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blender-archive/source/blender/editors/space_buttons/space_buttons.c

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/*
2010-03-21 01:14:04 +00:00
* $Id$
*
* ***** 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.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_buttons/space_buttons.c
* \ingroup spbuttons
*/
#include <string.h>
#include <stdio.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_resources.h"
#include "UI_view2d.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "ED_render.h"
#include "buttons_intern.h" // own include
/* ******************** default callbacks for buttons space ***************** */
static SpaceLink *buttons_new(const bContext *UNUSED(C))
{
ARegion *ar;
SpaceButs *sbuts;
sbuts= MEM_callocN(sizeof(SpaceButs), "initbuts");
sbuts->spacetype= SPACE_BUTS;
sbuts->align= BUT_VERTICAL;
/* header */
ar= MEM_callocN(sizeof(ARegion), "header for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_HEADER;
ar->alignment= RGN_ALIGN_TOP;
#if 0
/* context area */
ar= MEM_callocN(sizeof(ARegion), "context area for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_TOP;
#endif
/* main area */
ar= MEM_callocN(sizeof(ARegion), "main area for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_WINDOW;
return (SpaceLink *)sbuts;
}
/* not spacelink itself */
static void buttons_free(SpaceLink *sl)
{
SpaceButs *sbuts= (SpaceButs*) sl;
if(sbuts->ri) {
if (sbuts->ri->rect) MEM_freeN(sbuts->ri->rect);
MEM_freeN(sbuts->ri);
}
if(sbuts->path)
MEM_freeN(sbuts->path);
}
/* spacetype; init callback */
static void buttons_init(struct wmWindowManager *UNUSED(wm), ScrArea *sa)
{
SpaceButs *sbuts= sa->spacedata.first;
/* auto-align based on size */
if(sbuts->align == BUT_AUTO || !sbuts->align) {
if(sa->winx > sa->winy)
sbuts->align= BUT_HORIZONTAL;
else
sbuts->align= BUT_VERTICAL;
}
}
static SpaceLink *buttons_duplicate(SpaceLink *sl)
{
SpaceButs *sbutsn= MEM_dupallocN(sl);
/* clear or remove stuff from old */
sbutsn->ri= NULL;
sbutsn->path= NULL;
return (SpaceLink *)sbutsn;
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_main_area_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ED_region_panels_init(wm, ar);
keymap= WM_keymap_find(wm->defaultconf, "Property Editor", SPACE_BUTS, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void buttons_main_area_draw(const bContext *C, ARegion *ar)
{
/* draw entirely, view changes should be handled here */
SpaceButs *sbuts= CTX_wm_space_buts(C);
int vertical= (sbuts->align == BUT_VERTICAL);
buttons_context_compute(C, sbuts);
if(sbuts->mainb == BCONTEXT_SCENE)
ED_region_panels(C, ar, vertical, "scene", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_RENDER)
ED_region_panels(C, ar, vertical, "render", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_WORLD)
ED_region_panels(C, ar, vertical, "world", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_OBJECT)
ED_region_panels(C, ar, vertical, "object", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_DATA)
ED_region_panels(C, ar, vertical, "data", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MATERIAL)
ED_region_panels(C, ar, vertical, "material", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_TEXTURE)
ED_region_panels(C, ar, vertical, "texture", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PARTICLE)
ED_region_panels(C, ar, vertical, "particle", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PHYSICS)
ED_region_panels(C, ar, vertical, "physics", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_BONE)
ED_region_panels(C, ar, vertical, "bone", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MODIFIER)
ED_region_panels(C, ar, vertical, "modifier", sbuts->mainb);
else if (sbuts->mainb == BCONTEXT_CONSTRAINT)
ED_region_panels(C, ar, vertical, "constraint", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_BONE_CONSTRAINT)
ED_region_panels(C, ar, vertical, "bone_constraint", sbuts->mainb);
sbuts->re_align= 0;
sbuts->mainbo= sbuts->mainb;
}
static void buttons_operatortypes(void)
{
WM_operatortype_append(BUTTONS_OT_toolbox);
WM_operatortype_append(BUTTONS_OT_file_browse);
}
static void buttons_keymap(struct wmKeyConfig *keyconf)
{
wmKeyMap *keymap= WM_keymap_find(keyconf, "Property Editor", SPACE_BUTS, 0);
WM_keymap_add_item(keymap, "BUTTONS_OT_toolbox", RIGHTMOUSE, KM_PRESS, 0, 0);
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_header_area_init(wmWindowManager *UNUSED(wm), ARegion *ar)
{
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
}
static void buttons_header_area_draw(const bContext *C, ARegion *ar)
{
/* clear */
UI_ThemeClearColor(ED_screen_area_active(C)?TH_HEADER:TH_HEADERDESEL);
glClear(GL_COLOR_BUFFER_BIT);
/* set view2d view matrix for scrolling (without scrollers) */
UI_view2d_view_ortho(&ar->v2d);
buttons_header_buttons(C, ar);
/* restore view matrix? */
UI_view2d_view_restore(C);
}
/* draw a certain button set only if properties area is currently
* showing that button set, to reduce unnecessary drawing. */
static void buttons_area_redraw(ScrArea *sa, short buttons)
{
SpaceButs *sbuts= sa->spacedata.first;
/* if the area's current button set is equal to the one to redraw */
if(sbuts->mainb == buttons)
ED_area_tag_redraw(sa);
}
/* reused! */
static void buttons_area_listener(ScrArea *sa, wmNotifier *wmn)
{
SpaceButs *sbuts= sa->spacedata.first;
/* context changes */
switch(wmn->category) {
case NC_SCENE:
switch(wmn->data) {
case ND_RENDER_OPTIONS:
buttons_area_redraw(sa, BCONTEXT_RENDER);
break;
case ND_FRAME:
/* any buttons area can have animated properties so redraw all */
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
case ND_OB_ACTIVE:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
case ND_KEYINGSET:
buttons_area_redraw(sa, BCONTEXT_SCENE);
break;
case ND_RENDER_RESULT:
break;
case ND_MODE:
case ND_LAYER:
default:
ED_area_tag_redraw(sa);
break;
}
break;
case NC_OBJECT:
switch(wmn->data) {
case ND_TRANSFORM:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
buttons_area_redraw(sa, BCONTEXT_DATA); /* autotexpace flag */
break;
case ND_POSE:
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
buttons_area_redraw(sa, BCONTEXT_BONE);
buttons_area_redraw(sa, BCONTEXT_BONE_CONSTRAINT);
break;
case ND_MODIFIER:
if(wmn->action == NA_RENAME)
ED_area_tag_redraw(sa);
else
buttons_area_redraw(sa, BCONTEXT_MODIFIER);
buttons_area_redraw(sa, BCONTEXT_PHYSICS);
break;
case ND_CONSTRAINT:
buttons_area_redraw(sa, BCONTEXT_CONSTRAINT);
buttons_area_redraw(sa, BCONTEXT_BONE_CONSTRAINT);
break;
case ND_PARTICLE:
if (wmn->action == NA_EDITED)
buttons_area_redraw(sa, BCONTEXT_PARTICLE);
sbuts->preview= 1;
break;
case ND_DRAW:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
buttons_area_redraw(sa, BCONTEXT_DATA);
buttons_area_redraw(sa, BCONTEXT_PHYSICS);
case ND_SHADING:
case ND_SHADING_DRAW:
/* currently works by redraws... if preview is set, it (re)starts job */
sbuts->preview= 1;
break;
default:
/* Not all object RNA props have a ND_ notifier (yet) */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_GEOM:
switch(wmn->data) {
case ND_SELECT:
case ND_DATA:
ED_area_tag_redraw(sa);
break;
}
break;
case NC_MATERIAL:
ED_area_tag_redraw(sa);
switch(wmn->data) {
case ND_SHADING:
case ND_SHADING_DRAW:
case ND_NODES:
/* currently works by redraws... if preview is set, it (re)starts job */
sbuts->preview= 1;
break;
}
break;
case NC_WORLD:
buttons_area_redraw(sa, BCONTEXT_WORLD);
sbuts->preview= 1;
break;
case NC_LAMP:
buttons_area_redraw(sa, BCONTEXT_DATA);
sbuts->preview= 1;
break;
case NC_BRUSH:
buttons_area_redraw(sa, BCONTEXT_TEXTURE);
break;
case NC_TEXTURE:
case NC_IMAGE:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
case NC_SPACE:
if(wmn->data == ND_SPACE_PROPERTIES)
ED_area_tag_redraw(sa);
break;
case NC_ID:
if(wmn->action == NA_RENAME)
ED_area_tag_redraw(sa);
break;
case NC_ANIMATION:
switch(wmn->data) {
case ND_KEYFRAME:
if (wmn->action == NA_EDITED)
ED_area_tag_redraw(sa);
break;
}
break;
case NC_NODE:
if(wmn->action==NA_SELECTED) {
ED_area_tag_redraw(sa);
/* new active node, update texture preview */
if(sbuts->mainb == BCONTEXT_TEXTURE)
sbuts->preview= 1;
}
break;
/* Listener for preview render, when doing an global undo. */
case NC_WINDOW:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
}
if(wmn->data == ND_KEYS)
ED_area_tag_redraw(sa);
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_buttons(void)
{
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype buttons");
ARegionType *art;
st->spaceid= SPACE_BUTS;
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strncpy(st->name, "Buttons", BKE_ST_MAXNAME);
st->new= buttons_new;
st->free= buttons_free;
st->init= buttons_init;
st->duplicate= buttons_duplicate;
st->operatortypes= buttons_operatortypes;
st->keymap= buttons_keymap;
st->listener= buttons_area_listener;
st->context= buttons_context;
/* regions: main window */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_WINDOW;
art->init= buttons_main_area_init;
art->draw= buttons_main_area_draw;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
BLI_addhead(&st->regiontypes, art);
buttons_context_register(art);
/* regions: header */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_HEADER;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
art->prefsizey= BUTS_HEADERY;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_HEADER;
art->init= buttons_header_area_init;
art->draw= buttons_header_area_draw;
BLI_addhead(&st->regiontypes, art);
BKE_spacetype_register(st);
}