Age | Commit message (Collapse) | Author |
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remove MEM_sys_types.h which was a duplicate.
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WM_SIZE is dispatched before full init.
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Removing old resize stuff.
Windows has resize lag, which creates black gap with openGL. Still looking to fix it.
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- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
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include conflicts later on.
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looks to be the cause of bug [#35415]
we can make this optional.
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* Also do pressure interpolation for brush size and spacing.
* Do smoothing of pressure when smooth stroke and sample average is enabled.
* Revert the OS X specific pressure change to pressure ^ 2.5, for low pressure
values like 0.05 it makes the pressure 100x lower, which is problematic. If
we need to adjust the pressure curve it should be done for all platforms.
Still weak:
* Pressure of first touch on tablet is difficult to control, usually it's low
which makes the stroke start out small or soft, but other times not. Finer
event capturing at ghost level would help, along with pressure changes without
mouse movement, but this may also need different paint stroke logic.
* Brush radius is rounded to integers, this gives noticeable stepping.
* Brush falloff is not antialiased, gives noticeable aliasing for small brush
sizes which was always a problem, but is more common with size pressure control.
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Another issue with the recent Ghost changes here. For some reason key up events
are not coming through when the command key is pressed. I can't figure out why,
for now just always handle them, still fixes the original bug.
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Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
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interact better with system shortcuts.
This is a special shortcut for switching between views and does not get
delivered directly to our view when we pass it through the application key
event handling path. We only have a single OpenGL view, so there's no need to
pass it on to the application, instead just interpret it directly.
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sure to avoid invalid memory access.
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insert text in the text editor and do the associated operation like minimizing the
window or switching windows.
The code was always doing both without trying to ensure only one is done. Now we
integrate a bit better with the event handling and pass the event to NSApp, which
then decides to handle the event itself or pass it on to the window, from where
we then send it back to be handled.
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fullscreen bug fixes.
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fullscreen option. It was possible to enable both at the same time which got
you stuck in a state where it was impossible to exit fullscreen. Now I've made
them mutually exlusive, only one can be enabled at the same time.
Note the reason we need to support both is because the new Lion fullscreen does
not work with multiple monitors, it will just give black screens on the other
monitors. This is a limitation of OS X, you can find many complaints about this
online.
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Patch #35019, #35131 and #35152 by Jurgen Herrmann.
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Intermediate Shift+Key messages were resetting modifier flags.
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Caused a crash on Windows on alt-key when a tablet was plug in.
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Bug #34990
However, cleanscreen on redraw is still disabled, so when resizing blender will have frozen image.
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bringing this to attention.
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* Patch by Martijn Berger (juicyfruit).
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Custom implementation for resizing (GHOST_SizerWin32)
Some things still don't work:
* esc cancel
* max windows size
* aero (sizing) snap on win7
hbrBackground = 0 to disable clear screen.
Thanks to dfelinto for help in finding of root cause.
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patch provided by reporter - Martijn Berger (juicyfruit)
also quiet warnings for headless mode.
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antialiasing
about number of samples not matching the requested number.
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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
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Cmd + F for searches.
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Mac OS X full screen: the old option to go full screen now didn't hide the
dock/topbar anymore. Also made it use dock auto-hide now, not permanent hide.
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Blender now supports the 10.7+ "Full screen" mode, which pushes a window to a permanent
other "screen", with animated zoom and sliding.
Available via the icon in window header (right), Apple+F, or "Window" menu in top.
Works much nicer than Blender's own "full screen" option.
Todo: the zoom effect is still draws a bit ugly, because Blender doesn't have "live resize"
yet.
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and remove debug print
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have more feeling
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- without python builds without warnings.
- replace MAXFLOAT -> FLT_MAX in some areas, MAXFLOAT overflows (lager then float range).
- add cmake option WITH_GCC_MUDFLAP to enable libmudflap use.
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which needs ARC
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thanks Jens Verwiebe for the tests and review.
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to include a few more that gcc is using too.
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getAllDisplayDimensions()
caused bug [#34391] Window position not saving correctly for next start-up
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every call,
better store in static var.
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maintainers should change these to replicate X11 behaviour. Also moved X11 implementation to public methods, just like the IWindow interface. Should fix compilation
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changing the screen resolution wasn't still allowed for larger virtual desktops.
added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
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Comment from Zr says this crashes but looks like this was because there was no check if the function failed to allocate to begin with.
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also free the modes when done.
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Thanks Harley Acheson!
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