2008-12-13 18:09:49 +00:00
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/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <stdio.h>
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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2009-01-12 01:02:52 +00:00
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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2008-12-13 18:09:49 +00:00
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#include "DNA_space_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "BKE_colortools.h"
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2008-12-18 02:56:48 +00:00
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#include "BKE_context.h"
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2008-12-13 18:09:49 +00:00
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#include "BKE_screen.h"
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2009-08-19 00:46:06 +00:00
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#include "BKE_node.h"
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2008-12-13 18:09:49 +00:00
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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#include "ED_previewrender.h"
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2008-12-13 18:09:49 +00:00
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "BIF_gl.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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2009-03-19 19:03:38 +00:00
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#include "RNA_access.h"
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2008-12-13 18:09:49 +00:00
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#include "node_intern.h" // own include
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/* ******************** default callbacks for node space ***************** */
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2008-12-22 10:09:56 +00:00
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static SpaceLink *node_new(const bContext *C)
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2008-12-13 18:09:49 +00:00
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{
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ARegion *ar;
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SpaceNode *snode;
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snode= MEM_callocN(sizeof(SpaceNode), "initnode");
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snode->spacetype= SPACE_NODE;
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/* header */
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ar= MEM_callocN(sizeof(ARegion), "header for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_HEADER;
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ar->alignment= RGN_ALIGN_BOTTOM;
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2009-07-23 20:40:51 +00:00
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#if 0
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2009-01-13 19:28:18 +00:00
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/* channels */
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ar= MEM_callocN(sizeof(ARegion), "nodetree area for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_CHANNELS;
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ar->alignment= RGN_ALIGN_LEFT;
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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//ar->v2d.scroll = (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
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2009-07-23 20:40:51 +00:00
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#endif
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2009-01-13 19:28:18 +00:00
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2008-12-13 18:09:49 +00:00
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/* main area */
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ar= MEM_callocN(sizeof(ARegion), "main area for node");
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BLI_addtail(&snode->regionbase, ar);
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ar->regiontype= RGN_TYPE_WINDOW;
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ar->v2d.tot.xmin= -10.0f;
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ar->v2d.tot.ymin= -10.0f;
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ar->v2d.tot.xmax= 512.0f;
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ar->v2d.tot.ymax= 512.0f;
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ar->v2d.cur.xmin= 0.0f;
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ar->v2d.cur.ymin= 0.0f;
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ar->v2d.cur.xmax= 512.0f;
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ar->v2d.cur.ymax= 512.0f;
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ar->v2d.min[0]= 1.0f;
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ar->v2d.min[1]= 1.0f;
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ar->v2d.max[0]= 32000.0f;
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ar->v2d.max[1]= 32000.0f;
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ar->v2d.minzoom= 0.5f;
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ar->v2d.maxzoom= 1.21f;
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2008-12-24 10:33:10 +00:00
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ar->v2d.scroll= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
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2009-07-29 22:57:53 +00:00
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ar->v2d.keepzoom= V2D_LIMITZOOM|V2D_KEEPASPECT;
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2008-12-13 18:09:49 +00:00
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ar->v2d.keeptot= 0;
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return (SpaceLink *)snode;
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}
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/* not spacelink itself */
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static void node_free(SpaceLink *sl)
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{
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// SpaceNode *snode= (SpaceNode*) sl;
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// XXX if(snode->gpd) free_gpencil_data(snode->gpd);
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}
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/* spacetype; init callback */
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static void node_init(struct wmWindowManager *wm, ScrArea *sa)
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{
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}
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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static void node_area_listener(ScrArea *sa, wmNotifier *wmn)
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{
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/* preview renders */
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switch(wmn->category) {
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case NC_SCENE:
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2009-01-27 17:12:40 +00:00
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if(wmn->data==ND_NODES)
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ED_area_tag_refresh(sa);
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break;
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case NC_WM:
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if(wmn->data==ND_FILEREAD)
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ED_area_tag_refresh(sa);
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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break;
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2009-08-18 14:31:13 +00:00
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/* future: add ID checks? */
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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case NC_MATERIAL:
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if(wmn->data==ND_SHADING)
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ED_area_tag_refresh(sa);
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break;
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2009-08-18 14:31:13 +00:00
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case NC_TEXTURE:
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if(wmn->data==ND_NODES)
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ED_area_tag_refresh(sa);
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break;
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2.5
Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
---------
The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-09-04 20:51:09 +00:00
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case NC_TEXT:
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/* pynodes */
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if(wmn->data==ND_SHADING)
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ED_area_tag_refresh(sa);
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break;
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case NC_SPACE:
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if(wmn->data==ND_SPACE_NODE)
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ED_area_tag_refresh(sa);
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break;
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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}
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}
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static void node_area_refresh(const struct bContext *C, struct ScrArea *sa)
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{
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/* default now: refresh node is starting preview */
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SpaceNode *snode= sa->spacedata.first;
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2009-01-27 17:12:40 +00:00
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if(snode->nodetree) {
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if(snode->treetype==NTREE_SHADER) {
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2.5
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
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Material *ma= (Material *)snode->id;
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if(ma->use_nodes)
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2009-08-18 19:58:27 +00:00
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ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100);
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
}
|
2009-01-27 17:12:40 +00:00
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|
else if(snode->treetype==NTREE_COMPOSIT) {
|
2.5
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
|
|
|
Scene *scene= (Scene *)snode->id;
|
|
|
|
if(scene->use_nodes)
|
|
|
|
snode_composite_job(C, sa);
|
2009-01-27 17:12:40 +00:00
|
|
|
}
|
2009-08-19 00:46:06 +00:00
|
|
|
else if(snode->treetype==NTREE_TEXTURE) {
|
|
|
|
Tex *tex= (Tex *)snode->id;
|
2009-08-19 15:45:16 +00:00
|
|
|
if(tex->use_nodes) {
|
|
|
|
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100);
|
|
|
|
}
|
2009-08-19 00:46:06 +00:00
|
|
|
}
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-13 18:09:49 +00:00
|
|
|
static SpaceLink *node_duplicate(SpaceLink *sl)
|
|
|
|
{
|
|
|
|
SpaceNode *snoden= MEM_dupallocN(sl);
|
|
|
|
|
|
|
|
/* clear or remove stuff from old */
|
|
|
|
snoden->nodetree= NULL;
|
|
|
|
// XXX snoden->gpd= gpencil_data_duplicate(snode->gpd);
|
|
|
|
|
|
|
|
return (SpaceLink *)snoden;
|
|
|
|
}
|
|
|
|
|
2009-07-23 20:40:51 +00:00
|
|
|
#if 0
|
2009-01-13 19:28:18 +00:00
|
|
|
static void node_channel_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
|
|
|
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_LIST, ar->winx, ar->winy);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_channel_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
View2D *v2d= &ar->v2d;
|
|
|
|
View2DScrollers *scrollers;
|
|
|
|
float col[3];
|
|
|
|
|
|
|
|
/* clear and setup matrix */
|
2.5
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
2009-04-27 13:44:11 +00:00
|
|
|
UI_GetThemeColor3fv(TH_BACK, col);
|
2009-01-13 19:28:18 +00:00
|
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
UI_view2d_view_ortho(C, v2d);
|
|
|
|
|
|
|
|
/* data... */
|
|
|
|
|
|
|
|
/* reset view matrix */
|
|
|
|
UI_view2d_view_restore(C);
|
|
|
|
|
|
|
|
/* scrollers */
|
|
|
|
scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
|
|
|
|
UI_view2d_scrollers_draw(C, v2d, scrollers);
|
|
|
|
UI_view2d_scrollers_free(scrollers);
|
|
|
|
}
|
2009-07-23 20:40:51 +00:00
|
|
|
#endif
|
2009-01-13 19:28:18 +00:00
|
|
|
|
2008-12-29 00:55:23 +00:00
|
|
|
/* Initialise main area, setting handlers. */
|
2008-12-13 18:09:49 +00:00
|
|
|
static void node_main_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
|
|
|
ListBase *keymap;
|
|
|
|
|
2008-12-17 10:25:02 +00:00
|
|
|
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
/* own keymap */
|
|
|
|
keymap= WM_keymap_listbase(wm, "Node", SPACE_NODE, 0); /* XXX weak? */
|
|
|
|
WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_main_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
|
|
|
View2D *v2d= &ar->v2d;
|
|
|
|
|
2008-12-24 10:33:10 +00:00
|
|
|
drawnodespace(C, ar, v2d);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* add handlers, stuff you only do once or on area/region changes */
|
|
|
|
static void node_header_area_init(wmWindowManager *wm, ARegion *ar)
|
|
|
|
{
|
2009-08-19 00:55:30 +00:00
|
|
|
ED_region_header_init(ar);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void node_header_area_draw(const bContext *C, ARegion *ar)
|
|
|
|
{
|
2009-08-19 00:55:30 +00:00
|
|
|
SpaceNode *snode= CTX_wm_space_node(C);
|
|
|
|
Scene *scene= CTX_data_scene(C);
|
|
|
|
|
|
|
|
/* find and set the context */
|
|
|
|
snode_set_context(snode, scene);
|
|
|
|
|
|
|
|
ED_region_header(C, ar);
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
2009-01-27 17:12:40 +00:00
|
|
|
/* used for header + main area */
|
|
|
|
static void node_region_listener(ARegion *ar, wmNotifier *wmn)
|
2008-12-13 18:09:49 +00:00
|
|
|
{
|
|
|
|
/* context changes */
|
2008-12-28 00:08:34 +00:00
|
|
|
switch(wmn->category) {
|
|
|
|
case NC_SCENE:
|
|
|
|
case NC_MATERIAL:
|
2009-08-18 14:31:13 +00:00
|
|
|
case NC_TEXTURE:
|
2009-08-19 00:55:30 +00:00
|
|
|
case NC_NODE:
|
2009-08-18 14:31:13 +00:00
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
2008-12-28 00:08:34 +00:00
|
|
|
}
|
2008-12-13 18:09:49 +00:00
|
|
|
}
|
|
|
|
|
2009-03-19 19:03:38 +00:00
|
|
|
static int node_context(const bContext *C, const char *member, bContextDataResult *result)
|
2009-01-02 23:58:03 +00:00
|
|
|
{
|
2009-07-28 16:33:02 +00:00
|
|
|
SpaceNode *snode= CTX_wm_space_node(C);
|
2009-01-02 23:58:03 +00:00
|
|
|
|
2009-06-20 14:55:28 +00:00
|
|
|
if(CTX_data_dir(member)) {
|
|
|
|
static const char *dir[] = {"selected_nodes", NULL};
|
|
|
|
CTX_data_dir_set(result, dir);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if(CTX_data_equals(member, "selected_nodes")) {
|
2009-01-02 23:58:03 +00:00
|
|
|
bNode *node;
|
|
|
|
|
|
|
|
for(next_node(snode->edittree); (node=next_node(NULL));) {
|
|
|
|
if(node->flag & SELECT) {
|
2009-03-19 19:03:38 +00:00
|
|
|
CTX_data_list_add(result, &snode->edittree->id, &RNA_Node, node);
|
2009-01-02 23:58:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2008-12-13 18:09:49 +00:00
|
|
|
/* only called once, from space/spacetypes.c */
|
|
|
|
void ED_spacetype_node(void)
|
|
|
|
{
|
|
|
|
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype node");
|
|
|
|
ARegionType *art;
|
|
|
|
|
|
|
|
st->spaceid= SPACE_NODE;
|
|
|
|
|
|
|
|
st->new= node_new;
|
|
|
|
st->free= node_free;
|
|
|
|
st->init= node_init;
|
|
|
|
st->duplicate= node_duplicate;
|
|
|
|
st->operatortypes= node_operatortypes;
|
|
|
|
st->keymap= node_keymap;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
st->listener= node_area_listener;
|
|
|
|
st->refresh= node_area_refresh;
|
2009-01-02 23:58:03 +00:00
|
|
|
st->context= node_context;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
/* regions: main window */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_WINDOW;
|
|
|
|
art->init= node_main_area_init;
|
|
|
|
art->draw= node_main_area_draw;
|
2009-01-27 17:12:40 +00:00
|
|
|
art->listener= node_region_listener;
|
2008-12-28 00:08:34 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
|
|
|
|
|
|
|
/* regions: header */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_HEADER;
|
|
|
|
art->minsizey= HEADERY;
|
2009-01-23 14:43:25 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
|
2009-01-27 17:12:40 +00:00
|
|
|
art->listener= node_region_listener;
|
2008-12-13 18:09:49 +00:00
|
|
|
art->init= node_header_area_init;
|
|
|
|
art->draw= node_header_area_draw;
|
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
2009-08-19 00:55:30 +00:00
|
|
|
|
|
|
|
node_menus_register(art);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2009-07-23 20:40:51 +00:00
|
|
|
#if 0
|
2008-12-13 18:09:49 +00:00
|
|
|
/* regions: channels */
|
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
|
|
|
art->regionid = RGN_TYPE_CHANNELS;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
art->minsizex= 100;
|
2009-01-23 14:43:25 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
2009-01-13 19:28:18 +00:00
|
|
|
art->init= node_channel_area_init;
|
|
|
|
art->draw= node_channel_area_draw;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BLI_addhead(&st->regiontypes, art);
|
2009-07-23 20:40:51 +00:00
|
|
|
#endif
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
|
|
|
|
BKE_spacetype_register(st);
|
|
|
|
}
|
|
|
|
|