Files
test2/source/blender/src/header_node.c
Ton Roosendaal f0a5fe5c76 New Compositer option: "Free Unused". In the Node Editor header.
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
2006-05-12 11:27:01 +00:00

184 lines
5.0 KiB
C

/**
*
* $Id:
*
* ***** BEGIN GPL 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.
*
* 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include "DNA_ID.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_view2d_types.h"
#include "DNA_userdef_types.h"
#include "BIF_gl.h"
#include "BIF_interface.h"
#include "BIF_previewrender.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_butspace.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BSE_headerbuttons.h"
#include "BSE_node.h"
#include "blendef.h"
#include "butspace.h"
#include "mydevice.h"
void do_node_buttons(ScrArea *sa, unsigned short event)
{
SpaceNode *snode= sa->spacedata.first;
Material *ma;
switch(event) {
case B_NODE_USEMAT:
ma= (Material *)snode->id;
if(ma) {
if(ma->use_nodes && ma->nodetree==NULL) {
node_shader_default(ma);
snode_set_context(snode);
}
BIF_preview_changed(ID_MA);
allqueue(REDRAWNODE, 0);
allqueue(REDRAWBUTSSHADING, 0);
}
break;
case B_NODE_USESCENE:
if(G.scene->use_nodes) {
if(G.scene->nodetree==NULL)
node_composit_default(G.scene);
addqueue(curarea->win, UI_BUT_EVENT, B_NODE_TREE_EXEC);
}
snode_set_context(snode);
allqueue(REDRAWNODE, 0);
break;
}
}
void node_buttons(ScrArea *sa)
{
SpaceNode *snode= sa->spacedata.first;
uiBlock *block;
short xco;
char name[256];
sprintf(name, "header %d", sa->headwin);
block= uiNewBlock(&sa->uiblocks, name, UI_EMBOSS, UI_HELV, sa->headwin);
if(area_is_active_area(sa)) uiBlockSetCol(block, TH_HEADER);
else uiBlockSetCol(block, TH_HEADERDESEL);
sa->butspacetype= SPACE_NODE;
xco = 8;
uiDefIconTextButC(block, ICONTEXTROW,B_NEWSPACE, ICON_VIEW3D,
windowtype_pup(), xco, 0, XIC+10, YIC,
&(sa->butspacetype), 1.0, SPACEICONMAX, 0, 0,
"Displays Current Window Type");
xco += XIC + 14;
uiBlockSetEmboss(block, UI_EMBOSSN);
if (sa->flag & HEADER_NO_PULLDOWN) {
uiDefIconButBitS(block, TOG, HEADER_NO_PULLDOWN, B_FLIPINFOMENU,
ICON_DISCLOSURE_TRI_RIGHT, xco,2,XIC,YIC-2,
&(sa->flag), 0, 0, 0, 0, "Show pulldown menus");
}
else {
uiDefIconButBitS(block, TOG, HEADER_NO_PULLDOWN, B_FLIPINFOMENU,
ICON_DISCLOSURE_TRI_DOWN, xco,2,XIC,YIC-2,
&(sa->flag), 0, 0, 0, 0, "Hide pulldown menus");
}
xco+=XIC;
if((sa->flag & HEADER_NO_PULLDOWN)==0) {
/* pull down menus */
uiBlockSetEmboss(block, UI_EMBOSSP);
// xmax= GetButStringLength("View");
// uiDefPulldownBut(block, time_viewmenu, NULL,
// "View", xco, -2, xmax-3, 24, "");
// xco+= xmax;
}
uiBlockSetEmboss(block, UI_EMBOSS);
/* main type choosing */
uiBlockBeginAlign(block);
uiDefIconButI(block, ROW, B_REDR, ICON_MATERIAL_DEHLT, xco,2,XIC,YIC-2,
&(snode->treetype), 2, 0, 0, 0, "Material Nodes");
xco+= XIC;
uiDefIconButI(block, ROW, B_REDR, ICON_IMAGE_DEHLT, xco,2,XIC,YIC-2,
&(snode->treetype), 2, 1, 0, 0, "Composite Nodes");
xco+= 2*XIC;
uiBlockEndAlign(block);
/* find and set the context */
snode_set_context(snode);
if(snode->treetype==NTREE_SHADER) {
if(snode->from) {
/* 0, NULL -> pin */
xco= std_libbuttons(block, xco, 0, 0, NULL, B_MATBROWSE, ID_MA, 1, snode->id, snode->from, &(snode->menunr),
B_MATALONE, B_MATLOCAL, B_MATDELETE, B_AUTOMATNAME, B_KEEPDATA);
if(snode->id) {
Material *ma= (Material *)snode->id;
uiDefButC(block, TOG, B_NODE_USEMAT, "Use Nodes", xco+5,0,70,19, &ma->use_nodes, 0.0f, 0.0f, 0, 0, "");
xco+=80;
}
}
}
else if(snode->treetype==NTREE_COMPOSIT) {
uiDefButS(block, TOG, B_NODE_USESCENE, "Use Nodes", xco+5,0,70,19, &G.scene->use_nodes, 0.0f, 0.0f, 0, 0, "Indicate this Scene will use Nodes and execute them while editing");
xco+= 80;
uiDefButBitS(block, TOG, R_COMP_FREE, B_NOP, "Free Unused", xco+5,0,80,19, &G.scene->r.scemode, 0.0f, 0.0f, 0, 0, "Free Nodes that are not used while composite");
xco+= 80;
}
/* always as last */
sa->headbutlen= xco+2*XIC;
uiDrawBlock(block);
}