diff options
author | Ton Roosendaal <ton@blender.org> | 2008-01-01 18:53:38 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2008-01-01 18:53:38 +0300 |
commit | 2df4ef711a6dcb2c8874861a181bbc31d0e37f52 (patch) | |
tree | b3d2fc4fa922932d8820a0e98e6890377fc8ec8c /source/blender/windowmanager/intern/wm_subwindow.c | |
parent | 881fd0cb3a144bb68139ca120068ba6b5a183efc (diff) |
More work on restoring Blender;
- brining back subwindow management
- removing more bad level stuff
Diffstat (limited to 'source/blender/windowmanager/intern/wm_subwindow.c')
-rw-r--r-- | source/blender/windowmanager/intern/wm_subwindow.c | 527 |
1 files changed, 527 insertions, 0 deletions
diff --git a/source/blender/windowmanager/intern/wm_subwindow.c b/source/blender/windowmanager/intern/wm_subwindow.c new file mode 100644 index 00000000000..a7217786138 --- /dev/null +++ b/source/blender/windowmanager/intern/wm_subwindow.c @@ -0,0 +1,527 @@ +/** + * $Id: mywindow.c 9584 2007-01-03 13:45:03Z ton $ + * + * ***** 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., 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. + * + * Contributor(s): 2007 Blender Foundation (refactor) + * + * ***** END GPL LICENSE BLOCK ***** + * + * + * Subwindow opengl handling. + * BTW: subwindows open/close in X11 are way too slow, tried it, and choose for my own system... (ton) + * + */ + +#include <string.h> + +#include "MEM_guardedalloc.h" + +#include "DNA_windowmanager_types.h" +#include "DNA_screen_types.h" + +#include "BLI_blenlib.h" +#include "BLI_arithb.h" + +#include "BKE_global.h" + +#include "BIF_gl.h" +#include "BIF_glutil.h" + +#include "WM_api.h" +#include "wm_window.h" + +/* wmSubWindow stored in wmWindow... but not exposed outside this C file */ +/* it seems a bit redundant (area regions can store it too, but we keep it + because we can store all kind of future opengl fanciness here */ + +/* we use indices and array because: + - index has safety, no pointers from this C file hanging around + - fast lookups of indices with array, list would give overhead + - old code used it this way... + - keep option open to have 2 screens using same window +*/ + +typedef struct wmSubWindow { + struct wmSubWindow *next, *prev; + + rcti winrct; + int swinid; + + float viewmat[4][4], winmat[4][4]; +} wmSubWindow; + + +/* ******************* open, free, set, get data ******************** */ + +/* not subwindow itself */ +static void wm_subwindow_free(wmSubWindow *swin) +{ + /* future fancy stuff */ +} + +void wm_subwindows_free(wmWindow *win) +{ + wmSubWindow *swin; + + for(swin= win->subwindows.first; swin; swin= swin->next) + wm_subwindow_free(swin); + + BLI_freelistN(&win->subwindows); +} + + +void wm_subwindow_getsize(wmWindow *win, int *x, int *y) +{ + if(win->curswin) { + wmSubWindow *swin= win->curswin; + *x= swin->winrct.xmax - swin->winrct.xmin + 1; + *y= swin->winrct.ymax - swin->winrct.ymin + 1; + } +} + +void wm_subwindow_getorigin(wmWindow *win, int *x, int *y) +{ + if(win->curswin) { + wmSubWindow *swin= win->curswin; + *x= swin->winrct.xmin; + *y= swin->winrct.ymin; + } +} + +int wm_subwindow_get(wmWindow *win) +{ + if(win->curswin) + return win->curswin->swinid; + return 0; +} + +static wmSubWindow *swin_from_swinid(wmWindow *win, int swinid) +{ + wmSubWindow *swin; + + for(swin= win->subwindows.first; swin; swin= swin->next) + if(swin->swinid==swinid) + break; + return swin; +} + +void wm_subwindow_set(wmWindow *win, int swinid) +{ + wmSubWindow *swin= swin_from_swinid(win, swinid); + int width, height; + + if(swin==NULL) { + printf("wm_subwindow_set %d: doesn't exist\n", swinid); + return; + } + + win->curswin= swin; + wm_subwindow_getsize(win, &width, &height); + + glViewport(swin->winrct.xmin, swin->winrct.ymin, width, height); + glScissor(swin->winrct.xmin, swin->winrct.ymin, width, height); + + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(&swin->winmat[0][0]); + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(&swin->viewmat[0][0]); + + glFlush(); + +} + +/* always sets pixel-precise 2D window/view matrices */ +/* coords is in whole pixels. xmin = 15, xmax= 16: means window is 2 pix big */ +int wm_subwindow_open(wmWindow *win, rcti *winrct) +{ + wmSubWindow *swin; + int width, height; + int freewinid= 1; + + for(swin= win->subwindows.first; swin; swin= swin->next) + if(freewinid <= swin->swinid) + freewinid= swin->swinid+1; + + win->curswin= swin= MEM_callocN(sizeof(wmSubWindow), "swinopen"); + + swin->swinid= freewinid; + swin->winrct= *winrct; + + Mat4One(swin->viewmat); + Mat4One(swin->winmat); + + /* extra service */ + wm_subwindow_getsize(win, &width, &height); + wmOrtho2(win, -0.375, (float)width-0.375, -0.375, (float)height-0.375); + wmLoadIdentity(win); + + /* and we appy it all right away */ + wm_subwindow_set(win, swin->swinid); + + return swin->swinid; +} + + +void wm_subwindow_close(wmWindow *win, int swinid) +{ + wmSubWindow *swin= swin_from_swinid(win, swinid); + + if (swin) { + if (swin==win->curswin) + win->curswin= NULL; + wm_subwindow_free(swin); + BLI_remlink(&win->subwindows, swin); + MEM_freeN(swin); + } + else { + printf("wm_subwindow_close: Internal error, bad winid: %d\n", swinid); + } + +} + +/* pixels go from 0-99 for a 100 pixel window */ +void wm_subwindow_position(wmWindow *win, int swinid, rcti *winrct) +{ + wmSubWindow *swin= swin_from_swinid(win, swinid); + + if(swin) { + swin->winrct= *winrct; + + /* CRITICAL, this clamping ensures that + * the viewport never goes outside the screen + * edges (assuming the x, y coords aren't + * outside). This caused a hardware lock + * on Matrox cards if it happens. + * + * Really Blender should never _ever_ try + * to do such a thing, but just to be safe + * clamp it anyway (or fix the bScreen + * scaling routine, and be damn sure you + * fixed it). - zr (2001!) + */ + + if (swin->winrct.xmax >= win->sizex) + swin->winrct.xmax= win->sizex-1; + if (swin->winrct.ymax >= win->sizey) + swin->winrct.ymax= win->sizey-1; + } + else { + printf("wm_subwindow_position: Internal error, bad winid: %d\n", swinid); + } +} + +/* ---------------- WM versions of OpenGL calls, using glBlah() syntax ------------------------ */ +/* ----------------- exported in WM_api.h ------------------------------------------------------ */ + +static int glaGetOneInteger(int a) +{ + return 0; // XXX +} + +void wmLoadMatrix(wmWindow *win, float mat[][4]) +{ + if(win->curswin==NULL) return; + + glLoadMatrixf(mat); + + if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) + Mat4CpyMat4(win->curswin->viewmat, mat); + else + Mat4CpyMat4(win->curswin->winmat, mat); +} + +void wmGetMatrix(wmWindow *win, float mat[][4]) +{ + if(win->curswin==NULL) return; + + if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) { + Mat4CpyMat4(mat, win->curswin->viewmat); + } else { + Mat4CpyMat4(mat, win->curswin->winmat); + } +} + +void wmMultMatrix(wmWindow *win, float mat[][4]) +{ + if(win->curswin==NULL) return; + + glMultMatrixf((float*) mat); + + if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) + glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->viewmat); + else + glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->winmat); +} + +void wmGetSingleMatrix(wmWindow *win, float mat[][4]) +{ + if(win->curswin) + Mat4MulMat4(mat, win->curswin->viewmat, win->curswin->winmat); +} + +void wmScale(wmWindow *win, float x, float y, float z) +{ + if(win->curswin==NULL) return; + + glScalef(x, y, z); + + if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) + glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->viewmat); + else + glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->winmat); + +} + +void wmLoadIdentity(wmWindow *win) +{ + if(win->curswin==NULL) return; + + if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) + Mat4One(win->curswin->viewmat); + else + Mat4One(win->curswin->winmat); + + glLoadIdentity(); +} + +void wmFrustum(wmWindow *win, float x1, float x2, float y1, float y2, float n, float f) +{ + if(win->curswin) { + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(x1, x2, y1, y2, n, f); + + glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->curswin->winmat); + glMatrixMode(GL_MODELVIEW); + } +} + +void wmOrtho(wmWindow *win, float x1, float x2, float y1, float y2, float n, float f) +{ + if(win->curswin) { + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + glOrtho(x1, x2, y1, y2, n, f); + + glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->curswin->winmat); + glMatrixMode(GL_MODELVIEW); + } +} + +void wmOrtho2(wmWindow *win, float x1, float x2, float y1, float y2) +{ + /* prevent opengl from generating errors */ + if(x1==x2) x2+=1.0; + if(y1==y2) y2+=1.0; + wmOrtho(win, x1, x2, y1, y2, -100, 100); +} + + +/* *************************** Framebuffer color depth, for selection codes ********************** */ + +static int wm_get_colordepth(void) +{ + static int mainwin_color_depth= 0; + + if(mainwin_color_depth==0) { + GLint r, g, b; + + glGetIntegerv(GL_RED_BITS, &r); + glGetIntegerv(GL_GREEN_BITS, &g); + glGetIntegerv(GL_BLUE_BITS, &b); + + mainwin_color_depth= r + g + b; + if(G.f & G_DEBUG) { + printf("Color depth r %d g %d b %d\n", (int)r, (int)g, (int)b); + glGetIntegerv(GL_AUX_BUFFERS, &r); + printf("Aux buffers: %d\n", (int)r); + } + } + return mainwin_color_depth; +} + + +#ifdef __APPLE__ + +/* apple seems to round colors to below and up on some configs */ + +static unsigned int index_to_framebuffer(int index) +{ + unsigned int i= index; + + switch(wm_get_colordepth()) { + case 12: + i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4); + /* sometimes dithering subtracts! */ + i |= 0x070707; + break; + case 15: + case 16: + i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3); + i |= 0x030303; + break; + case 24: + break; + default: // 18 bits... + i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2); + i |= 0x010101; + break; + } + + return i; +} + +#else + +/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */ + +static unsigned int index_to_framebuffer(int index) +{ + unsigned int i= index; + + switch(wm_get_colordepth()) { + case 8: + i= ((i & 48)<<18) + ((i & 12)<<12) + ((i & 3)<<6); + i |= 0x3F3F3F; + break; + case 12: + i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4); + /* sometimes dithering subtracts! */ + i |= 0x0F0F0F; + break; + case 15: + case 16: + i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3); + i |= 0x070707; + break; + case 24: + break; + default: // 18 bits... + i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2); + i |= 0x030303; + break; + } + + return i; +} + +#endif + +void set_framebuffer_index_color(int index) +{ + cpack(index_to_framebuffer(index)); +} + +int framebuffer_to_index(unsigned int col) +{ + if (col==0) return 0; + + switch(wm_get_colordepth()) { + case 8: + return ((col & 0xC00000)>>18) + ((col & 0xC000)>>12) + ((col & 0xC0)>>6); + case 12: + return ((col & 0xF00000)>>12) + ((col & 0xF000)>>8) + ((col & 0xF0)>>4); + case 15: + case 16: + return ((col & 0xF80000)>>9) + ((col & 0xF800)>>6) + ((col & 0xF8)>>3); + case 24: + return col & 0xFFFFFF; + default: // 18 bits... + return ((col & 0xFC0000)>>6) + ((col & 0xFC00)>>4) + ((col & 0xFC)>>2); + } +} + + +/* ********** END MY WINDOW ************** */ + +#ifdef WIN32 +static int is_a_really_crappy_nvidia_card(void) { + static int well_is_it= -1; + + /* Do you understand the implication? Do you? */ + if (well_is_it==-1) + well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0); + + return well_is_it; +} +#endif + +void myswapbuffers(void) /* XXX */ +{ + ScrArea *sa; + + sa= G.curscreen->areabase.first; + while(sa) { + if(sa->win_swap==WIN_BACK_OK) sa->win_swap= WIN_FRONT_OK; + if(sa->head_swap==WIN_BACK_OK) sa->head_swap= WIN_FRONT_OK; + + sa= sa->next; + } + + /* HACK, some windows drivers feel they should honor the scissor + * test when swapping buffers, disable the test while swapping + * on WIN32. (namely Matrox and NVidia's new drivers around Oct 1 2001) + * - zr + */ + +#ifdef WIN32 + /* HACK, in some NVidia driver release some kind of + * fancy optimiziation (I presume) was put in which for + * some reason causes parts of the buffer not to be + * swapped. One way to defeat it is the following wierd + * code (which we only do for nvidia cards). This should + * be removed if NVidia fixes their drivers. - zr + */ + if (is_a_really_crappy_nvidia_card()) { + glDrawBuffer(GL_FRONT); + + glBegin(GL_LINES); + glEnd(); + + glDrawBuffer(GL_BACK); + } + + glDisable(GL_SCISSOR_TEST); +// window_swap_buffers(winlay_mainwindow); + glEnable(GL_SCISSOR_TEST); +#else +// window_swap_buffers(winlay_mainwindow); +#endif +} + + +/* *********************** PATTERNS ETC ***************** */ + +void setlinestyle(int nr) /* Move? XXX */ +{ + if(nr==0) { + glDisable(GL_LINE_STIPPLE); + } + else { + + glEnable(GL_LINE_STIPPLE); + glLineStipple(nr, 0xAAAA); + } +} + |