Age | Commit message (Collapse) | Author |
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ESC wasn't supported for sequence-based rendering yet.
Solved it with correctly initializing the sequence render with all
render callbacks, including render updates (which it didn't do yet).
Cleanup:
- Bug in ghostwinlay code: the get_mbut() function reads from the window
struct if a mouse is pressed. However, when you press the mouse in the
sequencer, which causes a render, this value was hanging because then
the active window was a render window.
- The new render display options (image window) didn't work for sequence
render OK. There was a recursion even, because a sequence draw command
calls a render, which in turn now calls redraws.
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to leave carbon framework in bad state.
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Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page.
I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
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- partially working workaround for nvidia bug on Os X 10.4.3
- brought back the raster ops hack for GT6800 with proper driver version
check so that text works both on Os X 10.4.3 and older systems.
this last patch was given by Kent Miller from Apple
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- Vpaint and Wpaint now use our own custom cursor, this was a very old
plan anyway. It uses the 'knife' now, we need a good brush icon for it!
- On scaling bones in editmode, the deform distance info gets scaled now
too when no "Envelope" draw mode was set.
- Disabled front buffer drawing of objects with CTRL+select in Edit Mode.
Uses a regular redraw now (like for select in Object Mode btw)
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on using Apple command keys. For example; starting a TextEdit from the
Dock, Command+Q, caused Blender to treat all LMB events as a RMB.
The commandqual variable was replaced with normal 'qualifier' key already
long ago, should have been removed back then.
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removed leftovers from Freeimage/Imagemagick experiments
and removed stuff from a Quicktime for linux implementation.
Also removed the (win32) Fullscreen button from the UI and
disabled the corresponding commandline option. The code is
still present to reenable the option whenever the ATI issues
get solved.
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NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
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lot of casts, added prototypes, missing includes and some true errors
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shut the warnings GCC was producing for Os X
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- Flagged screens as 'dirty' to be redrawn at next swapbuffers.
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ghost was unaware of extra *<>* key on german keyboards on windows
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On OSX, the SHIFT key release event got lost after a 'mouse pointer warp'.
Replaced the warp call in ghost, and updated the fly mode code to read
events better.
Nice positive side effect; using arrow keys to move while transform (e.g.
grab/rotate/scale) goes much much nicer now!
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detected as others, LR_COMMANDKEY
Unline previous commit, Apple key doesnt map to control anymore, but is
handled separate where needed. Now only for undo (Apple-Z)
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Wrong usage of B_NOP code in button events (xxxx | B_NOP), which is useles
since it is defined as -1.
Reminder for all: use a B_NOP if you want a button event not to be passed
on to the event queues.
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those who work with visible dock where experimenting slowdown of UI when
blender window was overlapping dock.
now :
- check available space excluding dock
- create window with a 10 pixels border
- maximised mode is only 1 click away
This code is fixing only. Will review that when consensus will be found
about how we should create the window.
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if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items
older comps start as usual
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- zr: you lazy developer, you shouldn't commit code that has debug prints
in it. you ruined my life!!!!
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function, especially when you are introducing extra dependencies
(GHOST) on files that should not have them.
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(http://projects.blender.org/tracker/index.php?func=detail&aid=948&group_id=9&atid=125)
Fixed Blender crashing on f3 with tooltip showing and renderwin active.
Searching for the source of this problem it became apparent that on win32 the UI kept being responsive to mousemovement events, even with Blender not being the active application. This commit fixes this too.
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Also added USER_* to each define located in DNA_userdef.h.
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source/blender/src/cursors.c and
source/blender/include/BIF_cursors.h. Allows large cursors on Win32 and X11.
See cursors.c for documentatioin on how to use.
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- fixed constraint popup menu (used icons)
- moved 'full' and 'View3d props' and 'background' items in menu to bottom
Hope Matt wont kill me for it, but these were about the only useful
ones there... :)
- little fix in interface.c for menus...
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- typo in include DNA_ListBase.h... has to be DNA_listBase.h
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- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
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message on Bf-committers for description.
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First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now
- i quite completely reorganized it, it's now nicely telling you what
context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
(except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
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without moving for 0.25 second. Also works for sublevels in pulldowns.
- removed hacks from mainloop, which caused setting the main window and
active subwindow for each event (including mousemove).
WARN: test for all OS's that no events get lost, and active window focus
is OK. For OSX it works nicely
- reduced load for uibuttons with 50%....
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*does* turn ALT-LEFTMOUSE emulation on and off :)
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confusing functions which were only used once.
Part of examining how renderwindows get opened/closed, and to enable
a third option for render output to ImageWindow in Blender
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buffers now. It only works nice at OSX (tested, linux and windows do not
support it nicely)
This fixes the annoying flashing during paint or select
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vpaint/faceselect
- BUGFIX: restoring focus from renderwin to editor caused a click at the
wrong location (annoying when pressing 'render'
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written by Florian Eggenberger.
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written by Florian Eggenberger.
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modified drawing of the imageselect, and a bugfix for popups.
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
Just need to finish cpp files now :)
Kent
--
mein@cs.umn.edu
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