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blender-archive/source/blender/editors/space_buttons/space_buttons.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_buttons/space_buttons.c
* \ingroup spbuttons
*/
#include <string.h>
#include <stdio.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_resources.h"
#include "UI_view2d.h"
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.
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#include "ED_render.h"
#include "buttons_intern.h" // own include
/* ******************** default callbacks for buttons space ***************** */
static SpaceLink *buttons_new(const bContext *UNUSED(C))
{
ARegion *ar;
SpaceButs *sbuts;
sbuts= MEM_callocN(sizeof(SpaceButs), "initbuts");
sbuts->spacetype= SPACE_BUTS;
sbuts->align= BUT_VERTICAL;
/* header */
ar= MEM_callocN(sizeof(ARegion), "header for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_HEADER;
ar->alignment= RGN_ALIGN_TOP;
#if 0
/* context area */
ar= MEM_callocN(sizeof(ARegion), "context area for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_TOP;
#endif
/* main area */
ar= MEM_callocN(sizeof(ARegion), "main area for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype= RGN_TYPE_WINDOW;
return (SpaceLink *)sbuts;
}
/* not spacelink itself */
static void buttons_free(SpaceLink *sl)
{
SpaceButs *sbuts= (SpaceButs*) sl;
if(sbuts->path)
MEM_freeN(sbuts->path);
if(sbuts->texuser) {
ButsContextTexture *ct= sbuts->texuser;
BLI_freelistN(&ct->users);
MEM_freeN(ct);
}
}
/* spacetype; init callback */
static void buttons_init(struct wmWindowManager *UNUSED(wm), ScrArea *sa)
{
SpaceButs *sbuts= sa->spacedata.first;
/* auto-align based on size */
if(sbuts->align == BUT_AUTO || !sbuts->align) {
if(sa->winx > sa->winy)
sbuts->align= BUT_HORIZONTAL;
else
sbuts->align= BUT_VERTICAL;
}
}
static SpaceLink *buttons_duplicate(SpaceLink *sl)
{
SpaceButs *sbutsn= MEM_dupallocN(sl);
/* clear or remove stuff from old */
sbutsn->path= NULL;
sbutsn->texuser= NULL;
return (SpaceLink *)sbutsn;
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_main_area_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ED_region_panels_init(wm, ar);
keymap= WM_keymap_find(wm->defaultconf, "Property Editor", SPACE_BUTS, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void buttons_main_area_draw(const bContext *C, ARegion *ar)
{
/* draw entirely, view changes should be handled here */
SpaceButs *sbuts= CTX_wm_space_buts(C);
int vertical= (sbuts->align == BUT_VERTICAL);
buttons_context_compute(C, sbuts);
if(sbuts->mainb == BCONTEXT_SCENE)
ED_region_panels(C, ar, vertical, "scene", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_RENDER)
ED_region_panels(C, ar, vertical, "render", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_WORLD)
ED_region_panels(C, ar, vertical, "world", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_OBJECT)
ED_region_panels(C, ar, vertical, "object", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_DATA)
ED_region_panels(C, ar, vertical, "data", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MATERIAL)
ED_region_panels(C, ar, vertical, "material", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_TEXTURE)
ED_region_panels(C, ar, vertical, "texture", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PARTICLE)
ED_region_panels(C, ar, vertical, "particle", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_PHYSICS)
ED_region_panels(C, ar, vertical, "physics", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_BONE)
ED_region_panels(C, ar, vertical, "bone", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_MODIFIER)
ED_region_panels(C, ar, vertical, "modifier", sbuts->mainb);
else if (sbuts->mainb == BCONTEXT_CONSTRAINT)
ED_region_panels(C, ar, vertical, "constraint", sbuts->mainb);
else if(sbuts->mainb == BCONTEXT_BONE_CONSTRAINT)
ED_region_panels(C, ar, vertical, "bone_constraint", sbuts->mainb);
sbuts->re_align= 0;
sbuts->mainbo= sbuts->mainb;
}
static void buttons_operatortypes(void)
{
WM_operatortype_append(BUTTONS_OT_toolbox);
WM_operatortype_append(BUTTONS_OT_file_browse);
WM_operatortype_append(BUTTONS_OT_directory_browse);
}
static void buttons_keymap(struct wmKeyConfig *keyconf)
{
wmKeyMap *keymap= WM_keymap_find(keyconf, "Property Editor", SPACE_BUTS, 0);
WM_keymap_add_item(keymap, "BUTTONS_OT_toolbox", RIGHTMOUSE, KM_PRESS, 0, 0);
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_header_area_init(wmWindowManager *UNUSED(wm), ARegion *ar)
{
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
}
static void buttons_header_area_draw(const bContext *C, ARegion *ar)
{
/* clear */
UI_ThemeClearColor(ED_screen_area_active(C)?TH_HEADER:TH_HEADERDESEL);
glClear(GL_COLOR_BUFFER_BIT);
/* set view2d view matrix for scrolling (without scrollers) */
UI_view2d_view_ortho(&ar->v2d);
buttons_header_buttons(C, ar);
/* restore view matrix? */
UI_view2d_view_restore(C);
}
/* draw a certain button set only if properties area is currently
* showing that button set, to reduce unnecessary drawing. */
static void buttons_area_redraw(ScrArea *sa, short buttons)
{
SpaceButs *sbuts= sa->spacedata.first;
/* if the area's current button set is equal to the one to redraw */
if(sbuts->mainb == buttons)
ED_area_tag_redraw(sa);
}
/* reused! */
static void buttons_area_listener(ScrArea *sa, wmNotifier *wmn)
{
SpaceButs *sbuts= sa->spacedata.first;
/* context changes */
switch(wmn->category) {
case NC_SCENE:
switch(wmn->data) {
case ND_RENDER_OPTIONS:
buttons_area_redraw(sa, BCONTEXT_RENDER);
break;
case ND_FRAME:
/* any buttons area can have animated properties so redraw all */
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
case ND_OB_ACTIVE:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
case ND_KEYINGSET:
buttons_area_redraw(sa, BCONTEXT_SCENE);
break;
case ND_RENDER_RESULT:
break;
case ND_MODE:
case ND_LAYER:
default:
ED_area_tag_redraw(sa);
break;
}
break;
case NC_OBJECT:
switch(wmn->data) {
case ND_TRANSFORM:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
buttons_area_redraw(sa, BCONTEXT_DATA); /* autotexpace flag */
break;
case ND_POSE:
buttons_area_redraw(sa, BCONTEXT_DATA);
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
buttons_area_redraw(sa, BCONTEXT_BONE);
buttons_area_redraw(sa, BCONTEXT_BONE_CONSTRAINT);
break;
case ND_MODIFIER:
if(wmn->action == NA_RENAME)
ED_area_tag_redraw(sa);
else
buttons_area_redraw(sa, BCONTEXT_MODIFIER);
buttons_area_redraw(sa, BCONTEXT_PHYSICS);
break;
case ND_CONSTRAINT:
buttons_area_redraw(sa, BCONTEXT_CONSTRAINT);
buttons_area_redraw(sa, BCONTEXT_BONE_CONSTRAINT);
break;
case ND_PARTICLE:
if (wmn->action == NA_EDITED)
buttons_area_redraw(sa, BCONTEXT_PARTICLE);
sbuts->preview= 1;
break;
case ND_DRAW:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
buttons_area_redraw(sa, BCONTEXT_DATA);
buttons_area_redraw(sa, BCONTEXT_PHYSICS);
case ND_SHADING:
case ND_SHADING_DRAW:
/* currently works by redraws... if preview is set, it (re)starts job */
sbuts->preview= 1;
break;
default:
/* Not all object RNA props have a ND_ notifier (yet) */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_GEOM:
switch(wmn->data) {
case ND_SELECT:
case ND_DATA:
ED_area_tag_redraw(sa);
break;
}
break;
case NC_MATERIAL:
ED_area_tag_redraw(sa);
switch(wmn->data) {
case ND_SHADING:
case ND_SHADING_DRAW:
case ND_NODES:
/* currently works by redraws... if preview is set, it (re)starts job */
sbuts->preview= 1;
break;
}
break;
case NC_WORLD:
buttons_area_redraw(sa, BCONTEXT_WORLD);
sbuts->preview= 1;
break;
case NC_LAMP:
buttons_area_redraw(sa, BCONTEXT_DATA);
sbuts->preview= 1;
break;
case NC_BRUSH:
buttons_area_redraw(sa, BCONTEXT_TEXTURE);
break;
case NC_TEXTURE:
case NC_IMAGE:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
case NC_SPACE:
if(wmn->data == ND_SPACE_PROPERTIES)
ED_area_tag_redraw(sa);
break;
case NC_ID:
if(wmn->action == NA_RENAME)
ED_area_tag_redraw(sa);
break;
case NC_ANIMATION:
switch(wmn->data) {
case ND_KEYFRAME:
if (wmn->action == NA_EDITED)
ED_area_tag_redraw(sa);
break;
}
break;
case NC_NODE:
if(wmn->action==NA_SELECTED) {
ED_area_tag_redraw(sa);
/* new active node, update texture preview */
if(sbuts->mainb == BCONTEXT_TEXTURE)
sbuts->preview= 1;
}
break;
/* Listener for preview render, when doing an global undo. */
case NC_WINDOW:
ED_area_tag_redraw(sa);
sbuts->preview= 1;
break;
}
if(wmn->data == ND_KEYS)
ED_area_tag_redraw(sa);
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_buttons(void)
{
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype buttons");
ARegionType *art;
st->spaceid= SPACE_BUTS;
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strncpy(st->name, "Buttons", BKE_ST_MAXNAME);
st->new= buttons_new;
st->free= buttons_free;
st->init= buttons_init;
st->duplicate= buttons_duplicate;
st->operatortypes= buttons_operatortypes;
st->keymap= buttons_keymap;
st->listener= buttons_area_listener;
st->context= buttons_context;
/* regions: main window */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_WINDOW;
art->init= buttons_main_area_init;
art->draw= buttons_main_area_draw;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
BLI_addhead(&st->regiontypes, art);
buttons_context_register(art);
/* regions: header */
art= MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_HEADER;
art->prefsizey= HEADERY;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_HEADER;
art->init= buttons_header_area_init;
art->draw= buttons_header_area_draw;
BLI_addhead(&st->regiontypes, art);
BKE_spacetype_register(st);
}