2008-12-13 18:09:49 +00:00
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/**
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2010-03-21 01:14:04 +00:00
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* $Id$
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2008-12-13 18:09:49 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2008-12-13 18:09:49 +00:00
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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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2008-12-13 18:09:49 +00:00
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#include "DNA_scene_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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2009-11-10 20:43:45 +00:00
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#include "BLI_math.h"
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2008-12-13 18:09:49 +00:00
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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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Sorry, three commits in one, became difficult to untangle..
Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
2009-09-29 19:12:12 +00:00
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#include "ED_render.h"
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2008-12-13 18:09:49 +00:00
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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_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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2009-11-11 08:12:54 +00:00
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/* ******************** manage regions ********************* */
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ARegion *node_has_buttons_region(ScrArea *sa)
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{
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ARegion *ar, *arnew;
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for(ar= sa->regionbase.first; ar; ar= ar->next)
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if(ar->regiontype==RGN_TYPE_UI)
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return ar;
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/* add subdiv level; after header */
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for(ar= sa->regionbase.first; ar; ar= ar->next)
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if(ar->regiontype==RGN_TYPE_HEADER)
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break;
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/* is error! */
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if(ar==NULL) return NULL;
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arnew= MEM_callocN(sizeof(ARegion), "buttons for node");
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BLI_insertlinkafter(&sa->regionbase, ar, arnew);
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arnew->regiontype= RGN_TYPE_UI;
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arnew->alignment= RGN_ALIGN_RIGHT;
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arnew->flag = RGN_FLAG_HIDDEN;
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return arnew;
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}
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2008-12-13 18:09:49 +00:00
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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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2009-11-11 08:12:54 +00:00
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/* buttons/list view */
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ar= MEM_callocN(sizeof(ARegion), "buttons for node");
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2009-01-13 19:28:18 +00:00
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BLI_addtail(&snode->regionbase, ar);
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2009-11-11 08:12:54 +00:00
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ar->regiontype= RGN_TYPE_UI;
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ar->alignment= RGN_ALIGN_RIGHT;
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ar->flag = RGN_FLAG_HIDDEN;
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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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2009-10-27 18:50:10 +00:00
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ar->v2d.minzoom= 0.2f;
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2008-12-13 18:09:49 +00:00
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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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}
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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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2010-01-27 05:42:17 +00:00
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switch (wmn->data) {
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case ND_NODES:
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case ND_FRAME:
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ED_area_tag_refresh(sa);
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break;
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}
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2009-01-27 17:12:40 +00:00
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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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2009-12-05 21:54:46 +00:00
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else if(wmn->data==ND_SHADING_DRAW)
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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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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);
|
2009-10-20 20:00:12 +00:00
|
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else if(wmn->data==ND_SPACE_NODE_VIEW)
|
|
|
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ED_area_tag_redraw(sa);
|
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
|
|
|
break;
|
2009-11-12 01:22:51 +00:00
|
|
|
case NC_NODE:
|
2010-04-27 11:09:52 +00:00
|
|
|
if (wmn->action == NA_EDITED)
|
|
|
|
ED_area_tag_refresh(sa);
|
2009-11-12 01:22:51 +00:00
|
|
|
break;
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void node_area_refresh(const struct bContext *C, struct ScrArea *sa)
|
|
|
|
{
|
|
|
|
/* default now: refresh node is starting preview */
|
|
|
|
SpaceNode *snode= sa->spacedata.first;
|
2009-10-07 14:48:29 +00:00
|
|
|
|
|
|
|
snode_set_context(snode, CTX_data_scene(C));
|
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
|
|
|
if(snode->nodetree) {
|
|
|
|
if(snode->treetype==NTREE_SHADER) {
|
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
|
|
|
Material *ma= (Material *)snode->id;
|
|
|
|
if(ma->use_nodes)
|
2009-10-07 14:48:29 +00:00
|
|
|
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
|
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
|
|
|
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) {
|
2009-10-07 14:48:29 +00:00
|
|
|
ED_preview_shader_job(C, sa, snode->id, NULL, NULL, 100, 100, PR_NODE_RENDER);
|
2009-08-19 15:45:16 +00:00
|
|
|
}
|
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;
|
|
|
|
|
|
|
|
return (SpaceLink *)snoden;
|
|
|
|
}
|
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
|
|
|
|
/* add handlers, stuff you only do once or on area/region changes */
|
|
|
|
static void node_buttons_area_init(wmWindowManager *wm, ARegion *ar)
|
2009-01-13 19:28:18 +00:00
|
|
|
{
|
2009-11-11 08:12:54 +00:00
|
|
|
wmKeyMap *keymap;
|
|
|
|
|
|
|
|
ED_region_panels_init(wm, ar);
|
|
|
|
|
|
|
|
keymap= WM_keymap_find(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
|
|
|
|
WM_event_add_keymap_handler(&ar->handlers, keymap);
|
2009-01-13 19:28:18 +00:00
|
|
|
}
|
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
static void node_buttons_area_draw(const bContext *C, ARegion *ar)
|
2009-01-13 19:28:18 +00:00
|
|
|
{
|
2009-11-11 08:12:54 +00:00
|
|
|
ED_region_panels(C, ar, 1, NULL, -1);
|
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)
|
|
|
|
{
|
2009-09-17 21:36:02 +00:00
|
|
|
wmKeyMap *keymap;
|
2008-12-13 18:09:49 +00:00
|
|
|
|
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
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
/* own keymaps */
|
|
|
|
keymap= WM_keymap_find(wm->defaultconf, "Node Generic", SPACE_NODE, 0);
|
|
|
|
WM_event_add_keymap_handler(&ar->handlers, keymap);
|
|
|
|
|
2009-12-24 09:26:06 +00:00
|
|
|
keymap= WM_keymap_find(wm->defaultconf, "Node Editor", SPACE_NODE, 0);
|
2008-12-13 18:09:49 +00:00
|
|
|
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);
|
|
|
|
|
2010-03-22 09:30:00 +00:00
|
|
|
/* find and set the context */
|
2009-08-19 00:55:30 +00:00
|
|
|
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) {
|
2009-11-12 01:22:51 +00:00
|
|
|
case NC_SPACE:
|
|
|
|
if(wmn->data==ND_SPACE_NODE)
|
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
2010-01-27 11:56:14 +00:00
|
|
|
case NC_SCREEN:
|
|
|
|
if(wmn->data == ND_GPENCIL)
|
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
break;
|
2008-12-28 00:08:34 +00:00
|
|
|
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;
|
2009-12-10 09:58:10 +00:00
|
|
|
case NC_ID:
|
2009-12-13 23:51:41 +00:00
|
|
|
if(wmn->action == NA_RENAME)
|
|
|
|
ED_region_tag_redraw(ar);
|
2009-12-10 09:58:10 +00:00
|
|
|
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
|
|
|
}
|
|
|
|
}
|
2010-04-24 19:26:05 +00:00
|
|
|
CTX_data_type_set(result, CTX_DATA_TYPE_COLLECTION);
|
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;
|
2009-12-19 22:37:51 +00:00
|
|
|
strncpy(st->name, "Node", BKE_ST_MAXNAME);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
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;
|
2009-11-12 08:46:41 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_GPENCIL;
|
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;
|
Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
|
|
|
art->prefsizey= HEADERY;
|
2009-11-27 06:24:09 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_HEADER;
|
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
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
/* regions: listview/buttons */
|
2008-12-13 18:09:49 +00:00
|
|
|
art= MEM_callocN(sizeof(ARegionType), "spacetype node region");
|
2009-11-11 08:12:54 +00:00
|
|
|
art->regionid = RGN_TYPE_UI;
|
Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
|
|
|
art->prefsizex= 180; // XXX
|
2009-11-11 08:12:54 +00:00
|
|
|
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
|
|
|
|
art->listener= node_region_listener;
|
|
|
|
art->init= node_buttons_area_init;
|
|
|
|
art->draw= node_buttons_area_draw;
|
2008-12-13 18:09:49 +00:00
|
|
|
BLI_addhead(&st->regiontypes, art);
|
|
|
|
|
2009-11-11 08:12:54 +00:00
|
|
|
node_buttons_register(art);
|
2008-12-13 18:09:49 +00:00
|
|
|
|
|
|
|
BKE_spacetype_register(st);
|
|
|
|
}
|
|
|
|
|