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blender-archive/source/blender/windowmanager/intern/wm_subwindow.c
Ton Roosendaal 12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00

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9.9 KiB
C

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): 2007 Blender Foundation (refactor)
*
* ***** END GPL LICENSE BLOCK *****
*
*
* Subwindow opengl handling.
* BTW: subwindows open/close in X11 are way too slow, tried it, and choose for my own system... (ton)
*
*/
/** \file blender/windowmanager/intern/wm_subwindow.c
* \ingroup wm
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_windowmanager_types.h"
#include "DNA_screen_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BIF_gl.h"
#include "GPU_extensions.h"
#include "WM_api.h"
#include "wm_subwindow.h"
#include "wm_window.h"
/* wmSubWindow stored in wmWindow... but not exposed outside this C file */
/* it seems a bit redundant (area regions can store it too, but we keep it
* because we can store all kind of future opengl fanciness here */
/* we use indices and array because:
* - index has safety, no pointers from this C file hanging around
* - fast lookups of indices with array, list would give overhead
* - old code used it this way...
* - keep option open to have 2 screens using same window
*/
typedef struct wmSubWindow {
struct wmSubWindow *next, *prev;
rcti winrct;
int swinid;
} wmSubWindow;
/* ******************* open, free, set, get data ******************** */
/* not subwindow itself */
static void wm_subwindow_free(wmSubWindow *UNUSED(swin))
{
/* future fancy stuff */
}
void wm_subwindows_free(wmWindow *win)
{
wmSubWindow *swin;
for (swin = win->subwindows.first; swin; swin = swin->next)
wm_subwindow_free(swin);
BLI_freelistN(&win->subwindows);
}
int wm_subwindow_get(wmWindow *win)
{
if (win->curswin)
return win->curswin->swinid;
return 0;
}
static wmSubWindow *swin_from_swinid(wmWindow *win, int swinid)
{
wmSubWindow *swin;
for (swin = win->subwindows.first; swin; swin = swin->next)
if (swin->swinid == swinid)
break;
return swin;
}
void wm_subwindow_getsize(wmWindow *win, int swinid, int *x, int *y)
{
wmSubWindow *swin = swin_from_swinid(win, swinid);
if (swin) {
*x = BLI_rcti_size_x(&swin->winrct) + 1;
*y = BLI_rcti_size_y(&swin->winrct) + 1;
}
}
void wm_subwindow_getorigin(wmWindow *win, int swinid, int *x, int *y)
{
wmSubWindow *swin = swin_from_swinid(win, swinid);
if (swin) {
*x = swin->winrct.xmin;
*y = swin->winrct.ymin;
}
}
void wm_subwindow_getmatrix(wmWindow *win, int swinid, float mat[4][4])
{
wmSubWindow *swin = swin_from_swinid(win, swinid);
if (swin) {
/* used by UI, should find a better way to get the matrix there */
if (swinid == win->screen->mainwin) {
int width, height;
wm_subwindow_getsize(win, swin->swinid, &width, &height);
orthographic_m4(mat, -GLA_PIXEL_OFS, (float)width - GLA_PIXEL_OFS, -GLA_PIXEL_OFS, (float)height - GLA_PIXEL_OFS, -100, 100);
}
else
glGetFloatv(GL_PROJECTION_MATRIX, (float *)mat);
}
}
/* always sets pixel-precise 2D window/view matrices */
/* coords is in whole pixels. xmin = 15, xmax = 16: means window is 2 pix big */
int wm_subwindow_open(wmWindow *win, rcti *winrct)
{
wmSubWindow *swin;
int width, height;
int freewinid = 1;
for (swin = win->subwindows.first; swin; swin = swin->next)
if (freewinid <= swin->swinid)
freewinid = swin->swinid + 1;
win->curswin = swin = MEM_callocN(sizeof(wmSubWindow), "swinopen");
BLI_addtail(&win->subwindows, swin);
swin->swinid = freewinid;
swin->winrct = *winrct;
/* and we appy it all right away */
wmSubWindowSet(win, swin->swinid);
/* extra service */
wm_subwindow_getsize(win, swin->swinid, &width, &height);
wmOrtho2(-GLA_PIXEL_OFS, (float)width - GLA_PIXEL_OFS, -GLA_PIXEL_OFS, (float)height - GLA_PIXEL_OFS);
glLoadIdentity();
return swin->swinid;
}
void wm_subwindow_close(wmWindow *win, int swinid)
{
wmSubWindow *swin = swin_from_swinid(win, swinid);
if (swin) {
if (swin == win->curswin)
win->curswin = NULL;
wm_subwindow_free(swin);
BLI_remlink(&win->subwindows, swin);
MEM_freeN(swin);
}
else {
printf("%s: Internal error, bad winid: %d\n", __func__, swinid);
}
}
/* pixels go from 0-99 for a 100 pixel window */
void wm_subwindow_position(wmWindow *win, int swinid, rcti *winrct)
{
wmSubWindow *swin = swin_from_swinid(win, swinid);
if (swin) {
int width, height;
swin->winrct = *winrct;
/* CRITICAL, this clamping ensures that
* the viewport never goes outside the screen
* edges (assuming the x, y coords aren't
* outside). This caused a hardware lock
* on Matrox cards if it happens.
*
* Really Blender should never _ever_ try
* to do such a thing, but just to be safe
* clamp it anyway (or fix the bScreen
* scaling routine, and be damn sure you
* fixed it). - zr (2001!)
*/
if (swin->winrct.xmax > WM_window_pixels_x(win))
swin->winrct.xmax = WM_window_pixels_x(win);
if (swin->winrct.ymax > WM_window_pixels_y(win))
swin->winrct.ymax = WM_window_pixels_y(win);
/* extra service */
wmSubWindowSet(win, swinid);
wm_subwindow_getsize(win, swinid, &width, &height);
wmOrtho2(-GLA_PIXEL_OFS, (float)width - GLA_PIXEL_OFS, -GLA_PIXEL_OFS, (float)height - GLA_PIXEL_OFS);
}
else {
printf("%s: Internal error, bad winid: %d\n", __func__, swinid);
}
}
/* ---------------- WM versions of OpenGL style API calls ------------------------ */
/* ----------------- exported in WM_api.h ------------------------------------------------------ */
/* internal state, no threaded opengl! XXX */
static wmWindow *_curwindow = NULL;
static wmSubWindow *_curswin = NULL;
void wmSubWindowScissorSet(wmWindow *win, int swinid, rcti *srct)
{
int width, height;
_curswin = swin_from_swinid(win, swinid);
if (_curswin == NULL) {
printf("%s %d: doesn't exist\n", __func__, swinid);
return;
}
win->curswin = _curswin;
_curwindow = win;
width = BLI_rcti_size_x(&_curswin->winrct) + 1;
height = BLI_rcti_size_y(&_curswin->winrct) + 1;
glViewport(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height);
if (srct) {
int width = BLI_rcti_size_x(srct) + 1; /* only here */
int height = BLI_rcti_size_y(srct) + 1;
glScissor(srct->xmin, srct->ymin, width, height);
}
else
glScissor(_curswin->winrct.xmin, _curswin->winrct.ymin, width, height);
wmOrtho2(-GLA_PIXEL_OFS, (float)width - GLA_PIXEL_OFS, -GLA_PIXEL_OFS, (float)height - GLA_PIXEL_OFS);
glLoadIdentity();
glFlush();
}
/* enable the WM versions of opengl calls */
void wmSubWindowSet(wmWindow *win, int swinid)
{
wmSubWindowScissorSet(win, swinid, NULL);
}
void wmFrustum(float x1, float x2, float y1, float y2, float n, float f)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(x1, x2, y1, y2, n, f);
glMatrixMode(GL_MODELVIEW);
}
void wmOrtho(float x1, float x2, float y1, float y2, float n, float f)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(x1, x2, y1, y2, n, f);
glMatrixMode(GL_MODELVIEW);
}
void wmOrtho2(float x1, float x2, float y1, float y2)
{
/* prevent opengl from generating errors */
if (x1 == x2) x2 += 1.0f;
if (y1 == y2) y2 += 1.0f;
wmOrtho(x1, x2, y1, y2, -100, 100);
}
/* *************************** Framebuffer color depth, for selection codes ********************** */
#ifdef __APPLE__
/* apple seems to round colors to below and up on some configs */
unsigned int index_to_framebuffer(int index)
{
unsigned int i = index;
switch (GPU_color_depth()) {
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x070707;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x030303;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x010101;
break;
}
return i;
}
#else
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
unsigned int index_to_framebuffer(int index)
{
unsigned int i = index;
switch (GPU_color_depth()) {
case 8:
i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
i |= 0x3F3F3F;
break;
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x0F0F0F;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x070707;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x030303;
break;
}
return i;
}
#endif
void WM_framebuffer_index_set(int index)
{
const int col = index_to_framebuffer(index);
cpack(col);
}
int WM_framebuffer_to_index(unsigned int col)
{
if (col == 0) return 0;
switch (GPU_color_depth()) {
case 8:
return ((col & 0xC00000) >> 18) + ((col & 0xC000) >> 12) + ((col & 0xC0) >> 6);
case 12:
return ((col & 0xF00000) >> 12) + ((col & 0xF000) >> 8) + ((col & 0xF0) >> 4);
case 15:
case 16:
return ((col & 0xF80000) >> 9) + ((col & 0xF800) >> 6) + ((col & 0xF8) >> 3);
case 24:
return col & 0xFFFFFF;
default: // 18 bits...
return ((col & 0xFC0000) >> 6) + ((col & 0xFC00) >> 4) + ((col & 0xFC) >> 2);
}
}
/* ********** END MY WINDOW ************** */