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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-07-24 01:50:40 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-07-24 01:50:40 +0400
commit366a64959c5950c2fd29f3b1fe74adbd9f420988 (patch)
treea3ca649622cea57340b639e69b6195072ec936c5 /source/blender/editors/screen
parent1ee8038e41f2daf3aaac40e58d7cdc416d2af35d (diff)
2.5: Render/Game Engine
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
Diffstat (limited to 'source/blender/editors/screen')
-rw-r--r--source/blender/editors/screen/screen_ops.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/editors/screen/screen_ops.c b/source/blender/editors/screen/screen_ops.c
index 3032bff18df..dc46940a733 100644
--- a/source/blender/editors/screen/screen_ops.c
+++ b/source/blender/editors/screen/screen_ops.c
@@ -2437,7 +2437,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
}
RE_test_break_cb(re, NULL, (int (*)(void *)) blender_test_break);
- if(RNA_boolean_get(op->ptr, "anim"))
+ if(RNA_boolean_get(op->ptr, "animation"))
RE_BlenderAnim(re, scene, scene->r.sfra, scene->r.efra, scene->frame_step);
else
RE_BlenderFrame(re, scene, scene->r.cfra);
@@ -2716,7 +2716,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
rj= MEM_callocN(sizeof(RenderJob), "render job");
rj->scene= scene;
rj->win= CTX_wm_window(C);
- rj->anim= RNA_boolean_get(op->ptr, "anim");
+ rj->anim= RNA_boolean_get(op->ptr, "animation");
rj->iuser.scene= scene;
rj->iuser.ok= 1;
@@ -2772,7 +2772,7 @@ void SCREEN_OT_render(wmOperatorType *ot)
ot->poll= ED_operator_screenactive;
RNA_def_int(ot->srna, "layers", 0, 0, INT_MAX, "Layers", "", 0, INT_MAX);
- RNA_def_boolean(ot->srna, "anim", 0, "Animation", "");
+ RNA_def_boolean(ot->srna, "animation", 0, "Animation", "");
}
/* *********************** cancel render viewer *************** */
@@ -2977,6 +2977,7 @@ void ED_keymap_screen(wmWindowManager *wm)
/* render */
WM_keymap_add_item(keymap, "SCREEN_OT_render", F12KEY, KM_PRESS, 0, 0);
+ RNA_boolean_set(WM_keymap_add_item(keymap, "SCREEN_OT_render", F12KEY, KM_PRESS, KM_CTRL, 0)->ptr, "animation", 1);
WM_keymap_add_item(keymap, "SCREEN_OT_render_view_cancel", ESCKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "SCREEN_OT_render_view_show", F11KEY, KM_PRESS, 0, 0);