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2010-02-16Self tsk. Too much copy paste.Guillermo S. Romero
2010-02-16Tsk!Martin Poirier
2010-02-16System dependant functions (skeletons) to retrieve user and system base dirs.Guillermo S. Romero
Thus #defines in BLI_bfile.c can be dropped, as suggested by Damien Plisson. Feel free to fill in the non Unix ones. For extra info see: http://wiki.blender.org/index.php/BlenderDev/Blender2.5/ResourceFilePaths http://wiki.blender.org/index.php/BlenderDev/Blender2.5/EnvironmentVariables
2010-02-12correct fsf addressCampbell Barton
2010-02-10Cocoa : use Cocoa NSWindow tag for identifying the window where a ↵Damien Plisson
mouse/tablet/key event happened => enables some actions in inactive windows as per OSX standard Previous code was assuming an event can only be sent from the active window. On OSX, Right, Middle mouse buttons, mouse wheel and trackpad events are sent to inactive windows too. For example, this allows to zoom, pan the view without changing the window order.
2010-02-04Update MSVC project files.Benoit Bolsee
2010-02-01SVN maintenance.Guillermo S. Romero
2010-02-01Wrong include path in revision 26519 (missing space when concatenating includes)Martin Poirier
2010-02-01Cocoa/DND : give feedback to user of drop possibility before actual dropDamien Plisson
The '+' in the cursor during the DND operation is displayed only if drop is accepted. (through a previous call to GHOST_setAcceptDragOperation(window, TRUE); )
2010-02-01Cocoa/DND : added bitmap data type handling in drag'n'drop operationsDamien Plisson
Conversion of OS type to ImBuf is done inside ghost.
2010-02-01Cocoa : fix mouse cursor hang when RMB-dragging in a not frontmost windowDamien Plisson
With continuous grab on, in 2+ window setup, when RMB-dragging an object in a 3D view of a not active (not frontmost) window, mouse cursor was stuck, with no escape. Cursor grab must be done by the window that is key (able to receive mouse move events).
2010-02-01Cocoa : implement opening .blend file by double-clicking on it in OSX FinderDamien Plisson
When the user double-clicks on a document file in the Finder, OSX doesn't simply give the filename as a command-line argument when calling Blender, as it is done in other OSes. Instead, it launches the app if needed, and then sends an "openFile" event. The user can also open a document file by dropping its icon on the app dock icon. But as this is not real Drag'n'drop, I've renamed the Ghost event to a less confusing "GHOST_kEventOpenMainFile" name. DND Ghost wiki page updated : http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DragnDrop
2010-01-28Cocoa : correctly handle late events sent after window deactivateDamien Plisson
Cocoa can still send events (tagged with the correct NSWindow handle) after having sent the window deactivate event. This caused these events being discarded as there was no active window for GHOST_WindowManager. Fix is to use this NSWindow handle to retrieve the target window and correctly push the event. E.g. of effects of this bug: OSKey modifier stuck after having invoked Spotlight through its shortcut (Cmd + Space). This gave the impression the Blender window has not got focus back for the keyboard. Ton, can you confirm if this fixes the "Cocoa window loses focus permanently on using Spotlight" issue you found ?
2010-01-28Cocoa : fix 'Draw Overlap' method swap issuesDamien Plisson
2010-01-26Drag and drop 2.5 integration! Finally, slashdot regulars can useTon Roosendaal
Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-21Continuous grab in X11 could give events to a different window if the mouse ↵Campbell Barton
was moved very fast (before it warped) or if there was another blender window with the same process set to always on top. call XGrabPointer with owner_events set to false so mouse events are given to the window that initiated the grab.
2010-01-19- AIX ifdef's so windows works, cant test but this seems the most used ↵Campbell Barton
define. might need to add to buildsystem config. - transform default scale was too hight, calls to random were inconsistant. (fault of own modif's) - cmake openal include was added twice on recent commit.
2010-01-19patch [#20612] Making Blender compile on AIX 4.3.3Campbell Barton
from Philipp Gühring (sourcerer)
2010-01-17Update MSVC project filesBenoit Bolsee
2010-01-17MSVC 9 projectfilesAndrea Weikert
* update for animviz.c * updated glew dependency for ghost.
2010-01-14Cocoa : fix for modifiers keys handling upon application switchingDamien Plisson
- fix race condition between applicationBecomeActive, and WindowBecomeKey events that discarded the modifiers keys status change event message - workaround for a 10.6 bug that made the Cmd (oskey) modifier erroneously on.
2010-01-14spelling errors, no real changes to code.Campbell Barton
2010-01-13Patch [#20588] Adding multisample support to Win32 Ghost - by Mitchell ↵Nathan Letwory
Stokes (Moguri) Note: AA is still disabled due to AA creating problems for selection tools. If you must, set AA to 2 or 4 in wm_window.c where the GHOST window is created (line 317).
2010-01-13Cocoa : properly distinguish mouse from multitouch trackpad scroll eventsDamien Plisson
Mighty mouse trackball now fires proper wheel events (and not trackpad pan ones)
2010-01-12Cocoa : activate multitouch trackpad features only on equipped macbooksDamien Plisson
2010-01-11Multitouch trackpad 2 fingers gestures implementationDamien Plisson
- 2 fingers scroll (MOUSEPAN / GHOST_kTrackpadEventScroll event) pans/scrolls the view - 2 fingers pinch (MOUSEZOOM / GHOST_kTrackpadEventMagnify event) zooms the view And in 3D view: - alt + 2 fingers scroll rotates the view - 2 fingers rotation (MOUSEROTATE / GHOST_kTrackpadEventRotate) orbits the view. The implementation uses a new GHOST event type: GHOST_kEventTrackpad, that is then dispatched as Blender MOUSEPAN, MOUSEZOOM or MOUSEROTATE events. This is currently fully implemented for OSX (GHOST Cocoa fires the new events), with auto-detection of the source peripheral, so that a regular mouse still sends MOUSEWHEEL events.
2010-01-11Request different OpenGL oversampling levels before giving up.Guillermo S. Romero
2010-01-10attemp to fix [#20610] GHOST_WindowX11.cpp:202: X11 glXChooseVisual() ↵Campbell Barton
failed, verify working openGL system! cant test but should work.
2010-01-08FSAA: was not disabled on X11 correctly.Brecht Van Lommel
2010-01-08Do not ask for AA if not supported.Guillermo S. Romero
2010-01-08Viewport AA for X11Campbell Barton
2010-01-06Disable OpenGL anti-aliasing by default for now.Damien Plisson
2010-01-06OpenGL Anti-aliasing implementation for blender windowsDamien Plisson
Added GHOST_TUns16 numOfAASamples parameter to GHOST_CreateWindow to specify the number of AA samples (null if no AA wanted) Implemented it in the cascade of GHOST classes. Full implementation currently done for OSX/Cocoa, stubs for other OSes. Moguri : it's ready for your win32 implementation ! Note that fallback to a non AA window (if gfx card doesn't support AA) is done inside GHOST OS specific layer, so that blender windowmanager still gets its window created properly.
2010-01-06Cocoa: small potential issue remained from fullscreen ancient ages in the ↵Damien Plisson
Window getValid function
2010-01-04Fix #20558: open file with new window setup corrupts text and icons in the UI.Brecht Van Lommel
On X11, the opengl context was destroyed when closing a window. This lead to the text and icon textures being lost (among other things), now the opengl context is kept like on Win/Mac.
2010-01-03OS X Makefiles:Stefan Gartner
* added some new variables (mostly the same as with scons): - USE_COCOA: use Cocoa for ghost (defaults to true) - MACOSX_ARCHITECTURE: can be ppc, ppc64, i386, x86_64. By default this is the host architecture (ppc for PowerPC Macs, i386 for Intel Macs). In theory this allows to cross compile blender for a different architecture, though cross compilation only works on Intel Macs, because makesdna and makesrna are built for the target architecture. For a 64 bit build, set MACOSX_ARCHITECTURE to x86_64 (Intel) or ppc64 (PowerPC). - MACOSX_MIN_VERS: minimum OS X version to run blender on (10.4 for 32 bit builds, 10.5 for 64 bit builds) - MACOSX_DEPLOYMENT_TARGET: needed by the linker to create an Application targeted for a specific OS version (defaults to 10.4 for 32 bit builds, 10.5 for 64 bit builds) - MACOSX_SDK: path to a specific SDK. currently not used - USE_QTKIT: use QTKit instead of QuickTime (defaults to true for 64 bit builds, as using QTKit is mandatory in that case)) * use the same compiler flags as scons * default compiler now is gcc-4.0 when building for 10.4 and gcc-4.2 when building for 10.5 * extract $(LCGDIR)/release/python_$(MACOSX_ARCHITECTURE).zip to Application bundle. This might break building on 10.4, to fix that, rename $(LCGDIR)/release/python.zip When compiling blender, only MACOSX_ARCHITECTURE might be of interest, as it allows doing 64 bit builds (or 32 bit PowerPC builds on Intel). All other variables are then set to reasonable defaults. For current users of the Makefile system, this commit shouldn't change much.
2010-01-01Fix some build warningsDamien Plisson
2009-12-21OS X: added support for building with Cocoa to MakefilesStefan Gartner
to build with Cocoa support, set WITH_COCOA to true in user-def.mk
2009-12-18Cocoa : add confirmation request before opening a .blend file (dropped on ↵Damien Plisson
Blender icon or dbl-clicked in Finder)
2009-12-18Cocoa : fix Dropped on application event was not sentDamien Plisson
2009-12-12Reenable disabled window switching shortcuts in 10.4 buildsDamien Plisson
2009-12-05[#20266] Blender starting without X11 segfaultsMartin Poirier
Abort when ghost x11 cannot initialize a display. It would just crash later anyway, better to abort with a reasonable error message.
2009-12-04Update MSVC9 project filesBenoit Bolsee
2009-12-03Quicktime Carbon: Fix memory leak when build with cocoaDamien Plisson
2009-12-02Cocoa: suppress unwanted beep when pressing Cmd + key on 10.4Damien Plisson
2009-12-02Cocoa: remove errors for all supported SDK/CPU configsDamien Plisson
2009-12-02CMake: remove new GHOST_DropTargetWin32.cpp file from non-win32 platforms buildsDamien Plisson
2009-12-02Cocoa: fix delaying issue for events that were fired outside the ↵Damien Plisson
processEvents function An example of a visible issue was a delayed wm resize when switching to/from fullscreen mode
2009-12-02SVN maintenance.Guillermo S. Romero
2009-12-02* make sure we don't choke on what we don't have :°Nathan Letwory