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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Previously the playback mode "Frame Dropping" would not drop the correct
number of frames which would lead to slow playback.
For example, the playback target is 60fps. However we can only muster
around 32 fps.
The delta frames from the last step is in this case ~1.98 or so.
With the previous code, we would floor this. That would lead us to step
forward one frame each time, effectively playing back the animation at
half the speed as we will try to render every frame.
To fix this we simply save the remaining fraction from the previous
frame and use it to compute the current frame step.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D7694
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Without this clang-format may wrap them onto a single line.
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Prevents clang-format wrapping text before comments.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Scroll-bars are now hidden unless the cursor approaches them, in which case they
smoothly grow and become more & more visible. Note that since 0d309144020168e55,
scroll-bars are drawn on top of editor contents. There's no more jumping of
buttons when scroll-bars appear.
Technical notes:
* AZones are used to adjust scrollbars based on mouse movements
We may want to support screen level AZones if we want scrollbars to also
smoothly appear when approaching them from a different area.
I also plan to make further changes to AZones to clean up stuff a bit.
* Had to move AZone handling to a post ARegion init stage, since we need the
updated View2D data from there.
* View2D masks and scroller rectangles are now updated on every redraw. It's
cheap to do that though.
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This covers the following workflow. Animator will disable Update All 3D views
in order to get quick playback in a particular 3D editor. However, it also
handy to see playback in all editors and image editors to see comparison of
animation and reference footage.
So the idea here is to refresh reasonable editors when playback is invoked
from animation editors.
Commit to make Hjalti happy.
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Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI
* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)
When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.
This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.
Development notes:
* This includes cleanups in the code to sanitize the naming of
fullscreen/maximize across the window/editor code.
* Originally the idea was to make the window fullscreen as well, but
this idea was dropped.
* You can see the clicking area when debug is 1
* Technically the user can be left with an unfaded icon in the corner
(specially when using a tablet). If we think this is too bad we can
increase the action zone to be the whole screen, or something similar.
Reviewers: campbellbarton [1], ton [2], fsiddi [2]
[1] actual code review
[2] design review
Differential Revision: https://developer.blender.org/D678
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The limit for dragging a gesture on an area corner was smaller then the area hot-spot,
so you could click on the right-most side of the bottom-left corner, drag left - pass the gesture threshold and still be in the same area. so a motion intended as a join would register as a split.
Happened more with high DPI values. fix by ensuring the drag limit is always higher then the hotspot.
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area corners since areas cant be split when fullscreen.
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Dropping" to "no Sync" while playing anim
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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http://markmail.org/message/fp7ozcywxum3ar7n
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This fixes [#24474] Pressing <Shift Alt A> or clicking "Play Animation ... reverse = True" does not play animation backwards
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frame 1 after exiting mesh edit.
* First frame was dropped some times when animation was running because clicking "go to start/end frame" changed the current frame directly.
* Now only the animtimer changes the frame and clicking the "go to" queues the next frame for animtimer.
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Submitted by Shane Ambler.
The original patches made an enum for action zone edges, changed positioning for minimised icons and repositioned minimised icon for operator properties panel.
I kept the enum idea, but further improved on the naming. Some switches used in place of if/else blocks and added some comments. See patch tracker for more comments.
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Reverting this commit. Seems that only the added parts were tested. I'll look at restoring a similar version of this in future.
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Playback Jog Keys:
ALT+LEFTARROW: play backward (hit again for double speed)
ALT+RIGHTARROW: play fordward (hit again for double speed)
ALT+DOWNARROW: start/stop animation
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This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
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or AV-sync.
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This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View.
The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
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This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
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Playback of animation will now be restored to the frame that playback started on when stopping if the SCREEN_OT_animation_cancel operator is used (i.e. ESCKEY).
All other ways of stopping playback (pause button, alt-a) should act more like toggles, and do not reset the playhead.
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- They were causing unnecessary visual noise, breaking up the lines of the region edges
- Now you can just drag anywhere on a region edge to resize it, like existing area edges
- To minimise a region, click once on the region edge, or resize it down to nothing. For minimised regions, a (+) icon will appear, which you can click to restore it to the size it was before it was minimised.
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* Move sound_init to make sure it gets called everytime user
preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
while the other did not, don't see the point of this, so just
made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
rather than timeline flag. Since it uses the same playback
operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
stop playing too.
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* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive.
* Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
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Animations can now be played back in reverse, by clicking on the reversed-playback button in the TimeLine header beside the play button (NEW ICON NEEDED HERE).
I'm not sure how well this works with sound, but from what I gather, this can be quite useful for animators to use.
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First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
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Animation playback back in control. And non-blocking still!
- Play follows the "Playback" options in TimeLine menu.
Only the region 'windows' are drawn, not headers, toolbars,
channel views, etc.
The option "Buttons Window" also redraws property regions.
- The Timeline header always redraws, this to denote at least
progressing frame numbers
- For now: if you choose to play 3D views, it also redraws
the TimeLine. Seems to be good convention, but probably
better to add menu option for it?
- Fun test: while playback, change Playback options, works OK!
- New: top header button shows animation play status, and allows
to stop playback
- New: Animation stop/start operator. Assigned to ALT+A. It has
no options yet; just plays active region + all 3D windows now.
Options will follow, based on reviews.
Also ESC won't work for now, just press ALT+A again.
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More notifier and redraw cleanup
- notifiers are not filtered anymore, apart from window/screen notifiers,
they get to all regions.
- fixed drawing of 'action zones' in areas.
- added support for basic multilayer draw, like for action zones now,
and future other area decorations (tabs, region handlers)
check: ED_area_overdraw_flush()
ED_area_overdraw()
- bugfix in UI redraw tags, it was calling region pointer in free'd
data
- added notifier for marker-changed
- added keymap for markers to ipo window
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