Lots of small changes, all for UI in Blender;

----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer
access.

Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.

NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence

----- Smaller fixes;

- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
  on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
  Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
  drawing error anymore

For review & fun;
- added curved lines as connectors, for Oops window
This commit is contained in:
2004-10-03 13:49:54 +00:00
parent 6e4b9ad96b
commit 3a840670a5
29 changed files with 574 additions and 349 deletions

View File

@@ -146,8 +146,8 @@ void ui_graphics_to_window(int win, float *x, float *y) /* for rectwrite */
gx= *x;
gy= *y;
*x= sx + getsizex*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0]));
*y= sy + getsizey*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1]));
*x= ((float)sx) + ((float)getsizex)*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0]));
*y= ((float)sy) + ((float)getsizey)*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1]));
}
@@ -159,13 +159,13 @@ void ui_window_to_graphics(int win, float *x, float *y) /* for mouse cursor */
bwin_getsize(win, &getsizex, &getsizey);
a= .5*getsizex*UIwinmat[0][0];
b= .5*getsizex*UIwinmat[1][0];
c= .5*getsizex*(1.0+UIwinmat[3][0]);
a= .5*((float)getsizex)*UIwinmat[0][0];
b= .5*((float)getsizex)*UIwinmat[1][0];
c= .5*((float)getsizex)*(1.0+UIwinmat[3][0]);
d= .5*getsizey*UIwinmat[0][1];
e= .5*getsizey*UIwinmat[1][1];
f= .5*getsizey*(1.0+UIwinmat[3][1]);
d= .5*((float)getsizey)*UIwinmat[0][1];
e= .5*((float)getsizey)*UIwinmat[1][1];
f= .5*((float)getsizey)*(1.0+UIwinmat[3][1]);
px= *x;
py= *y;
@@ -178,107 +178,193 @@ void ui_window_to_graphics(int win, float *x, float *y) /* for mouse cursor */
/* ************* SAVE UNDER ************ */
/* new method:
OverDraw *ui_begin_overdraw(int minx, int miny, int maxx, int maxy);
- enforces mainwindow to become active
- grabs copy from frontbuffer, pastes in back
void ui_flush_overdraw(OverDraw *od);
- copies backbuffer to front
void ui_refresh_overdraw(Overdraw *od);
- pastes in back copy of frontbuffer again for fresh drawing
void ui_end_overdraw(OverDraw *od);
- puts back on frontbuffer saved image
- frees copy
- sets back active blender area
- signals backbuffer to be corrupt (sel buffer!)
*/
/* frontbuffer updates now glCopyPixels too, with block->flush rect */
/* new idea for frontbuffer updates:
- hilites: with blended poly?
- full updates... thats harder, but:
- copy original
- before draw, always paste to backbuf
- flush
- always end with redraw event for full update
*/
typedef struct {
short x, y, sx, sy, oldwin;
int oldcursor;
unsigned int *rect;
} uiSaveUnder;
} uiOverDraw;
static void ui_paste_under(uiSaveUnder *su)
static uiOverDraw *ui_begin_overdraw(int minx, int miny, int maxx, int maxy)
{
uiOverDraw *od=NULL;
if(su) {
// dirty patch removed for sun and sgi to mywindow.c commented out
/* clip with actual window size */
if(minx < 0) minx= 0;
if(miny < 0) miny= 0;
if(maxx >= G.curscreen->sizex) maxx= G.curscreen->sizex-1;
if(maxy >= G.curscreen->sizey) maxy= G.curscreen->sizey-1;
if(minx<maxx && miny<maxy) {
od= MEM_callocN(sizeof(uiOverDraw), "overdraw");
od->x= minx;
od->y= miny;
od->sx= maxx-minx;
od->sy= maxy-miny;
od->rect= MEM_mallocN(od->sx*od->sy*4, "temp_frontbuffer_image");
od->oldwin= mywinget();
mywinset(G.curscreen->mainwin);
/* grab front */
glReadBuffer(GL_FRONT);
glReadPixels(od->x, od->y, od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
glReadBuffer(GL_BACK);
/* paste in back */
glDisable(GL_DITHER);
glRasterPos2f( su->x, su->y );
glDrawPixels(su->sx, su->sy, GL_RGBA, GL_UNSIGNED_BYTE, su->rect);
glRasterPos2f(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
glEnable(GL_DITHER);
if(su->oldwin) {
mywinset(su->oldwin);
if (su->oldcursor) {
set_cursor(su->oldcursor);
}
}
MEM_freeN(su->rect);
MEM_freeN(su);
}
}
static uiSaveUnder *ui_save_under(int x, int y, int sx, int sy)
{
uiSaveUnder *su=NULL;
if(sx>1 && sy>1) {
su= MEM_callocN(sizeof(uiSaveUnder), "save under");
su->rect= MEM_mallocN(sx*sy*4, "temp_frontbuffer_image");
su->x= x;
su->y= y;
su->sx= sx;
su->sy= sy;
glReadPixels(x, y, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, su->rect);
}
return su;
return od;
}
static uiSaveUnder *ui_bgnpupdraw(int startx, int starty, int endx, int endy, int cursor)
static void ui_flush_overdraw(uiOverDraw *od)
{
uiSaveUnder *su;
short oldwin;
#if defined(__sgi) || defined(__sun) || defined(__sun__) || defined (__sparc) || defined (__sparc__)
/* this is a dirty patch: gets sometimes the backbuffer */
my_get_frontbuffer_image(0, 0, 1, 1);
my_put_frontbuffer_image();
#endif
oldwin= mywinget();
mywinset(G.curscreen->mainwin);
/* tinsy bit larger, 1 pixel on the edge */
glReadBuffer(GL_FRONT);
if(od==NULL) return;
glDisable(GL_DITHER);
glDrawBuffer(GL_FRONT);
/* for geforce and other cards */
glRasterPos2s(od->x, od->y);
glCopyPixels(od->x, od->y, od->sx, od->sy, GL_COLOR);
glEnable(GL_DITHER);
glFlush();
su= ui_save_under(startx-1, starty-1, endx-startx+2, endy-starty+6);
if(su) su->oldwin= oldwin;
if(su && cursor) {
su->oldcursor= get_cursor();
set_cursor(CURSOR_STD);
}
return su;
}
static void ui_endpupdraw(uiSaveUnder *su)
{
/* for geforce and other cards */
glReadBuffer(GL_FRONT);
glDrawBuffer(GL_FRONT);
glFlush();
if(su) {
ui_paste_under(su);
}
glReadBuffer(GL_BACK);
glDrawBuffer(GL_BACK);
}
static void ui_end_overdraw(uiOverDraw *od)
{
if(od==NULL) return;
glDisable(GL_DITHER);
// clear in back
glRasterPos2s(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
// clear in front
glDrawBuffer(GL_FRONT);
glRasterPos2s(od->x, od->y);
glDrawPixels(od->sx, od->sy, GL_RGBA, GL_UNSIGNED_BYTE, od->rect);
glFlush();
glDrawBuffer(GL_BACK);
glEnable(GL_DITHER);
if(od->oldwin) mywinset(od->oldwin);
MEM_freeN(od->rect);
MEM_freeN(od);
markdirty_all_back(); // sets flags only
/* todo; backbuffer selection redraw */
}
/* ****************** live updates for hilites and button presses *********** */
void ui_block_flush_back(uiBlock *block)
{
int minx, miny, sizex, sizey;
/* note; this routine also has to work for block loop */
if(block->frontbuf==0) return;
/* copy pixels works on window coords, so we move to window space */
ui_graphics_to_window(block->win, &block->flush.xmin, &block->flush.ymin);
ui_graphics_to_window(block->win, &block->flush.xmax, &block->flush.ymax);
minx= floor(block->flush.xmin);
miny= floor(block->flush.ymin);
sizex= ceil(block->flush.xmax-block->flush.xmin);
sizey= ceil(block->flush.ymax-block->flush.ymin);
if(sizex>0 && sizey>0) {
glPushMatrix();
mywinset(G.curscreen->mainwin);
glDisable(GL_DITHER);
glDrawBuffer(GL_FRONT);
glRasterPos2i(minx, miny);
glCopyPixels(minx, miny, sizex, sizey, GL_COLOR);
glEnable(GL_DITHER);
glFlush();
glDrawBuffer(GL_BACK);
mywinset(block->win);
glPopMatrix();
markdirty_win_back(block->win);
}
block->frontbuf= 0;
}
/* merge info for live updates in frontbuf */
void ui_block_set_flush(uiBlock *block, uiBut *but)
{
/* clear signal */
if(but==NULL) {
block->frontbuf= 0;
block->flush.xmin= 0.0;
block->flush.xmax= 0.0;
}
else {
if(block->frontbuf==0) {
/* first rect */
block->flush.xmin= but->x1;
block->flush.xmax= but->x2;
block->flush.ymin= but->y1;
block->flush.ymax= but->y2;
}
else {
/* union of rects */
if(block->flush.xmin > but->x1) block->flush.xmin= but->x1;
if(block->flush.xmax < but->x2) block->flush.xmax= but->x2;
if(block->flush.ymin > but->y1) block->flush.ymin= but->y1;
if(block->flush.ymax < but->y2) block->flush.ymax= but->y2;
}
block->frontbuf= UI_HAS_DRAWN;
}
}
/* ******************* block calc ************************* */
@@ -365,20 +451,27 @@ static void ui_positionblock(uiBlock *block, uiBut *but)
block->parentrct= butrct; // will use that for pulldowns later
/* calc block rect */
block->minx= block->miny= 10000;
block->maxx= block->maxy= -10000;
bt= block->buttons.first;
while(bt) {
if(bt->x1 < block->minx) block->minx= bt->x1;
if(bt->y1 < block->miny) block->miny= bt->y1;
if(bt->x2 > block->maxx) block->maxx= bt->x2;
if(bt->y2 > block->maxy) block->maxy= bt->y2;
if(block->buttons.first) {
block->minx= block->miny= 10000;
block->maxx= block->maxy= -10000;
bt= bt->next;
bt= block->buttons.first;
while(bt) {
if(bt->x1 < block->minx) block->minx= bt->x1;
if(bt->y1 < block->miny) block->miny= bt->y1;
if(bt->x2 > block->maxx) block->maxx= bt->x2;
if(bt->y2 > block->maxy) block->maxy= bt->y2;
bt= bt->next;
}
}
else {
/* we're nice and allow empty blocks too */
block->minx= block->miny= 0;
block->maxx= block->maxy= 20;
}
ui_graphics_to_window(block->win, &block->minx, &block->miny);
ui_graphics_to_window(block->win, &block->maxx, &block->maxy);
@@ -599,14 +692,6 @@ static void ui_draw_linkline(uiBut *but, uiLinkLine *line)
if(line->from==NULL || line->to==NULL) return;
if(but->block->frontbuf==UI_NEED_DRAW_FRONT) {
but->block->frontbuf= UI_HAS_DRAW_FRONT;
glDrawBuffer(GL_FRONT);
if(but->win==curarea->headwin) curarea->head_swap= WIN_FRONT_OK;
else curarea->win_swap= WIN_FRONT_OK;
}
vec1[0]= (line->from->x1+line->from->x2)/2.0;
vec1[1]= (line->from->y1+line->from->y2)/2.0;
vec2[0]= (line->to->x1+line->to->x2)/2.0;
@@ -926,7 +1011,12 @@ static int ui_do_but_MENU(uiBut *but)
/* and lets go */
block->direction= UI_TOP;
ui_positionblock(block, but);
/* blocks can come (and get scaled) from a normal window, now we go to screenspace */
block->win= G.curscreen->mainwin;
for(bt= block->buttons.first; bt; bt= bt->next) bt->win= block->win;
bwin_getsinglematrix(block->win, block->winmat);
event= uiDoBlocks(&listb, 0);
menudata_free(md);
@@ -1032,7 +1122,7 @@ static int ui_do_but_BUT(uiBut *but)
if (but->flag != oflag) {
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
}
PIL_sleep_ms(10);
@@ -1181,7 +1271,7 @@ static int ui_do_but_TEX(uiBut *but)
BLI_strncpy(backstr, but->poin, UI_MAX_DRAW_STR);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
while (get_mbut() & L_MOUSE) BIF_wait_for_statechange();
len= strlen(str);
@@ -1274,10 +1364,11 @@ static int ui_do_but_TEX(uiBut *but)
}
}
if(dodraw) {
ui_check_but(but);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
}
}
@@ -1364,7 +1455,7 @@ static int ui_do_but_NUM(uiBut *but)
but->flag |= UI_SELECT;
ui_draw_but(but);
glFlush(); // flush display before subloop
ui_block_flush_back(but->block);
uiGetMouse(mywinget(), mval);
value= ui_get_but_val(but);
@@ -1422,8 +1513,8 @@ static int ui_do_but_NUM(uiBut *but)
ui_set_but_val(but, (double)temp);
ui_check_but(but);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
uibut_do_func(but);
}
}
@@ -1446,7 +1537,7 @@ static int ui_do_but_NUM(uiBut *but)
ui_set_but_val(but, tempf);
ui_check_but(but);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
}
}
@@ -1494,7 +1585,7 @@ static int ui_do_but_NUM(uiBut *but)
but->flag &= ~UI_SELECT;
ui_check_but(but);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
uibut_do_func(but);
@@ -1724,7 +1815,7 @@ static int ui_do_but_SLI(uiBut *but)
ui_set_but_val(but, tempf);
ui_check_but(but);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
if(but->a1) { /* color number */
uiBut *bt= but->prev;
@@ -1776,7 +1867,7 @@ static int ui_do_but_SLI(uiBut *but)
}
ui_check_but(but);
ui_draw_but(but);
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
return but->retval;
}
@@ -1847,7 +1938,7 @@ static int ui_do_but_BLOCK(uiBut *but)
ui_positionblock(block, but);
block->flag |= UI_BLOCK_LOOP;
/* blocks can come from a normal window, but we go to screenspace */
/* blocks can come (and get scaled) from a normal window, now we go to screenspace */
block->win= G.curscreen->mainwin;
for(bt= block->buttons.first; bt; bt= bt->next) bt->win= block->win;
bwin_getsinglematrix(block->win, block->winmat);
@@ -2150,7 +2241,8 @@ static void do_palette_cb(void *bt1, void *col1)
for (but= but1->block->buttons.first; but; but= but->next) {
ui_draw_but(but);
}
glFlush(); // flush display in subloops
but= but1->block->buttons.first;
ui_block_flush_back(but->block);
}
/* bt1 is num but, col1 is pointer to original color */
@@ -2175,8 +2267,10 @@ static void do_palette1_cb(void *bt1, void *col1)
for (but= but1->block->buttons.first; but; but= but->next) {
ui_draw_but(but);
}
but= but1->block->buttons.first;
ui_block_flush_back(but->block);
glFlush(); // flush display in subloops
}
/* color picker, Gimp version. mode: 'f' = floating panel, 'p' = popup */
@@ -2249,6 +2343,7 @@ void uiBlockPickerButtons(uiBlock *block, float *col, float *hsv, float *old, ch
static int ui_do_but_COL(uiBut *but)
{
uiBlock *block;
uiBut *bt;
ListBase listb={NULL, NULL};
float hsv[3], old[3], *poin= NULL, colstore[3];
short event;
@@ -2278,7 +2373,12 @@ static int ui_do_but_COL(uiBut *but)
/* and lets go */
block->direction= UI_TOP;
ui_positionblock(block, but);
/* blocks can come from a normal window, but we go to screenspace */
block->win= G.curscreen->mainwin;
for(bt= block->buttons.first; bt; bt= bt->next) bt->win= block->win;
bwin_getsinglematrix(block->win, block->winmat);
event= uiDoBlocks(&listb, 0);
if(but->pointype==CHA) ui_set_but_vectorf(but, colstore);
@@ -2338,7 +2438,7 @@ static int ui_do_but_HSVCUBE(uiBut *but)
for (bt= but->block->buttons.first; bt; bt= bt->next) {
ui_draw_but(bt);
}
glFlush(); // flush display in subloops
ui_block_flush_back(but->block);
}
else BIF_wait_for_statechange();
}
@@ -2455,7 +2555,7 @@ static void edit_but(uiBlock *block, uiBut *but, uiEvent *uevent)
but->y2 += dy;
ui_draw_but(but);
glFlush();
ui_block_flush_back(but->block);
didit= 1;
but->rt[3]= 1;
@@ -2563,6 +2663,7 @@ static int ui_do_button(uiBlock *block, uiBut *but, uiEvent *uevent)
break;
case BLOCK:
case PULLDOWN:
if(uevent->val) {
retval= ui_do_but_BLOCK(but);
if(block->auto_open==0) block->auto_open= 1;
@@ -2683,31 +2784,9 @@ static void ui_do_active_linklines(uiBlock *block, short *mval)
}
}
/* check for a 'found one' to prevent going to 'frontbuffer' mode.
this slows done gfx quite some, and at OSX the 'finish' forces a swapbuffer */
/* no frontbuffer draw anymore, redraw is fast enuf */
if(foundone) {
/* draw */
but= block->buttons.first;
while(but) {
if(but->type==LINK && but->link) {
line= but->link->lines.first;
while(line) {
if(line==act) {
if((line->flag & UI_SELECT)==0) {
line->flag |= UI_SELECT;
ui_draw_linkline(but, line);
}
}
else if(line->flag & UI_SELECT) {
line->flag &= ~UI_SELECT;
ui_draw_linkline(but, line);
}
line= line->next;
}
}
but= but->next;
}
addqueue(block->win, REDRAW, 1);
}
}
@@ -3044,7 +3123,7 @@ static int ui_do_block(uiBlock *block, uiEvent *uevent)
if(but->type != LABEL && (but->flag & UI_NO_HILITE)==0) ui_draw_but(but);
}
}
else if(but->type==BLOCK || but->type==MENU) { // automatic opens block button (pulldown)
else if(but->type==BLOCK || but->type==MENU || but->type==PULLDOWN || but->type==ICONTEXTROW) { // automatic opens block button (pulldown)
int time;
if(uevent->event!=LEFTMOUSE ) {
if(block->auto_open==2) time= 1; // test for toolbox
@@ -3112,9 +3191,15 @@ static int ui_do_block(uiBlock *block, uiEvent *uevent)
but= but->next;
}
/* flush to frontbuffer */
if((block->flag & UI_BLOCK_LOOP)==0) {
ui_block_flush_back(block);
}
uiPanelPop(block); // pop matrix; no return without pop!
/* the linkines... why not make buttons from it? Speed? Memory? */
/* the linkines... why not make buttons from it? Speed? Memory? */
if(uevent->val && (uevent->event==XKEY || uevent->event==DELKEY))
ui_delete_active_linkline(block);
@@ -3144,9 +3229,9 @@ static int ui_do_block(uiBlock *block, uiEvent *uevent)
return retval;
}
static uiSaveUnder *ui_draw_but_tip(uiBut *but)
static uiOverDraw *ui_draw_but_tip(uiBut *but)
{
uiSaveUnder *su;
uiOverDraw *od;
float x1, x2, y1, y2;
@@ -3197,7 +3282,7 @@ static uiSaveUnder *ui_draw_but_tip(uiBut *but)
y2 -= G.ui_international ? 5:1; //tip is from a windowheader
// else y2 += 1; //tip is from button area
su= ui_bgnpupdraw((int)(x1-1), (int)(y1-2), (int)(x2+4), (int)(y2+4), 0);
od= ui_begin_overdraw((int)(x1-1), (int)(y1-2), (int)(x2+4), (int)(y2+4));
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
@@ -3218,17 +3303,17 @@ static uiSaveUnder *ui_draw_but_tip(uiBut *but)
glRectf(x1, y1, x2, y2);
glColor3ub(0,0,0);
glRasterPos2f( x1+3, y1+5.0/but->aspect);
ui_rasterpos_safe( x1+3, y1+5.0/but->aspect, but->aspect);
BIF_DrawString(but->font, but->tip, (U.transopts & USER_TR_TOOLTIPS));
glFlush(); /* to show it in the frontbuffer */
return su;
ui_flush_overdraw(od); /* to show it in the frontbuffer */
return od;
}
/* inside this function no global UIbuttip... qread is not safe */
static void ui_do_but_tip(uiBut *buttip)
{
uiSaveUnder *su;
uiOverDraw *od;
int time;
if (buttip && buttip->tip && buttip->tip[0]) {
@@ -3249,7 +3334,7 @@ static void ui_do_but_tip(uiBut *buttip)
* of the button that owns it.
*/
uiPanelPush(buttip->block); // panel matrix
su= ui_draw_but_tip(buttip);
od= ui_draw_but_tip(buttip);
while (1) {
char ascii;
@@ -3258,7 +3343,7 @@ static void ui_do_but_tip(uiBut *buttip)
if (evt==MOUSEX || evt==MOUSEY) {
short mouse[2];
uiGetMouse(su->oldwin, mouse);
uiGetMouse(od->oldwin, mouse);
if (!uibut_contains_pt(buttip, mouse))
break;
@@ -3268,7 +3353,7 @@ static void ui_do_but_tip(uiBut *buttip)
}
}
ui_endpupdraw(su);
ui_end_overdraw(od);
uiPanelPop(buttip->block); // panel matrix
/* still the evil global.... */
UIbuttip= NULL;
@@ -3303,7 +3388,7 @@ int uiDoBlocks(ListBase *lb, int event)
/* this is a caching mechanism, to prevent too many calls to glFrontBuffer and glFlush, which slows down interface */
block= lb->first;
while(block) {
block->frontbuf= UI_NEED_DRAW_FRONT; // signal
ui_block_set_flush(block, NULL); // clears all flushing info
block= block->next;
}
@@ -3321,8 +3406,7 @@ int uiDoBlocks(ListBase *lb, int event)
*/
if(block->flag & UI_BLOCK_REDRAW) {
if( block->flag & UI_BLOCK_LOOP) {
block->saveunder= ui_bgnpupdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1, 1);
block->frontbuf= UI_HAS_DRAW_FRONT;
block->overdraw= ui_begin_overdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1);
}
uiDrawBlock(block);
block->flag &= ~UI_BLOCK_REDRAW;
@@ -3334,11 +3418,10 @@ int uiDoBlocks(ListBase *lb, int event)
/* now a new block could be created for menus, this is
inserted in the beginning of a list */
/* is there a glfinish cached? */
if(block->frontbuf == UI_HAS_DRAW_FRONT) {
glFlush();
glDrawBuffer(GL_BACK);
block->frontbuf= UI_NEED_DRAW_FRONT;
/* is there a flush cached? */
if(block->frontbuf == UI_HAS_DRAWN) {
ui_flush_overdraw(block->overdraw);
block->frontbuf= 0;
}
/* to make sure the matrix of the panel works for menus too */
@@ -3359,36 +3442,33 @@ int uiDoBlocks(ListBase *lb, int event)
if(block->flag & UI_BLOCK_REDRAW) {
if( block->flag & UI_BLOCK_LOOP) {
block->saveunder= ui_bgnpupdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1, 1);
block->frontbuf= UI_HAS_DRAW_FRONT;
block->overdraw= ui_begin_overdraw((int)block->minx-1, (int)block->miny-6, (int)block->maxx+6, (int)block->maxy+1);
}
uiDrawBlock(block);
block->flag &= ~UI_BLOCK_REDRAW;
ui_flush_overdraw(block->overdraw);
block->frontbuf= 0;
}
/* need to reveil drawing? (not in end of loop, because of free block */
if(block->frontbuf == UI_HAS_DRAW_FRONT) {
glFlush();
block->frontbuf= UI_NEED_DRAW_FRONT;
}
uevent.event= extern_qread(&uevent.val);
if(uevent.event) {
retval= ui_do_block(block, &uevent);
if(block->frontbuf == UI_HAS_DRAWN) { // flush now, maybe new menu was opened
ui_flush_overdraw(block->overdraw);
block->frontbuf= 0;
}
if(retval & UI_RETURN) {
/* free this block */
ui_endpupdraw(block->saveunder);
ui_end_overdraw(block->overdraw);
BLI_remlink(lb, block);
uiFreeBlock(block);
}
if(retval & (UI_RETURN_OK|UI_RETURN_CANCEL)) {
/* free other menus */
while( (block= lb->first) && (block->flag & UI_BLOCK_LOOP)) {
ui_endpupdraw(block->saveunder);
ui_end_overdraw(block->overdraw);
BLI_remlink(lb, block);
uiFreeBlock(block);
}
@@ -3405,28 +3485,17 @@ int uiDoBlocks(ListBase *lb, int event)
if(retval==UI_CONT || (retval & UI_RETURN_OK)) cont= 0;
}
/* cleanup frontbuffer & flags */
block= lb->first;
while(block) {
if(block->frontbuf==UI_HAS_DRAW_FRONT) glFlush();
block->frontbuf= 0;
block= block->next;
}
/* afterfunc is used for fileloading too, so after this call, the blocks pointers are invalid */
if(retval & UI_RETURN_OK) {
if(UIafterfunc) UIafterfunc(UIafterfunc_arg, UIafterval);
UIafterfunc= NULL;
}
/* tooltip */
if(retval==UI_NOTHING && (uevent.event==MOUSEX || uevent.event==MOUSEY)) {
if(U.flag & USER_TOOLTIPS) ui_do_but_tip(UIbuttip);
}
/* doesnt harm :-) */
glDrawBuffer(GL_BACK);
return retval;
}
@@ -3925,6 +3994,7 @@ static int ui_auto_themecol(uiBut *but)
return TH_BUT_NUM;
case TEX:
return TH_BUT_TEXTFIELD;
case PULLDOWN:
case BLOCK:
case MENU:
case BUTM:
@@ -4157,7 +4227,7 @@ static uiBut *ui_def_but(uiBlock *block, int type, int retval, char *str, short
but->aspect= block->aspect;
but->win= block->win;
but->block= block; // pointer back, used for frontbuffer status
but->block= block; // pointer back, used for frontbuffer status, and picker
if(block->themecol==TH_AUTO) but->themecol= ui_auto_themecol(but);
else but->themecol= block->themecol;
@@ -4532,6 +4602,14 @@ uiBut *uiDefBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str, s
return but;
}
uiBut *uiDefPulldownBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip)
{
uiBut *but= ui_def_but(block, PULLDOWN, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
but->block_func= func;
ui_check_but(but);
return but;
}
/* Block button containing both string label and icon */
uiBut *uiDefIconTextBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, int icon, char *str, short x1, short y1, short x2, short y2, char *tip)
{