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authorTon Roosendaal <ton@blender.org>2006-06-18 15:38:34 +0400
committerTon Roosendaal <ton@blender.org>2006-06-18 15:38:34 +0400
commit94e23fe939413bf96be2b475408a69ec408688f1 (patch)
tree0f41b0855bcab56eecaf7383d7112ac4b94e999d /source/blender/src/ghostwinlay.c
parent7784ea53bf3865c0cf6725611034da771b4535bf (diff)
Bugfix #4351
ESC wasn't supported for sequence-based rendering yet. Solved it with correctly initializing the sequence render with all render callbacks, including render updates (which it didn't do yet). Cleanup: - Bug in ghostwinlay code: the get_mbut() function reads from the window struct if a mouse is pressed. However, when you press the mouse in the sequencer, which causes a render, this value was hanging because then the active window was a render window. - The new render display options (image window) didn't work for sequence render OK. There was a recursion even, because a sequence draw command calls a render, which in turn now calls redraws.
Diffstat (limited to 'source/blender/src/ghostwinlay.c')
-rw-r--r--source/blender/src/ghostwinlay.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/src/ghostwinlay.c b/source/blender/src/ghostwinlay.c
index 207ab2c27d2..b9796f8b119 100644
--- a/source/blender/src/ghostwinlay.c
+++ b/source/blender/src/ghostwinlay.c
@@ -450,6 +450,7 @@ void window_set_custom_cursor_ex(Window *win, BCursor *cursor, int useBig) {
void window_make_active(Window *win) {
if (win != active_gl_window) {
+ win->lmbut= 0; /* keeps hanging when mousepressed while other window opened */
active_gl_window= win;
GHOST_ActivateWindowDrawingContext(win->ghostwin);
}