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test/source/blender/windowmanager/wm.h

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2007 Blender Foundation. All rights reserved. */
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/** \file
* \ingroup wm
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*/
#pragma once
struct wmWindow;
#include "gizmo/wm_gizmo_wmapi.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct wmPaintCursor {
struct wmPaintCursor *next, *prev;
void *customdata;
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bool (*poll)(struct bContext *C);
void (*draw)(bContext *C, int, int, void *customdata);
short space_type;
short region_type;
} wmPaintCursor;
/**
* Cause a delayed #WM_exit()
* call to avoid leaking memory when trying to exit from within operators.
*/
void wm_exit_schedule_delayed(const bContext *C);
/**
* Context is allowed to be NULL, do not free wm itself (lib_id.c).
*/
extern void wm_close_and_free(bContext *C, wmWindowManager *);
extern void wm_close_and_free_all(bContext *C, ListBase *);
/**
* On startup, it adds all data, for matching.
*/
extern void wm_add_default(struct Main *bmain, bContext *C);
extern void wm_clear_default_size(bContext *C);
/* register to windowmanager for redo or macro */
/**
* Called on event handling by `event_system.c`.
*
* All operations get registered in the windowmanager here.
*/
void wm_operator_register(bContext *C, wmOperator *op);
/* wm_operator.c, for init/exit */
void wm_operatortype_free(void);
/**
* Called on initialize #WM_init().
*/
void wm_operatortype_init(void);
/**
* Default key-map for windows and screens, only call once per WM.
*/
void wm_window_keymap(wmKeyConfig *keyconf);
void wm_operatortypes_register(void);
/* wm_gesture.c */
/* called in wm_draw.c */
void wm_gesture_draw(struct wmWindow *win);
/**
* Use for line gesture.
*/
void wm_gesture_tag_redraw(struct wmWindow *win);
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/* wm_jobs.c */
/**
* Hard-coded to event #TIMERJOBS.
*/
void wm_jobs_timer(wmWindowManager *wm, wmTimer *wt);
/**
* Kill job entirely, also removes timer itself.
*/
void wm_jobs_timer_end(wmWindowManager *wm, wmTimer *wt);
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/* wm_files.c */
/**
* Run the auto-save timer action.
*/
void wm_autosave_timer(struct Main *bmain, wmWindowManager *wm, wmTimer *wt);
void wm_autosave_timer_begin(struct wmWindowManager *wm);
void wm_autosave_timer_end(wmWindowManager *wm);
void wm_autosave_delete(void);
/* wm_splash_screen.c */
void WM_OT_splash(wmOperatorType *ot);
void WM_OT_splash_about(wmOperatorType *ot);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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/* wm_stereo.c */
void wm_stereo3d_draw_sidebyside(wmWindow *win, int view);
void wm_stereo3d_draw_topbottom(wmWindow *win, int view);
/**
* If needed, adjust \a r_mouse_xy
* so that drawn cursor and handled mouse position are matching visually.
*/
void wm_stereo3d_mouse_offset_apply(wmWindow *win, int r_mouse_xy[2]);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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int wm_stereo3d_set_exec(bContext *C, wmOperator *op);
int wm_stereo3d_set_invoke(bContext *C, wmOperator *op, const wmEvent *event);
void wm_stereo3d_set_draw(bContext *C, wmOperator *op);
bool wm_stereo3d_set_check(bContext *C, wmOperator *op);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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void wm_stereo3d_set_cancel(bContext *C, wmOperator *op);
/**
* Initialize operator properties.
*/
void wm_open_init_load_ui(wmOperator *op, bool use_prefs);
void wm_open_init_use_scripts(wmOperator *op, bool use_prefs);
#ifdef __cplusplus
}
#endif