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blender-archive/source/blender/windowmanager/intern/wm_init_exit.c
Dalai Felinto 7c25f16f1a Fullscreen Editor (new fullscreen mode for clean UI)
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI

* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)

When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.

This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.

Development notes:
* This includes cleanups in the code to sanitize the naming of
  fullscreen/maximize across the window/editor code.

* Originally the idea was to make the window fullscreen as well, but
  this idea was dropped.

* You can see the clicking area when debug is 1

* Technically the user can be left with an unfaded icon in the corner
  (specially when using a tablet). If we think this is too bad we can
  increase the action zone to be the whole screen, or something similar.

Reviewers: campbellbarton [1], ton [2], fsiddi [2]

[1] actual code review
[2] design review

Differential Revision: https://developer.blender.org/D678
2014-10-14 15:11:41 -03:00

565 lines
14 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) 2007 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/windowmanager/intern/wm_init_exit.c
* \ingroup wm
*
* Manage initializing resources and correctly shutting down.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef WIN32
# include <windows.h>
#endif
#include "MEM_guardedalloc.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_callbacks.h"
#include "BLI_listbase.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLO_writefile.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mball.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_addon.h"
#include "BKE_sequencer.h" /* free seq clipboard */
#include "BKE_material.h" /* clear_matcopybuf */
#include "BKE_tracking.h" /* free tracking clipboard */
#include "BKE_mask.h" /* free mask clipboard */
#include "RE_engine.h"
#include "RE_pipeline.h" /* RE_ free stuff */
#ifdef WITH_PYTHON
#include "BPY_extern.h"
#endif
#ifdef WITH_GAMEENGINE
# include "BL_System.h"
#endif
#include "GHOST_Path-api.h"
#include "GHOST_C-api.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm_cursors.h"
#include "wm_event_system.h"
#include "wm.h"
#include "wm_files.h"
#include "wm_window.h"
#include "ED_armature.h"
#include "ED_keyframing.h"
#include "ED_node.h"
#include "ED_render.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "UI_interface.h"
#include "BLF_api.h"
#include "BLF_translation.h"
#include "GPU_buffers.h"
#include "GPU_extensions.h"
#include "GPU_draw.h"
#include "GPU_init_exit.h"
#include "BKE_depsgraph.h"
#include "BKE_sound.h"
#include "COM_compositor.h"
static void wm_init_reports(bContext *C)
{
ReportList *reports = CTX_wm_reports(C);
BLI_assert(!reports || BLI_listbase_is_empty(&reports->list));
BKE_reports_init(reports, RPT_STORE);
}
static void wm_free_reports(bContext *C)
{
ReportList *reports = CTX_wm_reports(C);
BKE_reports_clear(reports);
}
bool wm_start_with_console = false; /* used in creator.c */
/* only called once, for startup */
void WM_init(bContext *C, int argc, const char **argv)
{
if (!G.background) {
wm_ghost_init(C); /* note: it assigns C to ghost! */
wm_init_cursor_data();
}
GHOST_CreateSystemPaths();
BKE_addon_pref_type_init();
wm_operatortype_init();
WM_menutype_init();
WM_uilisttype_init();
set_free_windowmanager_cb(wm_close_and_free); /* library.c */
set_free_notifier_reference_cb(WM_main_remove_notifier_reference); /* library.c */
set_blender_test_break_cb(wm_window_testbreak); /* blender.c */
DAG_editors_update_cb(ED_render_id_flush_update, ED_render_scene_update); /* depsgraph.c */
ED_spacetypes_init(); /* editors/space_api/spacetype.c */
ED_file_init(); /* for fsmenu */
ED_node_init_butfuncs();
BLF_init(11, U.dpi); /* Please update source/gamengine/GamePlayer/GPG_ghost.cpp if you change this */
BLF_lang_init();
/* Enforce loading the UI for the initial homefile */
G.fileflags &= ~G_FILE_NO_UI;
/* get the default database, plus a wm */
wm_homefile_read(C, NULL, G.factory_startup, NULL);
BLF_lang_set(NULL);
/* note: there is a bug where python needs initializing before loading the
* startup.blend because it may contain PyDrivers. It also needs to be after
* initializing space types and other internal data.
*
* However cant redo this at the moment. Solution is to load python
* before wm_homefile_read() or make py-drivers check if python is running.
* Will try fix when the crash can be repeated. - campbell. */
#ifdef WITH_PYTHON
BPY_context_set(C); /* necessary evil */
BPY_python_start(argc, argv);
BPY_python_reset(C);
#else
(void)argc; /* unused */
(void)argv; /* unused */
#endif
ED_spacemacros_init();
if (!G.background && !wm_start_with_console)
GHOST_toggleConsole(3);
wm_init_reports(C); /* reports cant be initialized before the wm */
if (!G.background) {
GPU_init();
GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
GPU_set_anisotropic(U.anisotropic_filter);
GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
UI_init();
}
clear_matcopybuf();
ED_render_clear_mtex_copybuf();
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ED_preview_init_dbase();
wm_read_history();
/* allow a path of "", this is what happens when making a new file */
#if 0
if (G.main->name[0] == 0)
BLI_make_file_string("/", G.main->name, BLI_getDefaultDocumentFolder(), "untitled.blend");
#endif
BLI_strncpy(G.lib, G.main->name, FILE_MAX);
#ifdef WITH_COMPOSITOR
if (1) {
extern void *COM_linker_hack;
COM_linker_hack = COM_execute;
}
#endif
/* load last session, uses regular file reading so it has to be in end (after init py etc) */
if (U.uiflag2 & USER_KEEP_SESSION) {
/* calling WM_recover_last_session(C, NULL) has been moved to creator.c */
/* that prevents loading both the kept session, and the file on the command line */
}
else {
/* normally 'wm_homefile_read' will do this,
* however python is not initialized when called from this function.
*
* unlikely any handlers are set but its possible,
* note that recovering the last session does its own callbacks. */
BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_VERSION_UPDATE);
BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST);
}
}
void WM_init_splash(bContext *C)
{
if ((U.uiflag & USER_SPLASH_DISABLE) == 0) {
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *prevwin = CTX_wm_window(C);
if (wm->windows.first) {
CTX_wm_window_set(C, wm->windows.first);
WM_operator_name_call(C, "WM_OT_splash", WM_OP_INVOKE_DEFAULT, NULL);
CTX_wm_window_set(C, prevwin);
}
}
}
bool WM_init_game(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
ScrArea *sa;
ARegion *ar = NULL;
Scene *scene = CTX_data_scene(C);
if (!scene) {
/* XXX, this should not be needed. */
Main *bmain = CTX_data_main(C);
scene = bmain->scene.first;
}
win = wm->windows.first;
/* first to get a valid window */
if (win)
CTX_wm_window_set(C, win);
sa = BKE_screen_find_big_area(CTX_wm_screen(C), SPACE_VIEW3D, 0);
ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
/* if we have a valid 3D view */
if (sa && ar) {
ARegion *arhide;
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* disable quad view */
if (ar->alignment == RGN_ALIGN_QSPLIT)
WM_operator_name_call(C, "SCREEN_OT_region_quadview", WM_OP_EXEC_DEFAULT, NULL);
/* toolbox, properties panel and header are hidden */
for (arhide = sa->regionbase.first; arhide; arhide = arhide->next) {
if (arhide->regiontype != RGN_TYPE_WINDOW) {
if (!(arhide->flag & RGN_FLAG_HIDDEN)) {
ED_region_toggle_hidden(C, arhide);
}
}
}
/* full screen the area */
if (!sa->full) {
ED_screen_state_toggle(C, win, sa, SCREENMAXIMIZED);
}
/* Fullscreen */
if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
WM_operator_name_call(C, "WM_OT_window_fullscreen_toggle", WM_OP_EXEC_DEFAULT, NULL);
wm_get_screensize(&ar->winrct.xmax, &ar->winrct.ymax);
ar->winx = ar->winrct.xmax + 1;
ar->winy = ar->winrct.ymax + 1;
}
else {
GHOST_RectangleHandle rect = GHOST_GetClientBounds(win->ghostwin);
ar->winrct.ymax = GHOST_GetHeightRectangle(rect);
ar->winrct.xmax = GHOST_GetWidthRectangle(rect);
ar->winx = ar->winrct.xmax + 1;
ar->winy = ar->winrct.ymax + 1;
GHOST_DisposeRectangle(rect);
}
WM_operator_name_call(C, "VIEW3D_OT_game_start", WM_OP_EXEC_DEFAULT, NULL);
sound_exit();
return true;
}
else {
ReportTimerInfo *rti;
BKE_report(&wm->reports, RPT_ERROR, "No valid 3D View found, game auto start is not possible");
/* After adding the report to the global list, reset the report timer. */
WM_event_remove_timer(wm, NULL, wm->reports.reporttimer);
/* Records time since last report was added */
wm->reports.reporttimer = WM_event_add_timer(wm, CTX_wm_window(C), TIMER, 0.02);
rti = MEM_callocN(sizeof(ReportTimerInfo), "ReportTimerInfo");
wm->reports.reporttimer->customdata = rti;
return false;
}
}
/* free strings of open recent files */
static void free_openrecent(void)
{
struct RecentFile *recent;
for (recent = G.recent_files.first; recent; recent = recent->next)
MEM_freeN(recent->filepath);
BLI_freelistN(&(G.recent_files));
}
/* bad stuff*/
// XXX copy/paste buffer stuff...
extern void free_anim_copybuf(void);
extern void free_anim_drivers_copybuf(void);
extern void free_fmodifiers_copybuf(void);
#ifdef WIN32
/* Read console events until there is a key event. Also returns on any error. */
static void wait_for_console_key(void)
{
HANDLE hConsoleInput = GetStdHandle(STD_INPUT_HANDLE);
if (!ELEM(hConsoleInput, NULL, INVALID_HANDLE_VALUE) && FlushConsoleInputBuffer(hConsoleInput)) {
for (;;) {
INPUT_RECORD buffer;
DWORD ignored;
if (!ReadConsoleInput(hConsoleInput, &buffer, 1, &ignored)) {
break;
}
if (buffer.EventType == KEY_EVENT) {
break;
}
}
}
}
#endif
/* called in creator.c even... tsk, split this! */
/* note, doesnt run exit() call WM_exit() for that */
void WM_exit_ext(bContext *C, const bool do_python)
{
wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;
sound_exit();
/* first wrap up running stuff, we assume only the active WM is running */
/* modal handlers are on window level freed, others too? */
/* note; same code copied in wm_files.c */
if (C && wm) {
wmWindow *win;
if (!G.background) {
if ((U.uiflag2 & USER_KEEP_SESSION) || BKE_undo_valid(NULL)) {
/* save the undo state as quit.blend */
char filename[FILE_MAX];
bool has_edited;
int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_LOCK | G_FILE_SIGN | G_FILE_HISTORY);
BLI_make_file_string("/", filename, BLI_temp_dir_base(), BLENDER_QUIT_FILE);
has_edited = ED_editors_flush_edits(C, false);
if ((has_edited && BLO_write_file(CTX_data_main(C), filename, fileflags, NULL, NULL)) ||
BKE_undo_save_file(filename))
{
printf("Saved session recovery to '%s'\n", filename);
}
}
}
WM_jobs_kill_all(wm);
for (win = wm->windows.first; win; win = win->next) {
CTX_wm_window_set(C, win); /* needed by operator close callbacks */
WM_event_remove_handlers(C, &win->handlers);
WM_event_remove_handlers(C, &win->modalhandlers);
ED_screen_exit(C, win, win->screen);
}
}
BKE_addon_pref_type_free();
wm_operatortype_free();
wm_dropbox_free();
WM_menutype_free();
WM_uilisttype_free();
/* all non-screen and non-space stuff editors did, like editmode */
if (C)
ED_editors_exit(C);
// XXX
// BIF_GlobalReebFree();
// BIF_freeRetarget();
BIF_freeTemplates(C);
free_openrecent();
BKE_mball_cubeTable_free();
/* render code might still access databases */
RE_FreeAllRender();
RE_engines_exit();
ED_preview_free_dbase(); /* frees a Main dbase, before free_blender! */
if (C && wm)
wm_free_reports(C); /* before free_blender! - since the ListBases get freed there */
BKE_sequencer_free_clipboard(); /* sequencer.c */
BKE_tracking_clipboard_free();
BKE_mask_clipboard_free();
#ifdef WITH_COMPOSITOR
COM_deinitialize();
#endif
free_blender(); /* blender.c, does entire library and spacetypes */
// free_matcopybuf();
free_anim_copybuf();
free_anim_drivers_copybuf();
free_fmodifiers_copybuf();
ED_clipboard_posebuf_free();
BKE_node_clipboard_clear();
BLF_exit();
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();
BLF_lang_free();
#endif
ANIM_keyingset_infos_exit();
// free_txt_data();
#ifdef WITH_PYTHON
/* option not to close python so we can use 'atexit' */
if (do_python) {
/* XXX - old note */
/* before free_blender so py's gc happens while library still exists */
/* needed at least for a rare sigsegv that can happen in pydrivers */
/* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's
* so decref'ing them after python ends causes bad problems every time
* the pyDriver bug can be fixed if it happens again we can deal with it then */
BPY_python_end();
}
#else
(void)do_python;
#endif
if (!G.background) {
GPU_global_buffer_pool_free();
GPU_free_unused_buffers();
GPU_exit();
}
BKE_reset_undo();
ED_file_exit(); /* for fsmenu */
UI_exit();
BKE_userdef_free();
RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
wm_ghost_exit();
CTX_free(C);
#ifdef WITH_GAMEENGINE
SYS_DeleteSystem(SYS_GetSystem());
#endif
GHOST_DisposeSystemPaths();
BLI_threadapi_exit();
if (MEM_get_memory_blocks_in_use() != 0) {
printf("Error: Not freed memory blocks: %d\n", MEM_get_memory_blocks_in_use());
MEM_printmemlist();
}
wm_autosave_delete();
BLI_temp_dir_session_purge();
}
void WM_exit(bContext *C)
{
WM_exit_ext(C, 1);
printf("\nBlender quit\n");
#ifdef WIN32
/* ask user to press a key when in debug mode */
if (G.debug & G_DEBUG) {
printf("Press any key to exit . . .\n\n");
wait_for_console_key();
}
#endif
exit(G.is_break == true);
}