Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/intern
AgeCommit message (Collapse)Author
2010-02-01SVN maintenance.Guillermo S. Romero
2010-02-01this restores building on mingw with Collada support, also it restores cross ↵Tom Musgrove
compiling, thanks to Sergey Sharybin for the patch. Note that the icons for linux cross might not be committed here, if not i'll add them in another commit
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.
2010-01-26Update MSVC project filesBenoit Bolsee
2010-01-25Smoke: The well known Miika Hämäläinen (aka MiikaH) patch ↵Daniel Genrich
(http://blenderartists.org/forum/showthread.php?t=158317&page=42) * Better (and windows enabled) OpenMP handling (> 2x-5x speed) * More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway * Initial velocity taken from particle settings (no more slow starting) * Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being) It's been tested since a while but as usual please report any (new!) bugs. ;-)
2010-01-24remove own experiemental codeJoseph Eagar
2010-01-22Fix MEM_testN not unlocking mutex correctly, unlikely to lead toBrecht Van Lommel
problems in practice but might as well fix.
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.
2010-01-21Added a new notifyer, NC_SPACE_CHANGED, to signal an editor thatJoseph Eagar
replaces another so it can do updates (e.g. dopesheet editor can sync channel selection). Also coded a simple optimization for allocating small objects, based on mempools. It's #ifdef'd out, you can enabled it by defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to your compiler flags). We suffer from a great deal of performance loss from the system allocator (vgroups, ghash, edgehash, the singly-linked list implementation in blenlib, editmesh, and likely a great many areas I'm forgetting), and this is the common solution for handling the many-small-objects problem. It's not really production-ready yet (it's long-term memory consequencers need to be profiled first, and the implementation tweaked as necassary), but for people on systems with slow system allocators it's worth trying. Note that since this creates a guardedalloc<->blenlib link, the build systems need to be updated accordingly (I've already done this for scons, though I'm not sure if the player builds).
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.
2010-01-19Windows Compile Fix. No need for strings.h on win32.Thomas Dinges
2010-01-19patch [#20612] Making Blender compile on AIX 4.3.3Campbell Barton
from Philipp Gühring (sourcerer)
2010-01-18Removed workaround from weekend. See mailing list for details.Joerg Mueller
2010-01-18cmake was missing openal include pathCampbell Barton
2010-01-17Update MSVC project filesBenoit Bolsee
2010-01-17MSVC 9 projectfilesAndrea Weikert
* update for animviz.c * updated glew dependency for ghost.
2010-01-17Short term workaround for OpenAL + pulse bugs on ubuntu. Not sure if it ↵Joerg Mueller
works, people have to test and report please, I don't have ubuntu. Longer term we hope for an update of the ubuntu packages to fix the problem.
2010-01-17from freakabcd to compile with MSVC10 (beta)Campbell Barton
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
2010-01-07Attempt to fix build error on WindowsMatt Ebb
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
2010-01-05MSVC 9 projectfiles Andrea Weikert
* update for audaspace * added object_bake.c
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.
2010-01-01Added another three effects that you can use with the Sound to F-Curve ↵Joerg Mueller
modifier, have fun!
2010-01-01Fix some build warningsDamien Plisson
2010-01-01Another fix for the new year's commit, fixing the linear resampler (and such ↵Joerg Mueller
the error that I though was in the envelope!).
2010-01-01Small fixes for some float literals.Joerg Mueller
2010-01-01Fix for plattforms that don't have M_PI in the cmath include.Joerg Mueller
2010-01-01Huge new year audio commit!Joerg Mueller
* Refactored the whole audaspace library to use float as sample format over all readers. * Added new Readers like the linear resampler, envelope, lowpass, highpass and butterworth. * Note: The butterworth filter isn't working correctly, some bug in there... Maybe also true for the envelope. * Added a sound to f-curve operator that behaves mostly like the soundtracker script of technoestupido.
2009-12-29Makefiles: fix audaspace include pathsStefan Gartner