Age | Commit message (Collapse) | Author |
|
|
|
Also add missing task-ID reference & remove colon after \note as it
doesn't render properly in doxygen.
|
|
|
|
|
|
This patch adds support for precision touchpad gestures on Windows 8.1
and newer using Direct Manipulation API. Gestures work exactly like on
macOS, with full support for pan/pinch and inertia. This works by
creating a viewport with a fake scrollable which is reset after every
gesture and converts any changes to the content's transform into GHOST
trackpad events (as explained [here](https://bugzilla.mozilla.org/show_bug.cgi?id=890878)).
The code is based on the implementation from the [Chromium project](https://chromium.googlesource.com/chromium/src/+/refs/heads/master/content/browser/renderer_host/direct_manipulation_helper_win.cc).
Tested on Windows 10.
Fixes {T70754}, {T69264}.
Demo:{F8520272}
Reviewed By: nicholas_rishel
Differential Revision: https://developer.blender.org/D7660
|
|
Check that lParam is non-NULL in WM_SETTINGCHANGE message handler.
See D14867 for details.
Differential Revision: https://developer.blender.org/D14867
Reviewed by Jesse Yurkovich
|
|
Blender will respect Windows "Dark Mode" setting for title bar color.
See D14847 for details.
Differential Revision: https://developer.blender.org/D14847
Reviewed by Ray Molenkamp
|
|
|
|
|
|
Bonus: Added docs for `--debug-ghost`.
Differential Revision: https://developer.blender.org/D14610
|
|
|
|
|
|
When creating a new window from a duplicated area - by shift-dragging
on corner action zones - on the Windows platform the resulting window
is initially unresponsive. This patch fixes this by releasing the parent
window's mouse capture.
See D14085 for more details.
Differential Revision: https://developer.blender.org/D14085
Reviewed by Ray Molenkamp
|
|
|
|
Windows IME: Fix duplicated initial character when entering numbers
while in Chinese full width character mode.
See D14354 for more details.
Differential Revision: https://developer.blender.org/D14354
Reviewed by Brecht Van Lommel
|
|
Mainly -Wset-but-unused-variable.
Makes default compilation on macOS way less noisy.
Differential Revision: https://developer.blender.org/D14357
|
|
The constant M_PI_4 is added to GLSL to ensure it works there too.
Differential Revision: https://developer.blender.org/D14288
|
|
|
|
|
|
Mousemove events are sent to windows.
In Windows OS, almost all mousemove events are sent to the window whose
mouse cursor is over.
On MacOS, the window with mousemove events is always the active window.
It doesn't matter if the mouse cursor is inside or outside the window.
So, in order for non-active windows to also have events,
`WM_window_find_under_cursor` is called to find those windows and send
the same events.
The problem is that to find the window, `WM_window_find_under_cursor`
only has the mouse coordinates available, it doesn't differentiate
which monitor these coordinates came from.
So the mouse on one monitor may incorrectly send events to a window on
another monitor.
The solution used is to use a native API on Mac to detect the window
under the cursor.
For Windows and Linux nothing has changed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14197
|
|
Also move eDupli_ID_Flags doc-string to it's declaration.
|
|
|
|
This fixes T93051, T76405 and maybe others.
Characters like '²', '<' are not recognized in Blender's shortcut keys.
And sometimes simple buttons like {key .} and {key /} on the Windows
keyboard, although the symbol is "known", Blender also doesn't
detect for shortcuts.
For Windows, some of the symbols represented by `VK_OEM_[1-8]` values,
depending on the language, are not mapped by Blender.
On Mac there is a fallback reading the "actual character value of the
'remappable' keys". But sometimes the character is not mapped either.
On Windows, the solution now mimics the Mac and tries to read the button's
character as a fallback.
For unmapped characters ('²', '<', '\''), now another value is chosen as a
substitute.
More "substitutes" may be added over time.
Differential Revision: https://developer.blender.org/D14149
|
|
Helps with building against different OpenXR SDK versions (i.e. for
downstream builds that require specific versions), as the extension was
only defined since OpenXR 1.0.22.
|
|
Allows controller-specific action bindings for the HTC Vive Focus 3
controller. Currently not supported by any OpenXR runtimes (save for
the dedicated Focus 3 runtime in developer early-access:
https://forum.vive.com/topic/11354-openxr-support-for-focus-3-early-access-application-form),
but useful to have for the future.
|
|
|
|
This fixes VR pink screen issues when using the DirectX backend, caused
by `wglDXRegisterObjectNV()` failing to register the shared
OpenGL-DirectX render buffer. The issue is mainly present on AMD
graphics, however, there have been reports on NVIDIA as well.
A limited workaround for the SteamVR runtime (AMD only) was provided
in rB82ab2c167844, however this patch provides a more complete solution
that should apply to all OpenXR runtimes. For example, with this patch,
the Windows Mixed Reality runtime that exclusively uses DirectX can now
be used with AMD graphics cards.
Implementation-wise, a `GL_TEXTURE_2D` render target is used as a
fallback for the shared OpenGL-DirectX resource in the case that
registering a render buffer (`GL_RENDERBUFFER`) fails. While using a
texture render target may be less optimal than a render buffer, it
enables proper display in VR using the OpenGL/DirectX interop (tested
on AMD Vega 64).
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14100
|
|
|
|
When using a RGBA16 (`GL_RGBA16`, `DXGI_FORMAT_R16G16B16A16_UNORM`)
swapchain format with Quest 2, no image is presented to the headset.
This can occur when using the SteamVR runtime with an AMD graphics card
(ex. T95374).
Workaround is to move this format after the Quest 2-compatible RGBA16F
formats in the candidates list so that the RGBA16F formats are chosen
instead.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14024
|
|
Crash was caused since the function pointers
`s_xrGetOpenGLGraphicsRequirementsKHR_fn`/
`s_xrGetD3D11GraphicsRequirementsKHR_fn` were static and were not
updated with the correct proc address after being set the first time.
As stated in the OpenXR spec: "function pointers returned by
xrGetInstanceProcAddr using one XrInstance may not be valid when used
with objects related to a different XrInstance".
Although it would seem reasonable that the proc address would not
change if the instance was the same (hence the `static XrInstance s_instance;`),
in testing, repeated calls to `xrGetInstanceProcAddress()`
with the same instance still can result in changes (at least for the
SteamVR runtime) so the workaround is to simply set the function pointers
every time, essentially trivializing their `static` designations.
Reviewed By: Severin
Maniphest Tasks: T94268
Differential Revision: https://developer.blender.org/D14023
|
|
|
|
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
|
|
Also remove copyright text with no assignment.
|
|
Also some descriptive text into doc-strings.
|
|
Continuation of 19100aa57d847699d17527b76c2fab1f4ab88885.
|
|
Also other minor corrections & reformat particle system copyright.
|
|
This is almost always meaningless as most code has changed
since the comment was added. Besides this, version control can be used
to check if/when a file was modified.
Some cases of this were kept when they contain details
about the original copyright holder.
|
|
GHOST_ISystem::toggleConsole had a somewhat misleading name
it could be fed 4 different values, so it was not as much a
toggle as a set console window state.
This change renames `toggleConsole` to a more appropriately
named `setConsoleWindowState` and replaces the integer it had
to an enum so it's easy to tell what is being asked of it at
the call site.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D14020
|
|
If the console was hidden on windows, it would
be made visible during shutdown in an effort
not hide a potentially active interactive console
session. This however did not take in account
if blender was actually launched from an interactive
console causing the console window to briefly flash
during shutdown even when launched from the new
launcher, the brief flash concerned some users.
This change adjusts the behaviour to restore the
console only when blender was started from the
console.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D14016
|
|
Helps with version validation when updating the OpenXR dependency.
|
|
|
|
Show a more instructive error message for users who have plugged
multiple monitors into multiple display adapters. And do not exit
if unable to open a child window when in this state.
See D13885 for more details
Differential Revision: https://developer.blender.org/D13885
Reviewed by Ray Molenkamp
|
|
Allow Windows IME Pinyin, when in Chinese mode, to use numpad decimal
key to enter decimal point.
See D13902 for more details.
Differential Revision: https://developer.blender.org/D13902
Reviewed by Brecht Van Lommel
|
|
Initialize m_Bar, m_dropTarget, & m_hWnd members of GHOST_WindowWin32
in constructor's member initializer list. This ensures they are are
set or NULL in destructor if constructor does not complete.
See D13886 for more details.
Differential Revision: https://developer.blender.org/D13886
Reviewed by Jesse Yurkovich
|
|
Also minor white-space & case changes.
|
|
This reverts commit 086f1911698154edd4cc19dc966e966bb0060917.
There was apparently a problem using APPEND which wasn't referenced
in the commit log.
Added comment noting the reason for the discrepancy.
|
|
This was already done for APPLE & WIN32, which would
reference these libraries twice.
Now append BROTLI_LIBRARIES to FREETYPE_LIBRARIES when they're
required for linking.
No functional changes as all references to FREETYPE_LIBRARIES also
used BROTLI_LIBRARIES.
|
|
Use a `FindBrotli.cmake` module instead of manually appending library
paths.
This is just for Linux; Windows and macOS will be reviewed separately.
|
|
The UI team requested adding woff2 support to freetype.
this required a new dependency brotli.
This changes adds brotili to the builder and bumps
freetype to version 2.11.0
As freetype now depends on other libraries, for consistency
all use of ${FREETYPE_LIBRARY} in cmake has been updated to
use ${FREETYPE_LIBRARIES} adjustments have been made in the
windows platform file, all other platforms use cmake's
FindFreeType.cmake which already sets this variable.
reviewed by: brecht
Differential Revision: https://developer.blender.org/D13448
|
|
|