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test/source/blender/include/BIF_screen.h

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/* replacement for screen.h */
/*
*
* Leftovers here are actually editscreen.c thingies
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BIF_SCREEN_H
#define BIF_SCREEN_H
#ifdef __cplusplus
extern "C" {
#endif
/* externs in editscreen.c */
extern int displaysizex, displaysizey;
extern struct ScrArea *curarea;
struct View3D;
struct bScreen;
struct ScrArea;
struct ScrVert;
struct ScrEdge;
struct ListBase;
struct View3D *find_biggest_view3d(void);
struct ScrArea *find_biggest_area_of_type(int spacecode);
struct ScrArea *find_biggest_area(void);
void scrarea_queue_redraw(struct ScrArea *area);
void scrarea_queue_winredraw(struct ScrArea *area);
void scrarea_queue_headredraw(struct ScrArea *area);
int blender_test_break(void);
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void duplicate_screen(void);
void init_screen_cursors(void);
void set_timecursor(int nr);
void waitcursor(int val);
void wich_cursor(struct ScrArea *sa);
void setcursor_space(int spacetype, short cur);
void set_g_activearea(struct ScrArea *sa);
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void getmouseco_sc(short *mval);
void getmouseco_areawin(short *mval);
void getmouseco_headwin(short *mval);
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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int qtest(void);
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int anyqtest(void);
void areawinset(short win);
void headerbox(struct ScrArea *sa);
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void defheaddraw(void);
void defheadchange(void);
unsigned short winqtest(struct ScrArea *sa);
unsigned short headqtest(struct ScrArea *sa);
void winqdelete(struct ScrArea *sa);
void winqclear(struct ScrArea *sa);
void addqueue(short win, unsigned short event, short val);
void addafterqueue(short win, unsigned short event, short val);
void add_readfile_event(char *filename);
short ext_qtest(void);
unsigned short extern_qread(short *val);
unsigned short extern_qread_ext(short *val, char *ascii);
extern void markdirty_all(void); // also sets redraw event
extern void markdirty_all_back(void);
extern void markdirty_win_back(short winid);
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void screen_swapbuffers(void);
void set_debug_swapbuffers_ovveride(struct bScreen *sc, int mode);
int is_allowed_to_change_screen(struct bScreen *newp);
void splash(void * data, int datasizei, char * string);
void screen_delayed_undo_push(char *name);
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void screenmain(void);
void getdisplaysize(void);
void setprefsize(int stax, int stay, int sizx, int sizy);
void calc_arearcts(struct ScrArea *sa);
void resize_screen(int x, int y, int w, int h);
struct ScrArea *closest_bigger_area(void);
int mywinopen(int mode, short posx, short posy, short sizex, short sizey);
void setscreen(struct bScreen *sc);
void area_fullscreen(void);
int select_area(int spacetype);
struct bScreen *default_twosplit(void);
void initscreen(void);
void unlink_screen(struct bScreen *sc);
void reset_autosave(void);
int area_is_active_area(struct ScrArea *area);
void draw_area_emboss(struct ScrArea *sa);
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void headerprint(char *str);
/* ******* handlers ****** */
void add_screenhandler(struct bScreen *sc, short eventcode, short val);
void rem_screenhandler(struct bScreen *sc, short eventcode);
int do_screenhandlers(struct bScreen *sc);
int has_screenhandler(struct bScreen *sc, short eventcode);
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/***/
/* return all layers of all 3d windows in a screen */
unsigned int screen_view3d_layers(void);
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#ifdef __cplusplus
}
#endif
#endif /* BIF_SCREEN_H */