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authorTon Roosendaal <ton@blender.org>2009-07-24 16:43:59 +0400
committerTon Roosendaal <ton@blender.org>2009-07-24 16:43:59 +0400
commit6abddb0fc4ca483f03e5a111c558824493006af5 (patch)
treea37ee42c3ebdfa7da10237936ff61f9c0264a5f1 /source/blender/editors/include
parent1844fc7057fcc342c4bc9f4e1385bc97a2bd33e6 (diff)
2.5
New feature: allowing to open temporarily windows for output. Implemented for: - Render output (use output menu "new window" option). - User Preferences (alt+U, plus added in 'File' menu) Currently the window opens where your mouse is. The Render window works as usual, with ESC or F11 moving it to back or front again. That allows the window position to remain where you moved it on new renders. If you close a render window when it renders, the render thread will be killed. User prefs show 'info window' now... i thought we'd use outliner? Anyhoo, I've made the 'save settings' to close the 2nd window as well. Opening a secondary file window for save I'll check on later, this has to be checked with the current event system still. the WM_window_open_temp() api call for this maintains currently a *single* temp window. If you have a render window open, and call for the preferences, the render window will be used for it. And the other way around. On closing the blender window, the temp windows close automatically when there's no regular window open, and blender quits.
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_screen.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_screen.h b/source/blender/editors/include/ED_screen.h
index 204d2dcd59e..a2e8f3a4ec1 100644
--- a/source/blender/editors/include/ED_screen.h
+++ b/source/blender/editors/include/ED_screen.h
@@ -87,6 +87,7 @@ void ED_screen_draw(struct wmWindow *win);
void ED_screen_refresh(struct wmWindowManager *wm, struct wmWindow *win);
void ED_screen_do_listen(struct wmWindow *win, struct wmNotifier *note);
bScreen *ED_screen_duplicate(struct wmWindow *win, struct bScreen *sc);
+bScreen *ED_screen_add(struct wmWindow *win, struct Scene *scene, char *name);
void ED_screen_set(struct bContext *C, struct bScreen *sc);
void ED_screen_set_scene(struct bContext *C, struct Scene *scene);
void ED_screen_set_subwinactive(struct wmWindow *win, struct wmEvent *event);
@@ -95,6 +96,8 @@ void ED_screen_animation_timer(struct bContext *C, int redraws, int enable);
int ED_screen_full_newspace(struct bContext *C, ScrArea *sa, int type);
void ED_screen_full_prevspace(struct bContext *C);
+void ED_screen_new_window(struct bContext *C, struct rcti *position, int type);
+
/* anim */
void ED_update_for_newframe(const struct bContext *C, int mute);
unsigned int ED_screen_view3d_layers(struct bScreen *screen);
@@ -143,5 +146,6 @@ int ED_operator_posemode(struct bContext *C);
#define ED_KEYMAP_ANIMATION 8
#define ED_KEYMAP_FRAMES 16
+
#endif /* ED_SCREEN_H */