Auto save is now working again in 2.5. It will also remember now what the location of the original file was when recovering it, so that library links still work and saving the restored file does not save to the temp directory. There is also a new Recover Auto Save operator which will open the filebrowser in the temp directory and show the auto saved .blends. Implemenation Notes: * Timer storage was moved from window to windowmanager, so we can have windowmanager level timers too now, doesn't make sense to have autosave timer attached to a particular window. * FileGlobal now has a filename field storing where the file was saved. Note that this is only used when loading a file through the recover operators, regular file read doesn't use it, so copying the quit.blend manually over the original file will still work as expected. * Jobs timer no longer uses operator now, this seems more like an internal thing, changing keymaps should not make it possible to break the jobs manager. * Autosave is postponed by 10 seconds when a modal operator is running, e.g. transform or file browsing. * Moved setting G.sce in setup_app_data before depsgraph updates, these can use the filename for pointcaches.
691 lines
17 KiB
C
691 lines
17 KiB
C
/**
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* $Id:
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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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2007 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 <stdlib.h>
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#include <string.h>
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#include <GL/glew.h>
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#include "DNA_listBase.h"
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#include "DNA_screen_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_userdef_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "ED_screen.h"
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#include "GPU_extensions.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm.h"
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#include "wm_draw.h"
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#include "wm_window.h"
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#include "wm_event_system.h"
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/* swap */
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#define WIN_NONE_OK 0
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#define WIN_BACK_OK 1
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#define WIN_FRONT_OK 2
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#define WIN_BOTH_OK 3
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/* ********************* drawing, swap ****************** */
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static void wm_paintcursor_draw(bContext *C, ARegion *ar)
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{
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wmWindowManager *wm= CTX_wm_manager(C);
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if(wm->paintcursors.first) {
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wmWindow *win= CTX_wm_window(C);
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bScreen *screen= win->screen;
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wmPaintCursor *pc;
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if(screen->subwinactive == ar->swinid) {
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for(pc= wm->paintcursors.first; pc; pc= pc->next) {
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if(pc->poll(C)) {
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ARegion *ar= CTX_wm_region(C);
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pc->draw(C, win->eventstate->x - ar->winrct.xmin, win->eventstate->y - ar->winrct.ymin, pc->customdata);
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}
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}
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}
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}
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}
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/********************** draw all **************************/
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/* - reference method, draw all each time */
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static void wm_method_draw_full(bContext *C, wmWindow *win)
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{
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bScreen *screen= win->screen;
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ScrArea *sa;
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ARegion *ar;
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/* draw area regions */
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for(sa= screen->areabase.first; sa; sa= sa->next) {
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CTX_wm_area_set(C, sa);
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for(ar=sa->regionbase.first; ar; ar= ar->next) {
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if(ar->swinid) {
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CTX_wm_region_set(C, ar);
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ED_region_do_draw(C, ar);
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wm_paintcursor_draw(C, ar);
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ED_area_overdraw_flush(C, sa, ar);
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CTX_wm_region_set(C, NULL);
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}
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}
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CTX_wm_area_set(C, NULL);
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}
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ED_screen_draw(win);
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ED_area_overdraw(C);
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/* draw overlapping regions */
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for(ar=screen->regionbase.first; ar; ar= ar->next) {
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if(ar->swinid) {
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CTX_wm_menu_set(C, ar);
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ED_region_do_draw(C, ar);
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CTX_wm_menu_set(C, NULL);
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}
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}
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if(screen->do_draw_gesture)
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wm_gesture_draw(win);
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}
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/****************** draw overlap all **********************/
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/* - redraw marked areas, and anything that overlaps it */
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/* - it also handles swap exchange optionally, assuming */
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/* that on swap no clearing happens and we get back the */
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/* same buffer as we swapped to the front */
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/* mark area-regions to redraw if overlapped with rect */
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static void wm_flush_regions_down(bScreen *screen, rcti *dirty)
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{
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ScrArea *sa;
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ARegion *ar;
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for(sa= screen->areabase.first; sa; sa= sa->next) {
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for(ar= sa->regionbase.first; ar; ar= ar->next) {
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if(BLI_isect_rcti(dirty, &ar->winrct, NULL)) {
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ar->do_draw= 1;
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memset(&ar->drawrct, 0, sizeof(ar->drawrct));
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ar->swap= WIN_NONE_OK;
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}
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}
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}
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}
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/* mark menu-regions to redraw if overlapped with rect */
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static void wm_flush_regions_up(bScreen *screen, rcti *dirty)
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{
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ARegion *ar;
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for(ar= screen->regionbase.first; ar; ar= ar->next) {
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if(BLI_isect_rcti(dirty, &ar->winrct, NULL)) {
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ar->do_draw= 1;
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memset(&ar->drawrct, 0, sizeof(ar->drawrct));
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ar->swap= WIN_NONE_OK;
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}
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}
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}
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static void wm_method_draw_overlap_all(bContext *C, wmWindow *win)
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{
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bScreen *screen= win->screen;
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ScrArea *sa;
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ARegion *ar;
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int exchange= (G.f & G_SWAP_EXCHANGE);
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/* flush overlapping regions */
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if(screen->regionbase.first) {
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/* flush redraws of area regions up to overlapping regions */
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for(sa= screen->areabase.first; sa; sa= sa->next)
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for(ar= sa->regionbase.first; ar; ar= ar->next)
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if(ar->swinid && ar->do_draw)
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wm_flush_regions_up(screen, &ar->winrct);
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/* flush between overlapping regions */
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for(ar= screen->regionbase.last; ar; ar= ar->prev)
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if(ar->swinid && ar->do_draw)
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wm_flush_regions_up(screen, &ar->winrct);
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/* flush redraws of overlapping regions down to area regions */
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for(ar= screen->regionbase.last; ar; ar= ar->prev)
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if(ar->swinid && ar->do_draw)
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wm_flush_regions_down(screen, &ar->winrct);
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}
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/* draw marked area regions */
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for(sa= screen->areabase.first; sa; sa= sa->next) {
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CTX_wm_area_set(C, sa);
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for(ar=sa->regionbase.first; ar; ar= ar->next) {
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if(ar->swinid) {
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if(ar->do_draw) {
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CTX_wm_region_set(C, ar);
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ED_region_do_draw(C, ar);
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wm_paintcursor_draw(C, ar);
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ED_area_overdraw_flush(C, sa, ar);
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CTX_wm_region_set(C, NULL);
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if(exchange)
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ar->swap= WIN_FRONT_OK;
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}
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else if(exchange) {
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if(ar->swap == WIN_FRONT_OK) {
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CTX_wm_region_set(C, ar);
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ED_region_do_draw(C, ar);
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wm_paintcursor_draw(C, ar);
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ED_area_overdraw_flush(C, sa, ar);
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CTX_wm_region_set(C, NULL);
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ar->swap= WIN_BOTH_OK;
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printf("draws swap exchange %d\n", ar->swinid);
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}
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else if(ar->swap == WIN_BACK_OK)
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ar->swap= WIN_FRONT_OK;
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else if(ar->swap == WIN_BOTH_OK)
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ar->swap= WIN_BOTH_OK;
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}
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}
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}
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CTX_wm_area_set(C, NULL);
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}
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/* after area regions so we can do area 'overlay' drawing */
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if(screen->do_draw) {
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ED_screen_draw(win);
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if(exchange)
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screen->swap= WIN_FRONT_OK;
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}
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else if(exchange) {
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if(screen->swap==WIN_FRONT_OK) {
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ED_screen_draw(win);
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screen->swap= WIN_BOTH_OK;
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}
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else if(screen->swap==WIN_BACK_OK)
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screen->swap= WIN_FRONT_OK;
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else if(screen->swap==WIN_BOTH_OK)
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screen->swap= WIN_BOTH_OK;
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}
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ED_area_overdraw(C);
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/* draw marked overlapping regions */
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for(ar=screen->regionbase.first; ar; ar= ar->next) {
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if(ar->swinid && ar->do_draw) {
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CTX_wm_menu_set(C, ar);
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ED_region_do_draw(C, ar);
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CTX_wm_menu_set(C, NULL);
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}
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}
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if(screen->do_draw_gesture)
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wm_gesture_draw(win);
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}
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#if 0
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/******************** draw damage ************************/
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/* - not implemented */
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static void wm_method_draw_damage(bContext *C, wmWindow *win)
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{
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wm_method_draw_all(C, win);
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}
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#endif
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/****************** draw triple buffer ********************/
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/* - area regions are written into a texture, without any */
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/* of the overlapping menus, brushes, gestures. these */
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/* are redrawn each time. */
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/* */
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/* - if non-power of two textures are supported, that is */
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/* used. if not, multiple smaller ones are used, with */
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/* worst case wasted space being 23.4% for 3x3 textures */
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#define MAX_N_TEX 3
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typedef struct wmDrawTriple {
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GLuint bind[MAX_N_TEX*MAX_N_TEX];
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int x[MAX_N_TEX], y[MAX_N_TEX];
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int nx, ny;
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GLenum target;
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} wmDrawTriple;
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static int is_pow2(int n)
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{
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return ((n)&(n-1))==0;
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}
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static int smaller_pow2(int n)
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{
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while (!is_pow2(n))
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n= n&(n-1);
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return n;
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}
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static int larger_pow2(int n)
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{
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if (is_pow2(n))
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return n;
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while(!is_pow2(n))
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n= n&(n-1);
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return n*2;
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}
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static void split_width(int x, int n, int *splitx, int *nx)
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{
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int a, newnx, waste;
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/* if already power of two just use it */
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if(is_pow2(x)) {
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splitx[0]= x;
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(*nx)++;
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return;
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}
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if(n == 1) {
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/* last part, we have to go larger */
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splitx[0]= larger_pow2(x);
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(*nx)++;
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}
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else {
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/* two or more parts to go, use smaller part */
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splitx[0]= smaller_pow2(x);
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newnx= ++(*nx);
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split_width(x-splitx[0], n-1, splitx+1, &newnx);
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for(waste=0, a=0; a<n; a++)
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waste += splitx[a];
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/* if we waste more space or use the same amount,
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* revert deeper splits and just use larger */
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if(waste >= larger_pow2(x)) {
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splitx[0]= larger_pow2(x);
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memset(splitx+1, 0, sizeof(int)*(n-1));
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}
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else
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*nx= newnx;
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}
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}
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static void wm_draw_triple_free(wmWindow *win)
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{
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if(win->drawdata) {
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wmDrawTriple *triple= win->drawdata;
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glDeleteTextures(triple->nx*triple->ny, triple->bind);
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MEM_freeN(triple);
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win->drawdata= NULL;
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}
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}
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static void wm_draw_triple_fail(bContext *C, wmWindow *win)
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{
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wm_draw_window_clear(win);
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win->drawfail= 1;
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wm_method_draw_overlap_all(C, win);
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}
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static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
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{
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GLint maxsize;
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int x, y;
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/* compute texture sizes */
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if(GLEW_ARB_texture_rectangle || GLEW_NV_texture_rectangle || GLEW_EXT_texture_rectangle) {
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triple->target= GL_TEXTURE_RECTANGLE_ARB;
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triple->nx= 1;
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triple->ny= 1;
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triple->x[0]= win->sizex;
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triple->y[0]= win->sizey;
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}
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else if(GPU_non_power_of_two_support()) {
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triple->target= GL_TEXTURE_2D;
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triple->nx= 1;
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triple->ny= 1;
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triple->x[0]= win->sizex;
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triple->y[0]= win->sizey;
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}
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else {
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triple->target= GL_TEXTURE_2D;
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triple->nx= 0;
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triple->ny= 0;
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split_width(win->sizex, MAX_N_TEX, triple->x, &triple->nx);
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split_width(win->sizey, MAX_N_TEX, triple->y, &triple->ny);
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}
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/* generate texture names */
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glGenTextures(triple->nx*triple->ny, triple->bind);
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if(!triple->bind[0]) {
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/* not the typical failure case but we handle it anyway */
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printf("WM: failed to allocate texture for triple buffer drawing (glGenTextures).\n");
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return 0;
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}
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for(y=0; y<triple->ny; y++) {
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for(x=0; x<triple->nx; x++) {
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/* proxy texture is only guaranteed to test for the cases that
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* there is only one texture in use, which may not be the case */
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxsize);
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if(triple->x[x] > maxsize || triple->y[y] > maxsize) {
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glBindTexture(triple->target, 0);
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printf("WM: failed to allocate texture for triple buffer drawing (texture too large for graphics card).\n");
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return 0;
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}
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/* setup actual texture */
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glBindTexture(triple->target, triple->bind[x + y*triple->nx]);
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glTexImage2D(triple->target, 0, GL_RGB8, triple->x[x], triple->y[y], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// glColor still used with this enabled?
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// glTexEnvi(triple->target, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(triple->target, 0);
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/* not sure if this works everywhere .. */
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if(glGetError() == GL_OUT_OF_MEMORY) {
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printf("WM: failed to allocate texture for triple buffer drawing (out of memory).\n");
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return 0;
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}
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}
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}
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return 1;
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}
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static void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple)
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{
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float halfx, halfy, ratiox, ratioy;
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int x, y, sizex, sizey, offx, offy;
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glEnable(triple->target);
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for(y=0, offy=0; y<triple->ny; offy+=triple->y[y], y++) {
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for(x=0, offx=0; x<triple->nx; offx+=triple->x[x], x++) {
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sizex= (x == triple->nx-1)? win->sizex-offx: triple->x[x];
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sizey= (y == triple->ny-1)? win->sizey-offy: triple->y[y];
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/* wmOrtho for the screen has this same offset */
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ratiox= sizex;
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ratioy= sizey;
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halfx= 0.375f;
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halfy= 0.375f;
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/* texture rectangle has unnormalized coordinates */
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if(triple->target == GL_TEXTURE_2D) {
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ratiox /= triple->x[x];
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ratioy /= triple->y[y];
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halfx /= triple->x[x];
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halfy /= triple->y[y];
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}
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glBindTexture(triple->target, triple->bind[x + y*triple->nx]);
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glColor3f(1.0f, 1.0f, 1.0f);
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glBegin(GL_QUADS);
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glTexCoord2f(halfx, halfy);
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glVertex2f(offx, offy);
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glTexCoord2f(ratiox+halfx, halfy);
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glVertex2f(offx+sizex, offy);
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glTexCoord2f(ratiox+halfx, ratioy+halfy);
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glVertex2f(offx+sizex, offy+sizey);
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glTexCoord2f(halfx, ratioy+halfy);
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glVertex2f(offx, offy+sizey);
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glEnd();
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}
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}
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glBindTexture(triple->target, 0);
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glDisable(triple->target);
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}
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static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
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{
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int x, y, sizex, sizey, offx, offy;
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for(y=0, offy=0; y<triple->ny; offy+=triple->y[y], y++) {
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for(x=0, offx=0; x<triple->nx; offx+=triple->x[x], x++) {
|
|
sizex= (x == triple->nx-1)? win->sizex-offx: triple->x[x];
|
|
sizey= (y == triple->ny-1)? win->sizey-offy: triple->y[y];
|
|
|
|
glBindTexture(triple->target, triple->bind[x + y*triple->nx]);
|
|
glCopyTexSubImage2D(triple->target, 0, 0, 0, offx, offy, sizex, sizey);
|
|
}
|
|
}
|
|
|
|
glBindTexture(triple->target, 0);
|
|
}
|
|
|
|
static void wm_method_draw_triple(bContext *C, wmWindow *win)
|
|
{
|
|
wmWindowManager *wm= CTX_wm_manager(C);
|
|
wmDrawTriple *triple;
|
|
bScreen *screen= win->screen;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
int copytex= 0;
|
|
|
|
if(win->drawdata) {
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
|
|
|
wmSubWindowSet(win, screen->mainwin);
|
|
|
|
wm_triple_draw_textures(win, win->drawdata);
|
|
|
|
triple= win->drawdata;
|
|
}
|
|
else {
|
|
win->drawdata= MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
|
|
|
|
if(!wm_triple_gen_textures(win, win->drawdata)) {
|
|
wm_draw_triple_fail(C, win);
|
|
return;
|
|
}
|
|
}
|
|
|
|
triple= win->drawdata;
|
|
|
|
/* draw marked area regions */
|
|
for(sa= screen->areabase.first; sa; sa= sa->next) {
|
|
CTX_wm_area_set(C, sa);
|
|
|
|
for(ar=sa->regionbase.first; ar; ar= ar->next) {
|
|
if(ar->swinid && ar->do_draw) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
ED_area_overdraw_flush(C, sa, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
copytex= 1;
|
|
}
|
|
}
|
|
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
|
|
if(copytex) {
|
|
wmSubWindowSet(win, screen->mainwin);
|
|
ED_area_overdraw(C);
|
|
|
|
wm_triple_copy_textures(win, triple);
|
|
}
|
|
|
|
/* after area regions so we can do area 'overlay' drawing */
|
|
ED_screen_draw(win);
|
|
|
|
/* draw overlapping regions */
|
|
for(ar=screen->regionbase.first; ar; ar= ar->next) {
|
|
if(ar->swinid) {
|
|
CTX_wm_menu_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
CTX_wm_menu_set(C, NULL);
|
|
}
|
|
}
|
|
|
|
if(win->screen->do_draw_gesture)
|
|
wm_gesture_draw(win);
|
|
|
|
if(wm->paintcursors.first) {
|
|
for(sa= screen->areabase.first; sa; sa= sa->next) {
|
|
for(ar=sa->regionbase.first; ar; ar= ar->next) {
|
|
if(ar->swinid == screen->subwinactive) {
|
|
CTX_wm_area_set(C, sa);
|
|
CTX_wm_region_set(C, ar);
|
|
|
|
/* make region ready for draw, scissor, pixelspace */
|
|
ED_region_set(C, ar);
|
|
wm_paintcursor_draw(C, ar);
|
|
|
|
CTX_wm_region_set(C, NULL);
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
wmSubWindowSet(win, screen->mainwin);
|
|
}
|
|
}
|
|
|
|
/****************** main update call **********************/
|
|
|
|
/* quick test to prevent changing window drawable */
|
|
static int wm_draw_update_test_window(wmWindow *win)
|
|
{
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
|
|
if(win->screen->do_refresh)
|
|
return 1;
|
|
if(win->screen->do_draw)
|
|
return 1;
|
|
if(win->screen->do_draw_gesture)
|
|
return 1;
|
|
if(win->screen->do_draw_paintcursor)
|
|
return 1;
|
|
|
|
for(ar= win->screen->regionbase.first; ar; ar= ar->next)
|
|
if(ar->swinid && ar->do_draw)
|
|
return 1;
|
|
|
|
for(sa= win->screen->areabase.first; sa; sa= sa->next)
|
|
for(ar=sa->regionbase.first; ar; ar= ar->next)
|
|
if(ar->swinid && ar->do_draw)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
void wm_draw_update(bContext *C)
|
|
{
|
|
wmWindowManager *wm= CTX_wm_manager(C);
|
|
wmWindow *win;
|
|
|
|
for(win= wm->windows.first; win; win= win->next) {
|
|
if(win->drawmethod != U.wmdrawmethod) {
|
|
wm_draw_window_clear(win);
|
|
win->drawmethod= U.wmdrawmethod;
|
|
}
|
|
|
|
if(wm_draw_update_test_window(win)) {
|
|
CTX_wm_window_set(C, win);
|
|
|
|
/* sets context window+screen */
|
|
wm_window_make_drawable(C, win);
|
|
|
|
/* notifiers for screen redraw */
|
|
if(win->screen->do_refresh)
|
|
ED_screen_refresh(wm, win);
|
|
|
|
if(win->drawfail)
|
|
wm_method_draw_overlap_all(C, win);
|
|
else if(win->drawmethod == USER_DRAW_FULL)
|
|
wm_method_draw_full(C, win);
|
|
else if(win->drawmethod == USER_DRAW_OVERLAP)
|
|
wm_method_draw_overlap_all(C, win);
|
|
/*else if(win->drawmethod == USER_DRAW_DAMAGE)
|
|
wm_method_draw_damage(C, win);*/
|
|
else // if(win->drawmethod == USER_DRAW_TRIPLE)
|
|
wm_method_draw_triple(C, win);
|
|
|
|
win->screen->do_draw_gesture= 0;
|
|
win->screen->do_draw_paintcursor= 0;
|
|
|
|
wm_window_swap_buffers(win);
|
|
|
|
CTX_wm_window_set(C, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
void wm_draw_window_clear(wmWindow *win)
|
|
{
|
|
bScreen *screen= win->screen;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
|
|
if(win->drawmethod == USER_DRAW_TRIPLE)
|
|
wm_draw_triple_free(win);
|
|
|
|
/* clear screen swap flags */
|
|
if(screen) {
|
|
for(sa= screen->areabase.first; sa; sa= sa->next)
|
|
for(ar=sa->regionbase.first; ar; ar= ar->next)
|
|
ar->swap= WIN_NONE_OK;
|
|
|
|
screen->swap= WIN_NONE_OK;
|
|
}
|
|
}
|
|
|
|
void wm_draw_region_clear(wmWindow *win, ARegion *ar)
|
|
{
|
|
if(win->drawmethod == USER_DRAW_OVERLAP)
|
|
wm_flush_regions_down(win->screen, &ar->winrct);
|
|
|
|
win->screen->do_draw= 1;
|
|
}
|
|
|