Bugfix #4351
ESC wasn't supported for sequence-based rendering yet. Solved it with correctly initializing the sequence render with all render callbacks, including render updates (which it didn't do yet). Cleanup: - Bug in ghostwinlay code: the get_mbut() function reads from the window struct if a mouse is pressed. However, when you press the mouse in the sequencer, which causes a render, this value was hanging because then the active window was a render window. - The new render display options (image window) didn't work for sequence render OK. There was a recursion even, because a sequence draw command calls a render, which in turn now calls redraws.
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@@ -450,6 +450,7 @@ void window_set_custom_cursor_ex(Window *win, BCursor *cursor, int useBig) {
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void window_make_active(Window *win) {
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if (win != active_gl_window) {
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win->lmbut= 0; /* keeps hanging when mousepressed while other window opened */
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active_gl_window= win;
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GHOST_ActivateWindowDrawingContext(win->ghostwin);
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}
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