2008-12-13 18:09:49 +00:00
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/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <stdio.h>
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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2009-01-12 01:02:52 +00:00
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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2008-12-13 18:09:49 +00:00
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "BKE_colortools.h"
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2008-12-18 02:56:48 +00:00
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#include "BKE_context.h"
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2008-12-13 18:09:49 +00:00
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#include "BKE_screen.h"
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2009-08-19 00:46:06 +00:00
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#include "BKE_node.h"
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2008-12-13 18:09:49 +00:00
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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#include "ED_previewrender.h"
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2008-12-13 18:09:49 +00:00
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "BIF_gl.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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2009-03-19 19:03:38 +00:00
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#include "RNA_access.h"
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2008-12-13 18:09:49 +00:00
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#include "node_intern.h" // own include
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/* ******************** default callbacks for node space ***************** */
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2008-12-22 10:09:56 +00:00
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static SpaceLink *node_new(const bContext *C)
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2008-12-13 18:09:49 +00:00
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{
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ARegion *ar;
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SpaceNode *snode;
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snode= MEM_callocN(sizeof(SpaceNode), "initnode");
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snode->spacetype= SPACE_NODE;
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/* header */
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ar= MEM_callocN(sizeof(ARegion), "header for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_HEADER;
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ar->alignment= RGN_ALIGN_BOTTOM;
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2009-07-23 20:40:51 +00:00
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#if 0
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2009-01-13 19:28:18 +00:00
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/* channels */
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ar= MEM_callocN(sizeof(ARegion), "nodetree area for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_CHANNELS;
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ar->alignment= RGN_ALIGN_LEFT;
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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//ar->v2d.scroll = (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
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2009-07-23 20:40:51 +00:00
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#endif
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2009-01-13 19:28:18 +00:00
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2008-12-13 18:09:49 +00:00
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/* main area */
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ar= MEM_callocN(sizeof(ARegion), "main area for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_WINDOW;
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ar->v2d.tot.xmin= -10.0f;
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ar->v2d.tot.ymin= -10.0f;
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ar->v2d.tot.xmax= 512.0f;
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ar->v2d.tot.ymax= 512.0f;
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ar->v2d.cur.xmin= 0.0f;
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ar->v2d.cur.ymin= 0.0f;
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ar->v2d.cur.xmax= 512.0f;
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ar->v2d.cur.ymax= 512.0f;
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ar->v2d.min[0]= 1.0f;
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ar->v2d.min[1]= 1.0f;
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ar->v2d.max[0]= 32000.0f;
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ar->v2d.max[1]= 32000.0f;
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ar->v2d.minzoom= 0.5f;
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ar->v2d.maxzoom= 1.21f;
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2008-12-24 10:33:10 +00:00
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ar->v2d.scroll= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
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2009-07-29 22:57:53 +00:00
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ar->v2d.keepzoom= V2D_LIMITZOOM|V2D_KEEPASPECT;
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2008-12-13 18:09:49 +00:00
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ar->v2d.keeptot= 0;
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return (SpaceLink *)snode;
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}
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/* not spacelink itself */
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static void node_free(SpaceLink *sl)
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{
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// SpaceNode *snode= (SpaceNode*) sl;
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// XXX if(snode->gpd) free_gpencil_data(snode->gpd);
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}
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/* spacetype; init callback */
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static void node_init(struct wmWindowManager *wm, ScrArea *sa)
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{
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}
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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static void node_area_listener(ScrArea *sa, wmNotifier *wmn)
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{
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/* preview renders */
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switch(wmn->category) {
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case NC_SCENE:
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2009-01-27 17:12:40 +00:00
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if(wmn->data==ND_NODES)
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ED_area_tag_refresh(sa);
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break;
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case NC_WM:
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if(wmn->data==ND_FILEREAD)
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ED_area_tag_refresh(sa);
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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break;
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2009-08-18 14:31:13 +00:00
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/* future: add ID checks? */
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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case NC_MATERIAL:
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if(wmn->data==ND_SHADING)
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ED_area_tag_refresh(sa);
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break;
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2009-08-18 14:31:13 +00:00
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case NC_TEXTURE:
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if(wmn->data==ND_NODES)
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ED_area_tag_refresh(sa);
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break;
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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}
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}
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static void node_area_refresh(const struct bContext *C, struct ScrArea *sa)
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{
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/* default now: refresh node is starting preview */
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SpaceNode *snode= sa->spacedata.first;
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2009-01-27 17:12:40 +00:00
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if(snode->nodetree) {
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if(snode->treetype==NTREE_SHADER) {
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2.5
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
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Material *ma= (Material *)snode->id;
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if(ma->use_nodes)
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2009-08-18 19:58:27 +00:00
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ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100);
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
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}
|
2009-01-27 17:12:40 +00:00
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else if(snode->treetype==NTREE_COMPOSIT) {
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2.5
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
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Scene *scene= (Scene *)snode->id;
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if(scene->use_nodes)
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snode_composite_job(C, sa);
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2009-01-27 17:12:40 +00:00
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}
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2009-08-19 00:46:06 +00:00
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else if(snode->treetype==NTREE_TEXTURE) {
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Tex *tex= (Tex *)snode->id;
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2009-08-19 15:45:16 +00:00
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|
if(tex->use_nodes) {
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ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100);
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}
|
2009-08-19 00:46:06 +00:00
|
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|
}
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-13 18:09:49 +00:00
|
|
|
static SpaceLink *node_duplicate(SpaceLink *sl)
|
|
|
|
{
|
|
|
|
SpaceNode *snoden= MEM_dupallocN(sl);
|
|
|
|
|
|
|
|
/* clear or remove stuff from old */
|
|
|
|
snoden->nodetree= NULL;
|
|
|
|
// XXX snoden->gpd= gpencil_data_duplicate(snode->gpd);
|
|
|
|
|
|
|
|
return (SpaceLink *)snoden;
|
|
|
|
}
|
|
|
|
|
2009-07-23 20:40:51 +00:00
|
|
|
#if 0
|
2009-01-13 19:28:18 +00:00
|
|
|
static void node_channel_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
|
|
|
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_LIST, ar->winx, ar->winy);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_channel_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
View2D *v2d= &ar->v2d;
|
|
|
|
View2DScrollers *scrollers;
|
|
|
|
float col[3];
|
|
|
|
|
|
|
|
/* clear and setup matrix */
|
2.5
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
2009-04-27 13:44:11 +00:00
|
|
|
UI_GetThemeColor3fv(TH_BACK, col);
|
2009-01-13 19:28:18 +00:00
|
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
UI_view2d_view_ortho(C, v2d);
|
|
|
|
|
|
|
|
/* data... */
|
|
|
|
|
|
|
|
/* reset view matrix */
|
|
|
|
UI_view2d_view_restore(C);
|
|
|
|
|
|
|
|
/* scrollers */
|
|
|
|
scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
|
|
|
|
UI_view2d_scrollers_draw(C, v2d, scrollers);
|
|
|
|
UI_view2d_scrollers_free(scrollers);
|
|
|
|
}
|
2009-07-23 20:40:51 +00:00
|
|
|
#endif
|
2009-01-13 19:28:18 +00:00
|
|
|
|
2008-12-29 00:55:23 +00:00
|
|
|
/* Initialise main area, setting handlers. */
|
2008-12-13 18:09:49 +00:00
|
|
|
static void node_main_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
|
|
|
ListBase *keymap;
|
|
|
|
|
2008-12-17 10:25:02 +00:00
|
|
|
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
/* own keymap */
|
|
|
|
keymap= WM_keymap_listbase(wm, "Node", SPACE_NODE, 0); /* XXX weak? */
|
|
|
|
WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_main_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
View2D *v2d= &ar->v2d;
|
|
|
|
|
2008-12-24 10:33:10 +00:00
|
|
|
drawnodespace(C, ar, v2d);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* add handlers, stuff you only do once or on area/region changes */
|
|
|
|
static void node_header_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
2009-08-19 00:55:30 +00:00
|
|
|
ED_region_header_init(ar);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void node_header_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
2009-08-19 00:55:30 +00:00
|
|
|
SpaceNode *snode= CTX_wm_space_node(C);
|
|
|
|
Scene *scene= CTX_data_scene(C);
|
|
|
|
|
|
|
|
/* find and set the context */
|
|
|
|
snode_set_context(snode, scene);
|
|
|
|
|
|
|
|
ED_region_header(C, ar);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
2009-01-27 17:12:40 +00:00
|
|
|
/* used for header + main area */
|
|
|
|
static void node_region_listener(ARegion *ar, wmNotifier *wmn)
|
2008-12-13 18:09:49 +00:00
|
|
|
{
|
|
|
|
/* context changes */
|
2008-12-28 00:08:34 +00:00
|
|
|
switch(wmn->category) {
|
|
|
|
case NC_SCENE:
|
|
|
|
case NC_MATERIAL:
|
2009-08-18 14:31:13 +00:00
|
|
|
case NC_TEXTURE:
|
2009-08-19 00:55:30 +00:00
|
|
|
case NC_NODE:
|
2009-08-18 14:31:13 +00:00
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
2008-12-28 00:08:34 +00:00
|
|
|
}
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
2009-03-19 19:03:38 +00:00
|
|
|
static int node_context(const bContext *C, const char *member, bContextDataResult *result)
|
2009-01-02 23:58:03 +00:00
|
|
|
{
|
2009-07-28 16:33:02 +00:00
|
|
|
SpaceNode *snode= CTX_wm_space_node(C);
|
2009-01-02 23:58:03 +00:00
|
|
|
|
2009-06-20 14:55:28 +00:00
|
|
|
if(CTX_data_dir(member)) {
|
|
|
|
static const char *dir[] = {"selected_nodes", NULL};
|
|
|
|
CTX_data_dir_set(result, dir);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if(CTX_data_equals(member, "selected_nodes")) {
|
2009-01-02 23:58:03 +00:00
|
|
|
bNode *node;
|
|
|
|
|
|
|
|
for(next_node(snode->edittree); (node=next_node(NULL));) {
|
|
|
|
if(node->flag & SELECT) {
|
2009-03-19 19:03:38 +00:00
|
|
|
CTX_data_list_add(result, &snode->edittree->id, &RNA_Node, node);
|
2009-01-02 23:58:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2008-12-13 18:09:49 +00:00
|
|
|
/* only called once, from space/spacetypes.c */
|
|
|
|
void ED_spacetype_node(void)
|
|
|
|
{
|
|
|
|
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype node");
|
|
|
|
ARegionType *art;
|
|
|
|
|
|
|
|
st->spaceid= SPACE_NODE;
|
|
|
|
|
|
|
|
st->new= node_new;
|
|
|
|
st->free= node_free;
|
|
|
|
st->init= node_init;
|
|
|
|
st->duplicate= node_duplicate;
|
|
|
|
st->operatortypes= node_operatortypes;
|
|
|
|
st->keymap= node_keymap;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
st->listener= node_area_listener;
|
|
|
|
st->refresh= node_area_refresh;
|
2009-01-02 23:58:03 +00:00
|
|
|
st->context= node_context;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
/* regions: main window */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_WINDOW;
|
|
|
|
art->init= node_main_area_init;
|
|
|
|
art->draw= node_main_area_draw;
|
2009-01-27 17:12:40 +00:00
|
|
|
art->listener= node_region_listener;
|
2008-12-28 00:08:34 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
|
|
|
|
|
|
|
/* regions: header */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_HEADER;
|
|
|
|
art->minsizey= HEADERY;
|
2009-01-23 14:43:25 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
|
2009-01-27 17:12:40 +00:00
|
|
|
art->listener= node_region_listener;
|
2008-12-13 18:09:49 +00:00
|
|
|
art->init= node_header_area_init;
|
|
|
|
art->draw= node_header_area_draw;
|
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
2009-08-19 00:55:30 +00:00
|
|
|
|
|
|
|
node_menus_register(art);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2009-07-23 20:40:51 +00:00
|
|
|
#if 0
|
2008-12-13 18:09:49 +00:00
|
|
|
/* regions: channels */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_CHANNELS;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
art->minsizex= 100;
|
2009-01-23 14:43:25 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2009-01-13 19:28:18 +00:00
|
|
|
art->init= node_channel_area_init;
|
|
|
|
art->draw= node_channel_area_draw;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
2009-07-23 20:40:51 +00:00
|
|
|
#endif
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
|
|
|
|
BKE_spacetype_register(st);
|
|
|
|
}
|
|
|
|
|