Commit Graph

969 Commits

Author SHA1 Message Date
Andrea Weikert
df2ed25558 MSVC compile fix
* needed to add _USE_MATH_DEFINES to make M_PI known
2010-02-06 10:50:34 +00:00
Joshua Leung
29a6465ed4 Bugfix #20971: IK Joints Inexplicably Stiff In Recent Blender 2.5 Builds
- IK-Solver interfaces were still converting units from degrees to radians. Made these all use radians now.

- Tried to fix the DOF limits drawing. This is still not totally functional again yet, but at least there are visible lines now.
2010-02-05 22:03:19 +00:00
Benoit Bolsee
b6c643c19f Update MSVC project files. 2010-02-03 21:14:50 +00:00
Guillermo S. Romero
e15d6fa1df SVN maintenance. 2010-02-01 19:01:57 +00:00
Tom Musgrove
f2a8bb3498 this restores building on mingw with Collada support, also it restores cross 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 2010-02-01 18:39:41 +00:00
Martin Poirier
f591f34e80 Wrong include path in revision 26519 (missing space when concatenating includes) 2010-02-01 18:23:24 +00:00
Damien Plisson
298f99bf05 Cocoa/DND : give feedback to user of drop possibility before actual drop
The '+' in the cursor during the DND operation is displayed only if drop is accepted.
(through a previous call to GHOST_setAcceptDragOperation(window, TRUE); )
2010-02-01 17:38:44 +00:00
Damien Plisson
cfe7c136f9 Cocoa/DND : added bitmap data type handling in drag'n'drop operations
Conversion of OS type to ImBuf is done inside ghost.
2010-02-01 17:33:41 +00:00
Damien Plisson
7795e71377 Cocoa : fix mouse cursor hang when RMB-dragging in a not frontmost window
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).
2010-02-01 11:20:01 +00:00
Damien Plisson
0e6b88f993 Cocoa : implement opening .blend file by double-clicking on it in OSX Finder
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
2010-02-01 09:11:18 +00:00
Damien Plisson
e4882e3da2 Cocoa : correctly handle late events sent after window deactivate
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 ?
2010-01-28 19:18:36 +00:00
Damien Plisson
47e8ea5004 Cocoa : fix 'Draw Overlap' method swap issues 2010-01-28 10:56:35 +00:00
Ton Roosendaal
b119ce5fcc Drag and drop 2.5 integration! Finally, slashdot regulars can use
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.
2010-01-26 18:18:21 +00:00
Benoit Bolsee
217c2638cc Update MSVC project files 2010-01-26 16:31:00 +00:00
Daniel Genrich
83dfade37a Smoke: The well known Miika Hämäläinen (aka MiikaH) patch (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. ;-)
2010-01-25 15:10:14 +00:00
Joseph Eagar
27db00bf18 remove own experiemental code 2010-01-24 02:59:09 +00:00
Brecht Van Lommel
0c2d03e69f Fix MEM_testN not unlocking mutex correctly, unlikely to lead to
problems in practice but might as well fix.
2010-01-22 10:56:50 +00:00
Campbell Barton
8c0dff6bc3 Continuous grab in X11 could give events to a different window if the mouse 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.
2010-01-21 18:32:34 +00:00
Joseph Eagar
7ad7820f7f Added a new notifyer, NC_SPACE_CHANGED, to signal an editor that
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).
2010-01-21 03:08:57 +00:00
Campbell Barton
9396bb2da9 - AIX ifdef's so windows works, cant test but this seems the most used 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.
2010-01-19 15:57:02 +00:00
Thomas Dinges
4fe037f53f Windows Compile Fix. No need for strings.h on win32. 2010-01-19 15:46:07 +00:00
Campbell Barton
530b8bba42 patch [#20612] Making Blender compile on AIX 4.3.3
from Philipp Gühring (sourcerer)
2010-01-19 10:57:59 +00:00
Joerg Mueller
cd068e5530 Removed workaround from weekend. See mailing list for details. 2010-01-18 20:11:31 +00:00
Campbell Barton
20fb87ac32 cmake was missing openal include path 2010-01-18 17:14:54 +00:00
Benoit Bolsee
de59a6c943 Update MSVC project files 2010-01-17 19:19:33 +00:00
Andrea Weikert
870df309c5 MSVC 9 projectfiles
* update for animviz.c
* updated glew dependency for ghost.
2010-01-17 14:47:14 +00:00
Joerg Mueller
0f55410e3d Short term workaround for OpenAL + pulse bugs on ubuntu. Not sure if it 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. 2010-01-16 22:12:19 +00:00
Campbell Barton
86414f4880 from freakabcd to compile with MSVC10 (beta) 2010-01-16 22:03:26 +00:00
Damien Plisson
672aede6a0 Cocoa : fix for modifiers keys handling upon application switching
- 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.
2010-01-14 16:01:05 +00:00
Campbell Barton
b0f87935a8 spelling errors, no real changes to code. 2010-01-14 10:59:42 +00:00
Nathan Letwory
e594a8739b Patch [#20588] Adding multisample support to Win32 Ghost - by Mitchell 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).
2010-01-13 19:02:13 +00:00
Damien Plisson
32f4877c8c Cocoa : properly distinguish mouse from multitouch trackpad scroll events
Mighty mouse trackball now fires proper wheel events (and not trackpad pan ones)
2010-01-13 17:43:42 +00:00
Damien Plisson
636b4a0663 Cocoa : activate multitouch trackpad features only on equipped macbooks 2010-01-12 14:12:44 +00:00
Damien Plisson
4a011a99cb Multitouch trackpad 2 fingers gestures implementation
- 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.
2010-01-11 11:14:36 +00:00
Guillermo S. Romero
5074a4c307 Request different OpenGL oversampling levels before giving up. 2010-01-10 22:52:40 +00:00
Campbell Barton
6b4a8c5d72 attemp to fix [#20610] GHOST_WindowX11.cpp:202: X11 glXChooseVisual() failed, verify working openGL system!
cant test but should work.
2010-01-10 19:21:46 +00:00
Brecht Van Lommel
b504a48854 FSAA: was not disabled on X11 correctly. 2010-01-08 17:41:04 +00:00
Guillermo S. Romero
840ae92052 Do not ask for AA if not supported. 2010-01-07 23:23:00 +00:00
Campbell Barton
73b52e2430 Viewport AA for X11 2010-01-07 21:58:28 +00:00
Matt Ebb
f8489ea1e6 Attempt to fix build error on Windows 2010-01-07 03:13:26 +00:00
Damien Plisson
a994a52497 Disable OpenGL anti-aliasing by default for now. 2010-01-06 15:34:49 +00:00
Damien Plisson
75f190bde8 OpenGL Anti-aliasing implementation for blender windows
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.
2010-01-06 11:42:52 +00:00
Damien Plisson
ef8273428c Cocoa: small potential issue remained from fullscreen ancient ages in the Window getValid function 2010-01-06 09:22:40 +00:00
Andrea Weikert
89033a6819 MSVC 9 projectfiles
* update for audaspace
* added object_bake.c
2010-01-05 19:22:48 +00:00
Brecht Van Lommel
50de143ca3 Fix #20558: open file with new window setup corrupts text and icons in the UI.
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.
2010-01-04 16:26:03 +00:00
Stefan Gartner
1f33d574c2 OS X Makefiles:
* 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.
2010-01-03 20:35:13 +00:00
Joerg Mueller
637873deb0 Added another three effects that you can use with the Sound to F-Curve modifier, have fun! 2010-01-01 18:45:21 +00:00
Damien Plisson
4ab4d2dd20 Fix some build warnings 2010-01-01 15:48:14 +00:00
Joerg Mueller
c58f2dfc9d Another fix for the new year's commit, fixing the linear resampler (and such the error that I though was in the envelope!). 2010-01-01 14:18:43 +00:00
Joerg Mueller
0b673d45e5 Small fixes for some float literals. 2010-01-01 11:55:56 +00:00