2002-10-12 11:37:38 +00:00
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/**
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* blenlib/BKE_global.h (mar-2001 nzc)
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*
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* Global settings, handles, pointers. This is the root for finding
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* any data in Blender. This block is not serialized, but built anew
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* for every fresh Blender run.
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BKE_GLOBAL_H
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#define BKE_GLOBAL_H
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#include "DNA_listBase.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* forwards */
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struct View3D;
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struct View2D;
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struct SpaceIpo;
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struct SpaceButs;
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struct SpaceImage;
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struct SpaceOops;
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struct SpaceText;
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struct SpaceSound;
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struct SpaceAction;
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struct SpaceNla;
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struct Main;
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struct Scene;
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struct bScreen;
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struct Object;
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struct bSoundListener;
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struct BMF_Font;
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2004-03-28 08:46:35 +00:00
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struct EditMesh;
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2002-10-12 11:37:38 +00:00
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typedef struct Global {
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2005-11-22 18:50:03 +00:00
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/* active pointers */
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struct View3D *vd;
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struct View2D *v2d;
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struct SpaceIpo *sipo;
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struct SpaceButs *buts;
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struct SpaceImage *sima;
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struct SpaceOops *soops;
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struct SpaceSound *ssound;
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struct SpaceAction *saction; /* __NLA */
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2002-10-12 11:37:38 +00:00
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struct SpaceNla *snla;
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2005-11-22 18:50:03 +00:00
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struct Main *main;
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struct Scene *scene; /* denk aan file.c */
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struct bScreen *curscreen;
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struct Object *obedit;
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2005-07-15 17:55:19 +00:00
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char editModeTitleExtra[64];
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2002-10-12 11:37:38 +00:00
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2005-11-22 18:50:03 +00:00
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/* fonts, allocated global data */
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struct BMF_Font *font, *fonts, *fontss;
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2002-10-12 11:37:38 +00:00
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2005-11-22 18:50:03 +00:00
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/* strings: lastsaved */
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2007-01-19 20:33:00 +00:00
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char ima[256], sce[256], lib[256];
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2006-05-30 13:38:22 +00:00
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2006-08-20 14:41:13 +00:00
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/* flag: if != 0 G.sce contains valid relative base path */
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int relbase_valid;
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2006-05-30 13:38:22 +00:00
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/* strings of recent opend files */
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struct ListBase recent_files;
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2002-10-12 11:37:38 +00:00
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2005-11-22 18:50:03 +00:00
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/* totals */
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2007-01-30 10:49:56 +00:00
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int totobj, totlamp, totobjsel, totcurve, totmesh;
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int totbone, totbonesel;
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2005-11-22 18:50:03 +00:00
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int totvert, totedge, totface, totvertsel, totedgesel, totfacesel;
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2002-10-12 11:37:38 +00:00
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2005-11-22 18:50:03 +00:00
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short afbreek, moving;
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short qual, background;
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Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
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short winpos, displaymode; /* used to be in Render */
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Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
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short rendering; /* to indicate render is busy, prevent renderwindow events etc */
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2002-10-12 11:37:38 +00:00
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/**
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* The current version of Blender.
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*/
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2005-11-22 18:50:03 +00:00
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short version;
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2005-07-13 19:42:08 +00:00
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short simulf, order, rt;
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2002-10-12 11:37:38 +00:00
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int f;
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2005-11-22 18:50:03 +00:00
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/* Editmode lists */
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2004-03-28 08:46:35 +00:00
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struct EditMesh *editMesh;
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2002-10-12 11:37:38 +00:00
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2005-11-22 18:50:03 +00:00
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float textcurs[4][2];
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2002-10-12 11:37:38 +00:00
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2005-11-22 18:50:03 +00:00
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/* Frank's variables */
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int save_over;
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2002-10-12 11:37:38 +00:00
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/* Reevan's __NLA variables */
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struct ListBase edbo; /* Armature Editmode bones */
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2003-04-28 02:15:46 +00:00
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/* Rob's variables */
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int have_quicktime;
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int ui_international;
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2005-09-14 14:02:21 +00:00
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int charstart;
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int charmin;
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int charmax;
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struct VFont *selfont;
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struct ListBase ttfdata;
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2003-04-28 02:15:46 +00:00
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Orange branch: OpenEXR finally in Blender!
Credits go to Gernot Ziegler, who originally coded EXR support, and to
Austin Benesh for bringing it further. Kent Mein provided a lot of code
for integrating float buffers in Blender imbuf and ImBuf API cleanup,
and provided Make and Scons and static linking.
At this moment; the EXR libraries are a *dependency*, so you cannot get
the Orange branch compiled without having OpenEXR installed. Get the
(precompiled or sources) stuff from www.openexr.com. Current default is
that the headers and lib resides in /user/local/
Several changes/additions/fixes were added:
- EXR code only supported 'half' format (16 bits per channel). I've added
float writing, but for reading it I need tomorrow. :)
- Quite some clumsy copying of data happened in EXR code.
- cleaned up the api calls already a bit, preparing for more advanced
support
- Zbuffers were saved 16 bits, now 32 bits
- automatic adding of .exr extensions went wrong
Imbuf:
- added proper imbuf->flags and imbuf->mall support for float buffers, it
was created for *each* imbuf. :)
- found bugs for float buffers in scaling and flipping. Code there will
need more checks still
- imbuf also needs to be verified to behave properly when no 32 bits
rect exists (for saving for example)
TODO:
- support internal float images for textures, backbuf, AO probes, and
display in Image window
Hope this commit won't screwup syncing with bf-blender... :/
2006-01-09 00:40:35 +00:00
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/* libtiff flag used to determine if shared library loaded for libtiff*/
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2005-11-22 18:50:03 +00:00
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int have_libtiff;
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/* this variable is written to / read from FileGlobal->fileflags */
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int fileflags;
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2002-10-12 11:37:38 +00:00
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2003-05-08 16:24:58 +00:00
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/* save the allowed windowstate of blender when using -W or -w */
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int windowstate;
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2002-10-12 11:37:38 +00:00
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/* Janco's playing ground */
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struct bSoundListener* listener;
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2005-11-22 18:50:03 +00:00
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/* Test thingy for Nzc */
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2002-10-12 11:37:38 +00:00
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int compat; /* toggle compatibility mode for edge rendering */
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int notonlysolid;/* T-> also edge-render transparent faces */
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2005-07-13 19:42:08 +00:00
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/* confusing... G.f and G.flags */
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2005-11-22 18:50:03 +00:00
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int flags;
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2005-07-13 19:42:08 +00:00
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2002-10-12 11:37:38 +00:00
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} Global;
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/* **************** GLOBAL ********************* */
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/* G.f */
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2005-07-23 07:45:39 +00:00
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#define G_DISABLE_OK (1 << 0)
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#define G_PLAYANIM (1 << 1)
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2005-08-03 18:48:22 +00:00
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/* also uses G_FILE_AUTOPLAY */
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2005-07-23 07:45:39 +00:00
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#define G_SIMULATION (1 << 3)
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#define G_BACKBUFSEL (1 << 4)
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#define G_PICKSEL (1 << 5)
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#define G_DRAWNORMALS (1 << 6)
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#define G_DRAWFACES (1 << 7)
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#define G_FACESELECT (1 << 8)
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#define G_DRAW_EXT (1 << 9)
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#define G_VERTEXPAINT (1 << 10)
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#define G_ALLEDGES (1 << 11)
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#define G_DEBUG (1 << 12)
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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#define G_DOSCRIPTLINKS (1 << 13)
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2005-07-23 07:45:39 +00:00
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#define G_DRAW_VNORMALS (1 << 14)
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#define G_WEIGHTPAINT (1 << 15)
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#define G_TEXTUREPAINT (1 << 16)
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2005-05-03 10:54:42 +00:00
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/* #define G_NOFROZEN (1 << 17) also removed */
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2005-07-23 07:45:39 +00:00
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#define G_DRAWEDGES (1 << 18)
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2004-07-08 20:38:27 +00:00
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#define G_DRAWCREASES (1 << 19)
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Added LSCM UV Unwrapping:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
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#define G_DRAWSEAMS (1 << 20)
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#define G_HIDDENEDGES (1 << 21)
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2002-10-12 11:37:38 +00:00
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2005-01-08 21:16:24 +00:00
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/* Measurement info Drawing */
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2005-07-23 07:45:39 +00:00
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#define G_DRAW_EDGELEN (1 << 22)
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2005-01-08 21:16:24 +00:00
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#define G_DRAW_FACEAREA (1 << 23)
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#define G_DRAW_EDGEANG (1 << 24)
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2005-07-23 07:45:39 +00:00
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#define G_RECORDKEYS (1 << 25)
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2005-06-11 16:30:36 +00:00
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2006-08-20 15:22:56 +00:00
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/*#ifdef WITH_VERSE*/
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#define G_VERSE_CONNECTED (1 << 26)
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#define G_DRAW_VERSE_DEBUG (1 << 27)
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/*#endif*/
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2006-11-07 05:32:39 +00:00
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#define G_DRAWSHARP (1 << 28) /* draw edges with the sharp flag */
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#define G_SCULPTMODE (1 << 29)
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2006-11-06 01:08:26 +00:00
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2002-10-12 11:37:38 +00:00
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/* G.fileflags */
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2005-08-03 18:48:22 +00:00
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#define G_AUTOPACK (1 << 0)
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#define G_FILE_COMPRESS (1 << 1)
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#define G_FILE_AUTOPLAY (1 << 2)
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#define G_FILE_ENABLE_ALL_FRAMES (1 << 3)
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#define G_FILE_SHOW_DEBUG_PROPS (1 << 4)
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#define G_FILE_SHOW_FRAMERATE (1 << 5)
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#define G_FILE_SHOW_PROFILE (1 << 6)
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#define G_FILE_LOCK (1 << 7)
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#define G_FILE_SIGN (1 << 8)
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2005-11-22 18:50:03 +00:00
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#define G_FIle_PUBLISH (1 << 9)
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2005-08-03 18:48:22 +00:00
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#define G_FILE_NO_UI (1 << 10)
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2005-08-23 13:16:02 +00:00
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#define G_FILE_GAME_TO_IPO (1 << 11)
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2006-01-06 03:46:54 +00:00
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#define G_FILE_GAME_MAT (1 << 12)
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2006-04-02 21:04:20 +00:00
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#define G_FILE_DIAPLAY_LISTS (1 << 13)
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2006-12-20 06:43:43 +00:00
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#define G_FILE_SHOW_PHYSICS (1 << 14)
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2002-10-12 11:37:38 +00:00
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2003-05-08 16:24:58 +00:00
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/* G.windowstate */
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#define G_WINDOWSTATE_USERDEF 0
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#define G_WINDOWSTATE_BORDER 1
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#define G_WINDOWSTATE_FULLSCREEN 2
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2002-10-12 11:37:38 +00:00
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/* G.simulf */
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#define G_LOADFILE 2
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#define G_RESTART 4
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#define G_QUIT 8
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#define G_SETSCENE 16
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/* G.qual */
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2004-09-18 13:25:29 +00:00
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#define R_SHIFTKEY 1
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#define L_SHIFTKEY 2
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#define LR_SHIFTKEY 3
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#define R_ALTKEY 4
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#define L_ALTKEY 8
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#define LR_ALTKEY 12
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#define R_CTRLKEY 16
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#define L_CTRLKEY 32
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#define LR_CTRLKEY 48
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#define LR_COMMANDKEY 64
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2002-10-12 11:37:38 +00:00
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/* G.order: indicates what endianness the platform where the file was
|
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* written had. */
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#define L_ENDIAN 1
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#define B_ENDIAN 0
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|
2005-03-19 20:27:13 +00:00
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/* G.moving, signals drawing in (3d) window to denote transform */
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#define G_TRANSFORM_OBJ 1
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#define G_TRANSFORM_EDIT 2
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#define G_TRANSFORM_MANIP 4
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2002-10-12 11:37:38 +00:00
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/* G.special1 */
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/* Memory is allocated where? blender.c */
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|
extern Global G;
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|
#ifdef __cplusplus
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|
}
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#endif
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|
#endif
|
2002-10-30 02:07:20 +00:00
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