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blender-archive/source/blender/blenkernel/BKE_global.h
Willian Padovani Germano 09fb5d6b8d BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events).  Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).

- Updated Window and Window.Theme with new theme vars and the Time space.

- Script links:

-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.

-- Added "Enable Script Links" button in the script buttons tab.  Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default.  "blender -y" also disables all slinks as happened before with OnLoad ones only.

-- Other small changes in the script buttons tab:
  When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
  Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type.  Cancel the popup to leave the string button empty (link exists, but has no script assigned).  A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown.  With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.

-- Implemented Ton's space handler script links:

Right now only for the 3d View,  but it's trivial to add for others.  There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window.  Ton's idea was to give scripts a controlled way to integrate better within Blender.

Here's how it works:

- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT

and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu.  Check (mark, click on it) a script to make it active.

EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:

import Blender
from Blender import Draw

evt = Blender.event
if evt == Draw.AKEY:
  print "a"
elif evt == Draw.LEFTMOUSE:
  print "left mouse button"
else:
  return # ignore, pass event back to Blender

Blender.event = None # tell Blender not to process itself the event

DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.

To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.

Still need to code some nice example, which should also serve to test properly space handlers.  Simple tests went fine.

- doc updates about the additions.

=======

Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable.  Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are.  The tooltips may not be accepted either, since other menus don't use them.  Opinions welcomed.
2005-05-08 21:20:34 +00:00

259 lines
7.0 KiB
C++

/**
* blenlib/BKE_global.h (mar-2001 nzc)
*
* Global settings, handles, pointers. This is the root for finding
* any data in Blender. This block is not serialized, but built anew
* for every fresh Blender run.
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_GLOBAL_H
#define BKE_GLOBAL_H
#include "DNA_listBase.h"
#ifdef __cplusplus
extern "C" {
#endif
/* forwards */
struct View3D;
struct View2D;
struct SpaceIpo;
struct SpaceButs;
struct SpaceImage;
struct SpaceOops;
struct SpaceText;
struct SpaceSound;
struct SpaceAction;
struct SpaceNla;
struct Main;
struct Scene;
struct bScreen;
struct Object;
struct bSoundListener;
struct BMF_Font;
struct EditMesh;
typedef struct Global {
/* active pointers */
struct View3D *vd;
struct View2D *v2d;
struct SpaceIpo *sipo;
struct SpaceButs *buts;
struct SpaceImage *sima;
struct SpaceOops *soops;
struct SpaceSound *ssound;
struct SpaceAction *saction; /* __NLA */
struct SpaceNla *snla;
struct Main *main;
struct Scene *scene; /* denk aan file.c */
struct bScreen *curscreen;
struct Object *obedit;
/* fonts, allocated global data */
struct BMF_Font *font, *fonts, *fontss;
/* strings: lastsaved */
char ima[160], sce[160], lib[160];
/* totals */
short totobj, totlamp, totobjsel, totcurve, totmesh, totmat;
int totvert, totedge, totface, totvertsel, totedgesel, totfacesel;
short machine, afbreek, moving, colact, zbuf;
short qual, background, imagewin, animspeed;
short winpos, displaymode; /* used to be in Render */
/**
* The current version of Blender.
*/
short version;
short simulf, fields, order, rt;
int f;
/* Editmode lists */
struct EditMesh *editMesh;
float textcurs[4][2];
/* Frank's variables */
int renderd;
int real_sfra, real_efra;
int save_over;
/* Reevan's __NLA variables */
struct Object *obpose; /* Current posable object */
struct ListBase edbo; /* Armature Editmode bones */
/* Rob's variables */
int have_quicktime;
int ui_international;
/* this variable is written to / read from FileGlobal->fileflags */
int fileflags;
/* save the allowed windowstate of blender when using -W or -w */
int windowstate;
/* Janco's playing ground */
struct bSoundListener* listener;
/* Test thingy for Nzc */
int magic; /* toggle use of experimental render pipe */
int compat; /* toggle compatibility mode for edge rendering */
int notonlysolid;/* T-> also edge-render transparent faces */
int useRscale; /* bitflag for using colour scaling */
int useGscale; /* bitflag for using colour scaling */
int useBscale; /* bitflag for using colour scaling */
float cscale[4]; /* sliders for colour scaling */
int Rhisto; /* flags for making histograms */
int Ghisto;
int Bhisto;
/* special versions */
short special1, special2;
int flags;
} Global;
/* **************** GLOBAL ********************* */
/* G.f */
#define G_DISABLE_OK 1
#define G_PLAYANIM 2
#define G_TEST_DUPLI 4
#define G_SIMULATION 8
#define G_BACKBUFSEL 16
#define G_PICKSEL 32
#define G_DRAWNORMALS 64
#define G_DRAWFACES 128
#define G_FACESELECT 256
#define G_DRAW_EXT 512
#define G_VERTEXPAINT 1024
#define G_ALLEDGES 2048
#define G_DEBUG 4096
#define G_DOSCRIPTLINKS (1 << 13)
/* #define G_PROPORTIONAL 16384 removed! so can be used later for other stuff */
#define G_WEIGHTPAINT 32768
#define G_TEXTUREPAINT 65536
/* #define G_NOFROZEN (1 << 17) also removed */
#define G_DRAWEDGES (1 << 18)
#define G_DRAWCREASES (1 << 19)
#define G_DRAWSEAMS (1 << 20)
#define G_HIDDENEDGES (1 << 21)
/* Measurement info Drawing */
#define G_DRAW_EDGELEN (1 << 22)
#define G_DRAW_FACEAREA (1 << 23)
#define G_DRAW_EDGEANG (1 << 24)
#define G_RECORDKEYS (1 << 25)
/* G.fileflags */
#define G_AUTOPACK_BIT 0
#define G_FILE_COMPRESS_BIT 1
#define G_FILE_AUTOPLAY_BIT 2
#define G_FILE_ENABLE_ALL_FRAMES_BIT 3
#define G_FILE_SHOW_DEBUG_PROPS_BIT 4
#define G_FILE_SHOW_FRAMERATE_BIT 5
#define G_FILE_SHOW_PROFILE_BIT 6
#define G_FILE_LOCK_BIT 7
#define G_FILE_SIGN_BIT 8
#define G_FILE_PUBLISH_BIT 9
#define G_FILE_NO_UI_BIT 10
#define G_AUTOPACK (1 << G_AUTOPACK_BIT)
#define G_FILE_COMPRESS (1 << G_FILE_COMPRESS_BIT)
#define G_FILE_AUTOPLAY (1 << G_FILE_AUTOPLAY_BIT)
#define G_FILE_ENABLE_ALL_FRAMES (1 << G_FILE_ENABLE_ALL_FRAMES_BIT)
#define G_FILE_SHOW_DEBUG_PROPS (1 << G_FILE_SHOW_DEBUG_PROPS_BIT)
#define G_FILE_SHOW_FRAMERATE (1 << G_FILE_SHOW_FRAMERATE_BIT)
#define G_FILE_SHOW_PROFILE (1 << G_FILE_SHOW_PROFILE_BIT)
#define G_FILE_LOCK (1 << G_FILE_LOCK_BIT)
#define G_FILE_SIGN (1 << G_FILE_SIGN_BIT)
#define G_FILE_PUBLISH (1 << G_FILE_PUBLISH_BIT)
#define G_FILE_NO_UI (1 << G_FILE_NO_UI_BIT)
/* G.windowstate */
#define G_WINDOWSTATE_USERDEF 0
#define G_WINDOWSTATE_BORDER 1
#define G_WINDOWSTATE_FULLSCREEN 2
/* G.simulf */
#define G_LOADFILE 2
#define G_RESTART 4
#define G_QUIT 8
#define G_SETSCENE 16
/* G.flags: double? */
#define G_FLAGS_AUTOPLAY_BIT 2
#define G_FLAGS_AUTOPLAY (1 << G_FLAGS_AUTOPLAY_BIT)
/* G.qual */
#define R_SHIFTKEY 1
#define L_SHIFTKEY 2
#define LR_SHIFTKEY 3
#define R_ALTKEY 4
#define L_ALTKEY 8
#define LR_ALTKEY 12
#define R_CTRLKEY 16
#define L_CTRLKEY 32
#define LR_CTRLKEY 48
#define LR_COMMANDKEY 64
/* G.order: indicates what endianness the platform where the file was
* written had. */
#define L_ENDIAN 1
#define B_ENDIAN 0
/* G.moving, signals drawing in (3d) window to denote transform */
#define G_TRANSFORM_OBJ 1
#define G_TRANSFORM_EDIT 2
#define G_TRANSFORM_MANIP 4
/* G.special1 */
/* Memory is allocated where? blender.c */
extern Global G;
#ifdef __cplusplus
}
#endif
#endif