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blender-archive/source/blender/src/header_node.c
Ton Roosendaal 45c7b2c5c2 Orange: made Compositing more interactive. It now has an event based
system tracking changes in nodes, making sure only these nodes and
the ones that depend, are executed.

Further the 'time cursor' now counts down to indicate which node is being
done.

Also: you now can disable the "use nodes" button in the header, edit all
changes, and when you press that button again it nicely executes the
changes.

Still on the todo:
- make compositing threaded
- find a way to nicely exit compositing on input events... so the UI
  keeps being responsive
- idea; a 'percentage' menu in header to enforce calculations on smaller
  images temporally
2006-01-28 15:21:04 +00:00

181 lines
4.8 KiB
C

/**
*
* $Id:
*
* ***** 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include "DNA_ID.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_view2d_types.h"
#include "DNA_userdef_types.h"
#include "BIF_gl.h"
#include "BIF_interface.h"
#include "BIF_previewrender.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_butspace.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BSE_headerbuttons.h"
#include "BSE_node.h"
#include "blendef.h"
#include "butspace.h"
#include "mydevice.h"
void do_node_buttons(ScrArea *sa, unsigned short event)
{
SpaceNode *snode= sa->spacedata.first;
Material *ma;
switch(event) {
case B_NODE_USEMAT:
ma= (Material *)snode->id;
if(ma) {
if(ma->use_nodes && ma->nodetree==NULL) {
node_shader_default(ma);
snode_set_context(snode);
}
BIF_preview_changed(ID_MA);
allqueue(REDRAWNODE, 0);
allqueue(REDRAWBUTSSHADING, 0);
}
break;
case B_NODE_USESCENE:
if(G.scene->use_nodes) {
if(G.scene->nodetree==NULL)
node_composit_default(G.scene);
addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
}
snode_set_context(snode);
allqueue(REDRAWNODE, 0);
break;
}
}
void node_buttons(ScrArea *sa)
{
SpaceNode *snode= sa->spacedata.first;
uiBlock *block;
short xco;
char name[256];
sprintf(name, "header %d", sa->headwin);
block= uiNewBlock(&sa->uiblocks, name, UI_EMBOSS, UI_HELV, sa->headwin);
if(area_is_active_area(sa)) uiBlockSetCol(block, TH_HEADER);
else uiBlockSetCol(block, TH_HEADERDESEL);
sa->butspacetype= SPACE_NODE;
xco = 8;
uiDefIconTextButC(block, ICONTEXTROW,B_NEWSPACE, ICON_VIEW3D,
windowtype_pup(), xco, 0, XIC+10, YIC,
&(sa->butspacetype), 1.0, SPACEICONMAX, 0, 0,
"Displays Current Window Type");
xco += XIC + 14;
uiBlockSetEmboss(block, UI_EMBOSSN);
if (sa->flag & HEADER_NO_PULLDOWN) {
uiDefIconButBitS(block, TOG, HEADER_NO_PULLDOWN, B_FLIPINFOMENU,
ICON_DISCLOSURE_TRI_RIGHT, xco,2,XIC,YIC-2,
&(sa->flag), 0, 0, 0, 0, "Show pulldown menus");
}
else {
uiDefIconButBitS(block, TOG, HEADER_NO_PULLDOWN, B_FLIPINFOMENU,
ICON_DISCLOSURE_TRI_DOWN, xco,2,XIC,YIC-2,
&(sa->flag), 0, 0, 0, 0, "Hide pulldown menus");
}
xco+=XIC;
if((sa->flag & HEADER_NO_PULLDOWN)==0) {
/* pull down menus */
uiBlockSetEmboss(block, UI_EMBOSSP);
// xmax= GetButStringLength("View");
// uiDefPulldownBut(block, time_viewmenu, NULL,
// "View", xco, -2, xmax-3, 24, "");
// xco+= xmax;
}
uiBlockSetEmboss(block, UI_EMBOSS);
/* main type choosing */
uiBlockBeginAlign(block);
uiDefIconButI(block, ROW, B_REDR, ICON_MATERIAL_DEHLT, xco,2,XIC,YIC-2,
&(snode->treetype), 2, 0, 0, 0, "Material Nodes");
xco+= XIC;
uiDefIconButI(block, ROW, B_REDR, ICON_IMAGE_DEHLT, xco,2,XIC,YIC-2,
&(snode->treetype), 2, 1, 0, 0, "Composit Nodes");
xco+= 2*XIC;
uiBlockEndAlign(block);
/* find and set the context */
snode_set_context(snode);
if(snode->treetype==NTREE_SHADER) {
if(snode->from) {
/* 0, NULL -> pin */
xco= std_libbuttons(block, xco, 0, 0, NULL, B_MATBROWSE, ID_MA, 1, snode->id, snode->from, &(snode->menunr),
B_MATALONE, B_MATLOCAL, B_MATDELETE, B_AUTOMATNAME, B_KEEPDATA);
if(snode->id) {
Material *ma= (Material *)snode->id;
uiDefButC(block, TOG, B_NODE_USEMAT, "Use Nodes", xco+5,0,70,19, &ma->use_nodes, 0.0f, 0.0f, 0, 0, "");
xco+=80;
}
}
}
else if(snode->treetype==NTREE_COMPOSIT) {
uiDefButS(block, TOG, B_NODE_USESCENE, "Use Nodes", xco+5,0,70,19, &G.scene->use_nodes, 0.0f, 0.0f, 0, 0, "");
}
/* always as last */
sa->headbutlen= xco+2*XIC;
uiDrawBlock(block);
}