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/**
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* $Id$
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*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation 2007
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*
* ***** END GPL LICENSE BLOCK *****
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*/
/* placed up here because of crappy
* winsock stuff.
*/
#include <stdio.h>
#include <string.h>
#ifdef WIN32
#include <windows.h> /* need to include windows.h so _WIN32_IE is defined */
#ifndef _WIN32_IE
#define _WIN32_IE 0x0400 /* minimal requirements for SHGetSpecialFolderPath on MINGW MSVC has this defined already */
#endif
#include <shlobj.h> /* for SHGetSpecialFolderPath, has to be done before BLI_winstuff because 'near' is disabled through BLI_windstuff */
#include <process.h> /* getpid */
#include "BLI_winstuff.h"
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#else
#include <unistd.h> /* getpid */
#endif
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#include "MEM_guardedalloc.h"
#include "MEM_CacheLimiterC-Api.h"
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#include "BLI_blenlib.h"
#include "BLI_linklist.h"
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
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#include "DNA_anim_types.h"
#include "DNA_ipo_types.h" // XXX old animation system
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#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
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!
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#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
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#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_DerivedMesh.h"
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#include "BKE_exotic.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_library.h"
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#include "BKE_main.h"
#include "BKE_packedFile.h"
#include "BKE_report.h"
#include "BKE_sound.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
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#include "BLO_readfile.h"
#include "BLO_writefile.h"
#include "RNA_access.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_thumbs.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "ED_datafiles.h"
#include "ED_object.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_view3d.h"
#include "ED_util.h"
#include "GHOST_C-api.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "UI_interface.h"
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!
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#include "GPU_draw.h"
#include "BPY_extern.h"
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#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_window.h"
#include "wm_event_system.h"
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static void writeBlog(void);
Essential cleanup for mess involved with reading files, initializing UI and patching versions for UI settings. Currently four different levels of routines for .blend file reading exist; /* interface level */ 1) BIF_init() -> calls 3 2) BIF_read_file() -> calls 11, optional 4 3) BIF_read_homefile() -> calls 11 or 12, and then 4 4) init_userdef_file() /* kernel level */ 11) BKE_read_file() -> calls 21, and then 14 12) BKE_read_file_from_memory() -> calls 22, and then 14 13) BKE_read_file_from_memfile() -> calls 23, and then 14 14) setup_app_data() /* loader module level */ 21) BLO_read_from_file() -> calls 24 22) BLO_read_from_memory() -> calls 24 23) BLO_read_from_memfile() -> calls 24 /* loader module, internal */ 24) blo_read_file_internal() Note: - BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options - Reading from memory (12) only happens for the compiled-in .B.blend - The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features. - the kernel function setup_app_data() sets globals like "current screen" and "current scene". So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI. Here's how the flow goes in four different cases: ----- Starting up Blender, in foreground with UI -------------------- - creator/creator.c, main() -> calls 1 - If the commandline contains a filename, it calls 11 ----- Starting up Blender, in background without UI -------------------- - creator/creator.c, main() -> calls 11 if the commandline has a filename Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu. ----- Starting up Blender as a runtime executable -------------------- This only has calls to 22 ----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) ----- Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed. Hope this is understandable :) -Ton-
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/* To be able to read files without windows closing, opening, moving
we try to prepare for worst case:
- active window gets active screen from file
- restoring the screens from non-active windows
Best case is all screens match, in that case they get assigned to proper window
*/
static void wm_window_match_init(bContext *C, ListBase *wmlist)
{
wmWindowManager *wm= G.main->wm.first;
wmWindow *win, *active_win;
*wmlist= G.main->wm;
G.main->wm.first= G.main->wm.last= NULL;
active_win = CTX_wm_window(C);
/* first wrap up running stuff */
/* code copied from wm_init_exit.c */
for(wm= wmlist->first; wm; wm= wm->id.next) {
WM_jobs_stop_all(wm);
for(win= wm->windows.first; win; win= win->next) {
CTX_wm_window_set(C, win); /* needed by operator close callbacks */
WM_event_remove_handlers(C, &win->handlers);
WM_event_remove_handlers(C, &win->modalhandlers);
ED_screen_exit(C, win, win->screen);
}
}
/* reset active window */
CTX_wm_window_set(C, active_win);
ED_editors_exit(C);
return;
if(wm==NULL) return;
if(G.fileflags & G_FILE_NO_UI) return;
/* we take apart the used screens from non-active window */
for(win= wm->windows.first; win; win= win->next) {
BLI_strncpy(win->screenname, win->screen->id.name, MAX_ID_NAME);
if(win!=wm->winactive) {
BLI_remlink(&G.main->screen, win->screen);
//BLI_addtail(screenbase, win->screen);
}
}
}
/* match old WM with new, 4 cases:
1- no current wm, no read wm: make new default
2- no current wm, but read wm: that's OK, do nothing
3- current wm, but not in file: try match screen names
4- current wm, and wm in file: try match ghostwin
*/
static void wm_window_match_do(bContext *C, ListBase *oldwmlist)
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{
wmWindowManager *oldwm, *wm;
wmWindow *oldwin, *win;
/* cases 1 and 2 */
if(oldwmlist->first==NULL) {
if(G.main->wm.first); /* nothing todo */
else
wm_add_default(C);
}
else {
/* cases 3 and 4 */
/* we've read file without wm..., keep current one entirely alive */
if(G.main->wm.first==NULL) {
bScreen *screen= CTX_wm_screen(C);
/* match oldwm to new dbase, only old files */
for(wm= oldwmlist->first; wm; wm= wm->id.next) {
for(win= wm->windows.first; win; win= win->next) {
/* all windows get active screen from file */
if(screen->winid==0)
win->screen= screen;
else
win->screen= ED_screen_duplicate(win, screen);
BLI_strncpy(win->screenname, win->screen->id.name+2, 21);
win->screen->winid= win->winid;
}
}
G.main->wm= *oldwmlist;
/* screens were read from file! */
ED_screens_initialize(G.main->wm.first);
}
else {
/* what if old was 3, and loaded 1? */
/* this code could move to setup_appdata */
oldwm= oldwmlist->first;
wm= G.main->wm.first;
/* ensure making new keymaps and set space types */
wm->initialized= 0;
wm->winactive= NULL;
/* only first wm in list has ghostwins */
for(win= wm->windows.first; win; win= win->next) {
for(oldwin= oldwm->windows.first; oldwin; oldwin= oldwin->next) {
if(oldwin->winid == win->winid ) {
win->ghostwin= oldwin->ghostwin;
win->active= oldwin->active;
if(win->active)
wm->winactive= win;
GHOST_SetWindowUserData(win->ghostwin, win); /* pointer back */
oldwin->ghostwin= NULL;
win->eventstate= oldwin->eventstate;
oldwin->eventstate= NULL;
/* ensure proper screen rescaling */
win->sizex= oldwin->sizex;
win->sizey= oldwin->sizey;
win->posx= oldwin->posx;
win->posy= oldwin->posy;
}
}
}
wm_close_and_free_all(C, oldwmlist);
}
}
}
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/* in case UserDef was read, we re-initialize all, and do versioning */
static void wm_init_userdef(bContext *C)
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{
extern char btempdir[];
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UI_init_userdef();
MEM_CacheLimiter_set_maximum(U.memcachelimit * 1024 * 1024);
sound_init(CTX_data_main(C));
/* set the python auto-execute setting from user prefs */
/* disabled by default, unless explicitly enabled in the command line */
if ((U.flag & USER_SCRIPT_AUTOEXEC_DISABLE) == 0) G.f |= G_SCRIPT_AUTOEXEC;
if(U.tempdir[0]) strncpy(btempdir, U.tempdir, FILE_MAXDIR+FILE_MAXFILE);
2009-04-27 13:44:11 +00:00
}
void WM_read_file(bContext *C, char *name, ReportList *reports)
{
int retval;
/* first try to append data from exotic file formats... */
/* it throws error box when file doesnt exist and returns -1 */
/* note; it should set some error message somewhere... (ton) */
retval= BKE_read_exotic(CTX_data_scene(C), name);
/* we didn't succeed, now try to read Blender file */
if (retval== 0) {
int G_f= G.f;
ListBase wmbase;
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/* put aside screens to match with persistant windows later */
/* also exit screens and editors */
wm_window_match_init(C, &wmbase);
retval= BKE_read_file(C, name, NULL, reports);
G.save_over = 1;
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/* this flag is initialized by the operator but overwritten on read.
* need to re-enable it here else drivers + registered scripts wont work. */
if(G_f & G_SCRIPT_AUTOEXEC) G.f |= G_SCRIPT_AUTOEXEC;
else G.f &= ~G_SCRIPT_AUTOEXEC;
/* match the read WM with current WM */
wm_window_match_do(C, &wmbase);
WM_check(C); /* opens window(s), checks keymaps */
// XXX mainwindow_set_filename_to_title(G.main->name);
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if(retval==2) wm_init_userdef(C); // in case a userdef is read from regular .blend
Essential cleanup for mess involved with reading files, initializing UI and patching versions for UI settings. Currently four different levels of routines for .blend file reading exist; /* interface level */ 1) BIF_init() -> calls 3 2) BIF_read_file() -> calls 11, optional 4 3) BIF_read_homefile() -> calls 11 or 12, and then 4 4) init_userdef_file() /* kernel level */ 11) BKE_read_file() -> calls 21, and then 14 12) BKE_read_file_from_memory() -> calls 22, and then 14 13) BKE_read_file_from_memfile() -> calls 23, and then 14 14) setup_app_data() /* loader module level */ 21) BLO_read_from_file() -> calls 24 22) BLO_read_from_memory() -> calls 24 23) BLO_read_from_memfile() -> calls 24 /* loader module, internal */ 24) blo_read_file_internal() Note: - BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options - Reading from memory (12) only happens for the compiled-in .B.blend - The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features. - the kernel function setup_app_data() sets globals like "current screen" and "current scene". So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI. Here's how the flow goes in four different cases: ----- Starting up Blender, in foreground with UI -------------------- - creator/creator.c, main() -> calls 1 - If the commandline contains a filename, it calls 11 ----- Starting up Blender, in background without UI -------------------- - creator/creator.c, main() -> calls 11 if the commandline has a filename Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu. ----- Starting up Blender as a runtime executable -------------------- This only has calls to 22 ----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) ----- Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed. Hope this is understandable :) -Ton-
2004-12-08 14:12:47 +00:00
if (retval!=0) {
G.relbase_valid = 1;
if(!G.background) /* assume automated tasks with background, dont write recent file list */
writeBlog();
}
// XXX undo_editmode_clear();
BKE_reset_undo();
BKE_write_undo(C, "original"); /* save current state */
WM_event_add_notifier(C, NC_WM|ND_FILEREAD, NULL);
// refresh_interface_font();
CTX_wm_window_set(C, CTX_wm_manager(C)->windows.first);
ED_editors_init(C);
#ifndef DISABLE_PYTHON
/* run any texts that were loaded in and flagged as modules */
BPY_load_user_modules(C);
#endif
CTX_wm_window_set(C, NULL); /* exits queues */
}
else if(retval==1)
BKE_write_undo(C, "Import file");
else if(retval == -1) {
if(reports)
BKE_reportf(reports, RPT_ERROR, "Can't read file \"%s\".", name);
}
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}
/* called on startup, (context entirely filled with NULLs) */
/* or called for 'New File' */
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/* op can be NULL */
int WM_read_homefile(bContext *C, wmOperator *op)
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{
ListBase wmbase;
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char tstr[FILE_MAXDIR+FILE_MAXFILE], scestr[FILE_MAXDIR];
char *home= BLI_gethome();
int from_memory= op?RNA_boolean_get(op->ptr, "factory"):0;
int success;
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BLI_clean(home);
free_ttfont(); /* still weird... what does it here? */
G.relbase_valid = 0;
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if (!from_memory) {
BLI_make_file_string(G.sce, tstr, home, ".B25.blend");
}
strcpy(scestr, G.sce); /* temporary store */
/* prevent loading no UI */
G.fileflags &= ~G_FILE_NO_UI;
/* put aside screens to match with persistant windows later */
wm_window_match_init(C, &wmbase);
if (!from_memory && BLI_exists(tstr)) {
success = BKE_read_file(C, tstr, NULL, NULL);
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} else {
success = BKE_read_file_from_memory(C, datatoc_B_blend, datatoc_B_blend_size, NULL, NULL);
if (wmbase.first == NULL) wm_clear_default_size(C);
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}
/* match the read WM with current WM */
wm_window_match_do(C, &wmbase);
WM_check(C); /* opens window(s), checks keymaps */
strcpy(G.sce, scestr); /* restore */
wm_init_userdef(C);
Essential cleanup for mess involved with reading files, initializing UI and patching versions for UI settings. Currently four different levels of routines for .blend file reading exist; /* interface level */ 1) BIF_init() -> calls 3 2) BIF_read_file() -> calls 11, optional 4 3) BIF_read_homefile() -> calls 11 or 12, and then 4 4) init_userdef_file() /* kernel level */ 11) BKE_read_file() -> calls 21, and then 14 12) BKE_read_file_from_memory() -> calls 22, and then 14 13) BKE_read_file_from_memfile() -> calls 23, and then 14 14) setup_app_data() /* loader module level */ 21) BLO_read_from_file() -> calls 24 22) BLO_read_from_memory() -> calls 24 23) BLO_read_from_memfile() -> calls 24 /* loader module, internal */ 24) blo_read_file_internal() Note: - BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options - Reading from memory (12) only happens for the compiled-in .B.blend - The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features. - the kernel function setup_app_data() sets globals like "current screen" and "current scene". So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI. Here's how the flow goes in four different cases: ----- Starting up Blender, in foreground with UI -------------------- - creator/creator.c, main() -> calls 1 - If the commandline contains a filename, it calls 11 ----- Starting up Blender, in background without UI -------------------- - creator/creator.c, main() -> calls 11 if the commandline has a filename Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu. ----- Starting up Blender as a runtime executable -------------------- This only has calls to 22 ----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) ----- Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed. Hope this is understandable :) -Ton-
2004-12-08 14:12:47 +00:00
/* When loading factory settings, the reset solid OpenGL lights need to be applied. */
if (!G.background) GPU_default_lights();
/* XXX */
G.save_over = 0; // start with save preference untitled.blend
G.fileflags &= ~G_FILE_AUTOPLAY; /* disable autoplay in .B.blend... */
// mainwindow_set_filename_to_title(""); // empty string re-initializes title to "Blender"
// refresh_interface_font();
// undo_editmode_clear();
Essential cleanup for mess involved with reading files, initializing UI and patching versions for UI settings. Currently four different levels of routines for .blend file reading exist; /* interface level */ 1) BIF_init() -> calls 3 2) BIF_read_file() -> calls 11, optional 4 3) BIF_read_homefile() -> calls 11 or 12, and then 4 4) init_userdef_file() /* kernel level */ 11) BKE_read_file() -> calls 21, and then 14 12) BKE_read_file_from_memory() -> calls 22, and then 14 13) BKE_read_file_from_memfile() -> calls 23, and then 14 14) setup_app_data() /* loader module level */ 21) BLO_read_from_file() -> calls 24 22) BLO_read_from_memory() -> calls 24 23) BLO_read_from_memfile() -> calls 24 /* loader module, internal */ 24) blo_read_file_internal() Note: - BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options - Reading from memory (12) only happens for the compiled-in .B.blend - The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features. - the kernel function setup_app_data() sets globals like "current screen" and "current scene". So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI. Here's how the flow goes in four different cases: ----- Starting up Blender, in foreground with UI -------------------- - creator/creator.c, main() -> calls 1 - If the commandline contains a filename, it calls 11 ----- Starting up Blender, in background without UI -------------------- - creator/creator.c, main() -> calls 11 if the commandline has a filename Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu. ----- Starting up Blender as a runtime executable -------------------- This only has calls to 22 ----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) ----- Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed. Hope this is understandable :) -Ton-
2004-12-08 14:12:47 +00:00
BKE_reset_undo();
BKE_write_undo(C, "original"); /* save current state */
ED_editors_init(C);
Essential cleanup for mess involved with reading files, initializing UI and patching versions for UI settings. Currently four different levels of routines for .blend file reading exist; /* interface level */ 1) BIF_init() -> calls 3 2) BIF_read_file() -> calls 11, optional 4 3) BIF_read_homefile() -> calls 11 or 12, and then 4 4) init_userdef_file() /* kernel level */ 11) BKE_read_file() -> calls 21, and then 14 12) BKE_read_file_from_memory() -> calls 22, and then 14 13) BKE_read_file_from_memfile() -> calls 23, and then 14 14) setup_app_data() /* loader module level */ 21) BLO_read_from_file() -> calls 24 22) BLO_read_from_memory() -> calls 24 23) BLO_read_from_memfile() -> calls 24 /* loader module, internal */ 24) blo_read_file_internal() Note: - BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options - Reading from memory (12) only happens for the compiled-in .B.blend - The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features. - the kernel function setup_app_data() sets globals like "current screen" and "current scene". So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI. Here's how the flow goes in four different cases: ----- Starting up Blender, in foreground with UI -------------------- - creator/creator.c, main() -> calls 1 - If the commandline contains a filename, it calls 11 ----- Starting up Blender, in background without UI -------------------- - creator/creator.c, main() -> calls 11 if the commandline has a filename Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu. ----- Starting up Blender as a runtime executable -------------------- This only has calls to 22 ----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) ----- Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed. Hope this is understandable :) -Ton-
2004-12-08 14:12:47 +00:00
WM_event_add_notifier(C, NC_WM|ND_FILEREAD, NULL);
CTX_wm_window_set(C, NULL); /* exits queues */
return OPERATOR_FINISHED;
2002-10-12 11:37:38 +00:00
}
Essential cleanup for mess involved with reading files, initializing UI and patching versions for UI settings. Currently four different levels of routines for .blend file reading exist; /* interface level */ 1) BIF_init() -> calls 3 2) BIF_read_file() -> calls 11, optional 4 3) BIF_read_homefile() -> calls 11 or 12, and then 4 4) init_userdef_file() /* kernel level */ 11) BKE_read_file() -> calls 21, and then 14 12) BKE_read_file_from_memory() -> calls 22, and then 14 13) BKE_read_file_from_memfile() -> calls 23, and then 14 14) setup_app_data() /* loader module level */ 21) BLO_read_from_file() -> calls 24 22) BLO_read_from_memory() -> calls 24 23) BLO_read_from_memfile() -> calls 24 /* loader module, internal */ 24) blo_read_file_internal() Note: - BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options - Reading from memory (12) only happens for the compiled-in .B.blend - The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features. - the kernel function setup_app_data() sets globals like "current screen" and "current scene". So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI. Here's how the flow goes in four different cases: ----- Starting up Blender, in foreground with UI -------------------- - creator/creator.c, main() -> calls 1 - If the commandline contains a filename, it calls 11 ----- Starting up Blender, in background without UI -------------------- - creator/creator.c, main() -> calls 11 if the commandline has a filename Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu. ----- Starting up Blender as a runtime executable -------------------- This only has calls to 22 ----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) ----- Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed. Hope this is understandable :) -Ton-
2004-12-08 14:12:47 +00:00
void read_Blog(void)
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{
char name[FILE_MAX];
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LinkNode *l, *lines;
struct RecentFile *recent;
char *line;
int num;
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BLI_make_file_string("/", name, BLI_gethome(), ".Blog");
lines= BLI_read_file_as_lines(name);
G.recent_files.first = G.recent_files.last = NULL;
/* read list of recent opend files from .Blog to memory */
for (l= lines, num= 0; l && (num<U.recent_files); l= l->next) {
line = l->link;
if (line[0] && BLI_exists(line)) {
if (num==0)
strcpy(G.sce, line); /* note: this seems highly dodgy since the file isnt actually read. please explain. - campbell */
recent = (RecentFile*)MEM_mallocN(sizeof(RecentFile),"RecentFile");
BLI_addtail(&(G.recent_files), recent);
recent->filename = (char*)MEM_mallocN(sizeof(char)*(strlen(line)+1), "name of file");
recent->filename[0] = '\0';
strcpy(recent->filename, line);
num++;
}
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}
if(G.sce[0] == 0)
BLI_make_file_string("/", G.sce, BLI_gethome(), "untitled.blend");
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BLI_free_file_lines(lines);
}
static void writeBlog(void)
{
struct RecentFile *recent, *next_recent;
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char name[FILE_MAXDIR+FILE_MAXFILE];
FILE *fp;
int i;
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BLI_make_file_string("/", name, BLI_gethome(), ".Blog");
recent = G.recent_files.first;
/* refresh .Blog of recent opened files, when current file was changed */
if(!(recent) || (strcmp(recent->filename, G.sce)!=0)) {
fp= fopen(name, "w");
if (fp) {
/* add current file to the beginning of list */
recent = (RecentFile*)MEM_mallocN(sizeof(RecentFile),"RecentFile");
recent->filename = (char*)MEM_mallocN(sizeof(char)*(strlen(G.sce)+1), "name of file");
recent->filename[0] = '\0';
strcpy(recent->filename, G.sce);
BLI_addhead(&(G.recent_files), recent);
/* write current file to .Blog */
fprintf(fp, "%s\n", recent->filename);
recent = recent->next;
i=1;
/* write rest of recent opened files to .Blog */
while((i<U.recent_files) && (recent)){
/* this prevents to have duplicities in list */
if (strcmp(recent->filename, G.sce)!=0) {
fprintf(fp, "%s\n", recent->filename);
recent = recent->next;
}
else {
next_recent = recent->next;
MEM_freeN(recent->filename);
BLI_freelinkN(&(G.recent_files), recent);
recent = next_recent;
}
i++;
}
fclose(fp);
}
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}
}
static void do_history(char *name, ReportList *reports)
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{
char tempname1[FILE_MAXDIR+FILE_MAXFILE], tempname2[FILE_MAXDIR+FILE_MAXFILE];
int hisnr= U.versions;
if(U.versions==0) return;
if(strlen(name)<2) return;
while(hisnr > 1) {
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sprintf(tempname1, "%s%d", name, hisnr-1);
sprintf(tempname2, "%s%d", name, hisnr);
if(BLI_rename(tempname1, tempname2))
BKE_report(reports, RPT_ERROR, "Unable to make version backup");
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hisnr--;
}
/* is needed when hisnr==1 */
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sprintf(tempname1, "%s%d", name, hisnr);
if(BLI_rename(name, tempname1))
BKE_report(reports, RPT_ERROR, "Unable to make version backup");
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}
static ImBuf *blend_file_thumb(const char *path, Scene *scene, int **thumb_pt)
{
/* will be scaled down, but gives some nice oversampling */
ImBuf *ibuf;
int *thumb;
*thumb_pt= NULL;
if(G.background || scene->camera==NULL)
return NULL;
/* gets scaled to BLEN_THUMB_SIZE */
ibuf= ED_view3d_draw_offscreen_imbuf_simple(scene, BLEN_THUMB_SIZE * 2, BLEN_THUMB_SIZE * 2, OB_SOLID);
if(ibuf) {
float aspect= (scene->r.xsch*scene->r.xasp) / (scene->r.ysch*scene->r.yasp);
/* dirty oversampling */
IMB_scaleImBuf(ibuf, BLEN_THUMB_SIZE, BLEN_THUMB_SIZE);
/* first write into thumb buffer */
thumb= MEM_mallocN(((2 + (BLEN_THUMB_SIZE * BLEN_THUMB_SIZE))) * sizeof(int), "write_file thumb");
thumb[0] = BLEN_THUMB_SIZE;
thumb[1] = BLEN_THUMB_SIZE;
memcpy(thumb + 2, ibuf->rect, BLEN_THUMB_SIZE * BLEN_THUMB_SIZE * sizeof(int));
/* add pretty overlay */
IMB_overlayblend_thumb(thumb + 2, BLEN_THUMB_SIZE, BLEN_THUMB_SIZE, aspect);
}
else {
/* '*thumb_pt' needs to stay NULL to prevent a bad thumbnail from being handled */
thumb= NULL;
}
/* must be freed by caller */
*thumb_pt= thumb;
return ibuf;
}
int WM_write_file(bContext *C, char *target, int fileflags, ReportList *reports)
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{
Library *li;
int len;
char di[FILE_MAX];
int *thumb= NULL;
ImBuf *ibuf_thumb= NULL;
len = strlen(target);
if (len == 0) {
BKE_report(reports, RPT_ERROR, "Path is empty, cannot save");
return -1;
}
if (len >= FILE_MAX) {
BKE_report(reports, RPT_ERROR, "Path too long, cannot save");
return -1;
}
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
/* send the OnSave event */
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for (li= G.main->library.first; li; li= li->id.next) {
if (BLI_streq(li->name, target)) {
BKE_report(reports, RPT_ERROR, "Cannot overwrite used library");
return -1;
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}
}
if (!BLO_has_bfile_extension(target) && (len+6 < FILE_MAX)) {
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sprintf(di, "%s.blend", target);
} else {
strcpy(di, target);
}
// if (BLI_exists(di)) {
// XXX if(!saveover(di))
// XXX return;
// }
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if (G.fileflags & G_AUTOPACK) {
packAll(G.main, reports);
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}
ED_object_exit_editmode(C, EM_DO_UNDO);
ED_sculpt_force_update(C);
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do_history(di, reports);
/* blend file thumbnail */
ibuf_thumb= blend_file_thumb(di, CTX_data_scene(C), &thumb);
if (BLO_write_file(CTX_data_main(C), di, fileflags, reports, thumb)) {
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strcpy(G.sce, di);
G.relbase_valid = 1;
strcpy(G.main->name, di); /* is guaranteed current file */
G.save_over = 1; /* disable untitled.blend convention */
if(fileflags & G_FILE_COMPRESS) G.fileflags |= G_FILE_COMPRESS;
else G.fileflags &= ~G_FILE_COMPRESS;
if(fileflags & G_FILE_AUTOPLAY) G.fileflags |= G_FILE_AUTOPLAY;
else G.fileflags &= ~G_FILE_AUTOPLAY;
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writeBlog();
/* run this function after because the file cant be written before the blend is */
if (ibuf_thumb) {
ibuf_thumb= IMB_thumb_create(di, THB_NORMAL, THB_SOURCE_BLEND, ibuf_thumb);
IMB_freeImBuf(ibuf_thumb);
}
if(thumb) MEM_freeN(thumb);
}
else {
if(ibuf_thumb) IMB_freeImBuf(ibuf_thumb);
if(thumb) MEM_freeN(thumb);
return -1;
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}
// XXX waitcursor(0);
return 0;
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}
/* operator entry */
int WM_write_homefile(bContext *C, wmOperator *op)
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{
wmWindowManager *wm= CTX_wm_manager(C);
wmWindow *win= CTX_wm_window(C);
char tstr[FILE_MAXDIR+FILE_MAXFILE];
int fileflags;
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/* check current window and close it if temp */
if(win->screen->full == SCREENTEMP)
wm_window_close(C, wm, win);
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BLI_make_file_string("/", tstr, BLI_gethome(), ".B25.blend");
/* force save as regular blend file */
fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_LOCK | G_FILE_SIGN);
BLO_write_file(CTX_data_main(C), tstr, fileflags, op->reports, NULL);
G.save_over= 0;
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return OPERATOR_FINISHED;
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}
/************************ autosave ****************************/
void wm_autosave_location(char *filename)
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{
char pidstr[32];
#ifdef WIN32
char subdir[9];
char savedir[FILE_MAXDIR];
#endif
sprintf(pidstr, "%d.blend", abs(getpid()));
#ifdef WIN32
if (!BLI_exists(U.tempdir)) {
BLI_strncpy(subdir, "autosave", sizeof(subdir));
BLI_make_file_string("/", savedir, BLI_gethome(), subdir);
/* create a new autosave dir
* function already checks for existence or not */
BLI_recurdir_fileops(savedir);
BLI_make_file_string("/", filename, savedir, pidstr);
return;
}
#endif
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BLI_make_file_string("/", filename, U.tempdir, pidstr);
}
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void WM_autosave_init(wmWindowManager *wm)
{
wm_autosave_timer_ended(wm);
if(U.flag & USER_AUTOSAVE)
wm->autosavetimer= WM_event_add_timer(wm, NULL, TIMERAUTOSAVE, U.savetime*60.0);
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}
void wm_autosave_timer(const bContext *C, wmWindowManager *wm, wmTimer *wt)
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{
wmWindow *win;
wmEventHandler *handler;
char filename[FILE_MAX];
int fileflags;
WM_event_remove_timer(wm, NULL, wm->autosavetimer);
/* if a modal operator is running, don't autosave, but try again in 10 seconds */
for(win=wm->windows.first; win; win=win->next) {
for(handler=win->modalhandlers.first; handler; handler=handler->next) {
if(handler->op) {
wm->autosavetimer= WM_event_add_timer(wm, NULL, TIMERAUTOSAVE, 10.0);
return;
}
}
}
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wm_autosave_location(filename);
/* force save as regular blend file */
fileflags = G.fileflags & ~(G_FILE_COMPRESS|G_FILE_AUTOPLAY |G_FILE_LOCK|G_FILE_SIGN);
/* no error reporting to console */
BLO_write_file(CTX_data_main(C), filename, fileflags, NULL, NULL);
/* do timer after file write, just in case file write takes a long time */
wm->autosavetimer= WM_event_add_timer(wm, NULL, TIMERAUTOSAVE, U.savetime*60.0);
}
void wm_autosave_timer_ended(wmWindowManager *wm)
{
if(wm->autosavetimer) {
WM_event_remove_timer(wm, NULL, wm->autosavetimer);
wm->autosavetimer= NULL;
}
}
void wm_autosave_delete(void)
{
char filename[FILE_MAX];
wm_autosave_location(filename);
if(BLI_exists(filename)) {
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char str[FILE_MAXDIR+FILE_MAXFILE];
BLI_make_file_string("/", str, U.tempdir, "quit.blend");
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
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/* if global undo; remove tempsave, otherwise rename */
if(U.uiflag & USER_GLOBALUNDO) BLI_delete(filename, 0, 0);
else BLI_rename(filename, str);
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}
}
void wm_autosave_read(bContext *C, ReportList *reports)
{
char filename[FILE_MAX];
wm_autosave_location(filename);
WM_read_file(C, filename, reports);
}
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