ( C ) , TIMER , 0.0f ) ;
2009-09-18 12:43:36 +00:00
WM_event_add_modal_handler ( C , op ) ;
2009-02-10 23:17:58 +00:00
2012-03-24 06:38:07 +00:00
if ( ! image_record_composite_apply ( C , op ) )
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
return OPERATOR_RUNNING_MODAL ;
}
2011-10-28 03:02:09 +00:00
static int image_record_composite_modal ( bContext * C , wmOperator * op , wmEvent * event )
2009-02-10 23:17:58 +00:00
{
2012-03-28 11:53:18 +00:00
RecordCompositeData * rcd = op - > customdata ;
2009-02-10 23:17:58 +00:00
2012-03-28 11:53:18 +00:00
switch ( event - > type ) {
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case TIMER :
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if ( rcd - > timer = = event - > customdata ) {
if ( ! image_record_composite_apply ( C , op ) ) {
2011-10-28 03:02:09 +00:00
image_record_composite_exit ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
}
}
break ;
case ESCKEY :
2011-10-28 03:02:09 +00:00
image_record_composite_exit ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_FINISHED ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2009-02-10 23:17:58 +00:00
return OPERATOR_RUNNING_MODAL ;
}
2011-10-28 03:02:09 +00:00
static int image_record_composite_cancel ( bContext * C , wmOperator * op )
2009-02-10 23:17:58 +00:00
{
2011-10-28 03:02:09 +00:00
image_record_composite_exit ( C , op ) ;
2009-02-10 23:17:58 +00:00
return OPERATOR_CANCELLED ;
}
void IMAGE_OT_record_composite ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Record Composite " ;
ot - > idname = " IMAGE_OT_record_composite " ;
2009-02-10 23:17:58 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_record_composite_exec ;
ot - > invoke = image_record_composite_invoke ;
ot - > modal = image_record_composite_modal ;
ot - > cancel = image_record_composite_cancel ;
ot - > poll = space_image_buffer_exists_poll ;
2.5: Space Image ported back
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2010-02-09 19:37:37 +00:00
/********************* cycle render slot operator *********************/
2011-10-28 03:02:09 +00:00
static int image_cycle_render_slot_poll ( bContext * C )
2010-02-09 19:37:37 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
2010-02-09 19:37:37 +00:00
return ( ima & & ima - > type = = IMA_TYPE_R_RESULT ) ;
}
2011-10-28 03:02:09 +00:00
static int image_cycle_render_slot_exec ( bContext * C , wmOperator * op )
2010-02-09 19:37:37 +00:00
{
2012-03-28 11:53:18 +00:00
Image * ima = CTX_data_edit_image ( C ) ;
int a , slot , cur = ima - > render_slot ;
const short use_reverse = RNA_boolean_get ( op - > ptr , " reverse " ) ;
2010-02-09 19:37:37 +00:00
2012-03-28 11:53:18 +00:00
for ( a = 1 ; a < IMA_MAX_RENDER_SLOT ; a + + ) {
slot = ( cur + ( use_reverse ? - a : a ) ) % IMA_MAX_RENDER_SLOT ;
if ( slot < 0 ) slot + = IMA_MAX_RENDER_SLOT ;
2010-02-09 19:37:37 +00:00
2012-03-24 06:38:07 +00:00
if ( ima - > renders [ slot ] | | slot = = ima - > last_render_slot ) {
2012-03-28 11:53:18 +00:00
ima - > render_slot = slot ;
2010-02-09 19:37:37 +00:00
break ;
}
}
2012-03-24 06:38:07 +00:00
if ( a = = IMA_MAX_RENDER_SLOT )
2012-03-28 11:53:18 +00:00
ima - > render_slot = ( ( cur = = 1 ) ? 0 : 1 ) ;
2010-03-27 15:35:34 +00:00
2012-03-28 11:53:18 +00:00
WM_event_add_notifier ( C , NC_IMAGE | ND_DRAW , NULL ) ;
2010-02-09 19:37:37 +00:00
2011-03-10 17:34:27 +00:00
/* no undo push for browsing existing */
2012-03-28 11:53:18 +00:00
if ( ima - > renders [ ima - > render_slot ] | | ima - > render_slot = = ima - > last_render_slot )
2011-03-10 17:34:27 +00:00
return OPERATOR_CANCELLED ;
2010-02-09 19:37:37 +00:00
return OPERATOR_FINISHED ;
}
void IMAGE_OT_cycle_render_slot ( wmOperatorType * ot )
{
/* identifiers */
2012-03-22 07:26:09 +00:00
ot - > name = " Cycle Render Slot " ;
ot - > idname = " IMAGE_OT_cycle_render_slot " ;
2012-05-04 15:00:36 +00:00
ot - > description = " Cycle through all non-void render slots " ;
2010-02-09 19:37:37 +00:00
/* api callbacks */
2012-03-22 07:26:09 +00:00
ot - > exec = image_cycle_render_slot_exec ;
ot - > poll = image_cycle_render_slot_poll ;
2010-02-09 19:37:37 +00:00
2011-03-10 17:34:27 +00:00
/* flags */
2012-03-28 11:53:18 +00:00
ot - > flag = OPTYPE_REGISTER | OPTYPE_UNDO ;
2010-12-13 05:02:23 +00:00
RNA_def_boolean ( ot - > srna , " reverse " , 0 , " Cycle in Reverse " , " " ) ;
2010-02-09 19:37:37 +00:00
}