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.
This commit is contained in:
2006-06-18 11:38:34 +00:00
parent 7784ea53bf
commit 94e23fe939
5 changed files with 78 additions and 64 deletions

View File

@@ -1050,7 +1050,6 @@ static void end_test_break_callback()
- set callbacks
- cleanup
*/
static void error_cb(char *str){error(str);}
static void do_render(int anim)
{
@@ -1061,24 +1060,9 @@ static void do_render(int anim)
/* UGLY! we set this flag to prevent renderwindow queue to execute another render */
/* is reset in RE_BlenderFrame */
G.rendering= 1;
G.afbreek= 0;
/* set callbacks */
if(G.displaymode!=R_DISPLAYWIN) {
if(render_win)
BIF_close_render_display();
imagewindow_render_callbacks(re);
}
else {
RE_display_init_cb(re, renderwin_init_display_cb);
RE_display_draw_cb(re, renderwin_progress_display_cb);
RE_display_clear_cb(re, renderwin_clear_display_cb);
RE_stats_draw_cb(re, renderwin_renderinfo_cb);
}
RE_error_cb(re, error_cb);
init_test_break_callback();
RE_test_break_cb(re, test_break);
RE_timecursor_cb(re, set_timecursor);
/* set render callbacks, also starts ESC timer */
BIF_init_render_callbacks(re);
waitcursor(1);
if(render_win)
@@ -1110,47 +1094,18 @@ static void do_render(int anim)
free_filesel_spec(G.scene->r.pic);
G.afbreek= 0;
end_test_break_callback();
mainwindow_make_active();
BIF_end_render_callbacks();
/* after an envmap creation... */
// if(R.flag & R_REDRAW_PRV) {
// BIF_preview_changed(ID_TE);
// }
allqueue(REDRAWBUTSSCENE, 0); // visualize fbuf for example
scene_update_for_newframe(G.scene, G.scene->lay); // no redraw needed, this restores to view as we left it
waitcursor(0);
}
#if 0
/* used for swapping with spare buffer, when images are different size */
static void scalefastrect(unsigned int *recto, unsigned int *rectn, int oldx, int oldy, int newx, int newy)
{
unsigned int *rect, *newrect;
int x, y;
int ofsx, ofsy, stepx, stepy;
stepx = (int)((65536.0 * (oldx - 1.0) / (newx - 1.0)) + 0.5);
stepy = (int)((65536.0 * (oldy - 1.0) / (newy - 1.0)) + 0.5);
ofsy = 32768;
newrect= rectn;
for (y = newy; y > 0 ; y--){
rect = recto;
rect += (ofsy >> 16) * oldx;
ofsy += stepy;
ofsx = 32768;
for (x = newx ; x>0 ; x--){
*newrect++ = rect[ofsx >> 16];
ofsx += stepx;
}
}
}
#endif
static void renderwin_store_spare(void)
{
RenderResult rres;
@@ -1183,18 +1138,51 @@ static void renderwin_store_spare(void)
/* -------------- API: externally called --------------- */
/* not used anywhere ??? */
#if 0
void BIF_renderwin_make_active(void)
static void error_cb(char *str){error(str);}
static int esc_timer_set= 0;
/* set callbacks, exported to sequence render too.
Only call in foreground (UI) renders. */
void BIF_init_render_callbacks(Render *re)
{
if(render_win) {
window_make_active(render_win->win);
mywinset(2);
if(G.displaymode!=R_DISPLAYWIN) {
if(render_win)
BIF_close_render_display();
imagewindow_render_callbacks(re);
}
else {
RE_display_init_cb(re, renderwin_init_display_cb);
RE_display_draw_cb(re, renderwin_progress_display_cb);
RE_display_clear_cb(re, renderwin_clear_display_cb);
RE_stats_draw_cb(re, renderwin_renderinfo_cb);
}
RE_error_cb(re, error_cb);
G.afbreek= 0;
/* start esc timer. ensure it happens once only */
if(esc_timer_set==0)
init_test_break_callback();
esc_timer_set++;
RE_test_break_cb(re, test_break);
RE_timecursor_cb(re, set_timecursor);
}
#endif
/* the init/end callbacks can be called multiple times (sequence render) */
void BIF_end_render_callbacks(void)
{
esc_timer_set--;
if(esc_timer_set==0)
end_test_break_callback();
if(render_win)
mainwindow_make_active();
}
/* set up display, render an image or scene */
void BIF_do_render(int anim)