本文整理汇总了C++中CTX_wm_region_set函数的典型用法代码示例。如果您正苦于以下问题:C++ CTX_wm_region_set函数的具体用法?C++ CTX_wm_region_set怎么用?C++ CTX_wm_region_set使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CTX_wm_region_set函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: datadropper_id_sample_pt
/**
* \brief get the ID from the screen.
*
*/
static void datadropper_id_sample_pt(bContext *C, DataDropper *ddr, int mx, int my, ID **r_id)
{
/* we could use some clever */
wmWindow *win = CTX_wm_window(C);
ScrArea *sa;
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_prev = CTX_wm_region(C);
ddr->name[0] = '\0';
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
if (BLI_rcti_isect_pt(&sa->totrct, mx, my)) {
if (sa->spacetype == SPACE_VIEW3D) {
ARegion *ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
if (ar && BLI_rcti_isect_pt(&ar->winrct, mx, my)) {
int mval[2] = {mx - ar->winrct.xmin,
my - ar->winrct.ymin};
Base *base;
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* grr, always draw else we leave stale text */
ED_region_tag_redraw(ar);
base = ED_view3d_give_base_under_cursor(C, mval);
if (base) {
Object *ob = base->object;
ID *id = NULL;
if (ddr->idcode == ID_OB) {
id = (ID *)ob;
}
else if (ob->data) {
if (GS(((ID *)ob->data)->name) == ddr->idcode) {
id = (ID *)ob->data;
}
else {
BLI_snprintf(ddr->name, sizeof(ddr->name), "Incompatible, expected a %s",
ddr->idcode_name);
}
}
if (id) {
BLI_snprintf(ddr->name, sizeof(ddr->name), "%s: %s",
ddr->idcode_name, id->name + 2);
*r_id = id;
}
break;
}
}
}
}
}
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}
开发者ID:BlueLabelStudio,项目名称:blender,代码行数:64,代码来源:interface_eyedropper.c
示例2: rna_Area_type_update
static void rna_Area_type_update(bContext *C, PointerRNA *ptr)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
bScreen *sc = (bScreen *)ptr->id.data;
ScrArea *sa = (ScrArea *)ptr->data;
/* XXX this call still use context, so we trick it to work in the right context */
for (win = wm->windows.first; win; win = win->next) {
if (sc == win->screen) {
wmWindow *prevwin = CTX_wm_window(C);
ScrArea *prevsa = CTX_wm_area(C);
ARegion *prevar = CTX_wm_region(C);
CTX_wm_window_set(C, win);
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, NULL);
ED_area_newspace(C, sa, sa->butspacetype);
ED_area_tag_redraw(sa);
CTX_wm_window_set(C, prevwin);
CTX_wm_area_set(C, prevsa);
CTX_wm_region_set(C, prevar);
break;
}
}
}
开发者ID:Eibriel,项目名称:kiriblender,代码行数:28,代码来源:rna_screen.c
示例3: ui_button_press_invoke
static int ui_button_press_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
const bool skip_depressed = RNA_boolean_get(op->ptr, "skip_depressed");
ARegion *ar_prev = CTX_wm_region(C);
ARegion *ar = region_event_inside_for_screen(C, &event->x);
if (ar == NULL) {
ar = ar_prev;
}
CTX_wm_region_set(C, ar);
uiBut *but = UI_context_active_but_get(C);
CTX_wm_region_set(C, ar_prev);
if (but == NULL) {
return OPERATOR_PASS_THROUGH;
}
if (skip_depressed && (but->flag & (UI_SELECT | UI_SELECT_DRAW))) {
return OPERATOR_PASS_THROUGH;
}
/* Weak, this is a workaround for 'UI_but_is_tool', which checks the operator type,
* having this avoids a minor drawing glitch. */
void *but_optype = but->optype;
UI_but_execute(C, but);
but->optype = but_optype;
WM_event_add_mousemove(C);
return OPERATOR_FINISHED;
}
开发者ID:dfelinto,项目名称:blender,代码行数:33,代码来源:interface_ops.c
示例4: depthdropper_depth_sample_pt
/**
* \brief get the ID from the screen.
*/
static void depthdropper_depth_sample_pt(
bContext *C, DepthDropper *ddr, int mx, int my, float *r_depth)
{
/* we could use some clever */
bScreen *screen = CTX_wm_screen(C);
ScrArea *sa = BKE_screen_find_area_xy(screen, SPACE_TYPE_ANY, mx, my);
Scene *scene = CTX_data_scene(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_prev = CTX_wm_region(C);
ddr->name[0] = '\0';
if (sa) {
if (sa->spacetype == SPACE_VIEW3D) {
ARegion *ar = BKE_area_find_region_xy(sa, RGN_TYPE_WINDOW, mx, my);
if (ar) {
struct Depsgraph *depsgraph = CTX_data_depsgraph(C);
View3D *v3d = sa->spacedata.first;
RegionView3D *rv3d = ar->regiondata;
/* weak, we could pass in some reference point */
const float *view_co = v3d->camera ? v3d->camera->obmat[3] : rv3d->viewinv[3];
const int mval[2] = {mx - ar->winrct.xmin, my - ar->winrct.ymin};
float co[3];
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* grr, always draw else we leave stale text */
ED_region_tag_redraw(ar);
view3d_operator_needs_opengl(C);
if (ED_view3d_autodist(depsgraph, ar, v3d, mval, co, true, NULL)) {
const float mval_center_fl[2] = {(float)ar->winx / 2, (float)ar->winy / 2};
float co_align[3];
/* quick way to get view-center aligned point */
ED_view3d_win_to_3d(v3d, ar, co, mval_center_fl, co_align);
*r_depth = len_v3v3(view_co, co_align);
bUnit_AsString2(ddr->name,
sizeof(ddr->name),
(double)*r_depth,
4,
B_UNIT_LENGTH,
&scene->unit,
false);
}
else {
BLI_strncpy(ddr->name, "Nothing under cursor", sizeof(ddr->name));
}
}
}
}
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}
开发者ID:dfelinto,项目名称:blender,代码行数:63,代码来源:interface_eyedropper_depth.c
示例5: rna_Area_type_update
static void rna_Area_type_update(bContext *C, PointerRNA *ptr)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
bScreen *sc = (bScreen *)ptr->id.data;
ScrArea *sa = (ScrArea *)ptr->data;
/* XXX this call still use context, so we trick it to work in the right context */
for (win = wm->windows.first; win; win = win->next) {
if (sc == win->screen) {
wmWindow *prevwin = CTX_wm_window(C);
ScrArea *prevsa = CTX_wm_area(C);
ARegion *prevar = CTX_wm_region(C);
CTX_wm_window_set(C, win);
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, NULL);
ED_area_newspace(C, sa, sa->butspacetype, true);
ED_area_tag_redraw(sa);
/* It is possible that new layers becomes visible. */
if (sa->spacetype == SPACE_VIEW3D) {
DAG_on_visible_update(CTX_data_main(C), false);
}
CTX_wm_window_set(C, prevwin);
CTX_wm_area_set(C, prevsa);
CTX_wm_region_set(C, prevar);
break;
}
}
}
开发者ID:wchargin,项目名称:blender,代码行数:33,代码来源:rna_screen.c
示例6: view3d_panel_operator_redo
/* TODO de-duplicate redo panel functions - campbell */
static void view3d_panel_operator_redo(const bContext *C, Panel *pa)
{
wmOperator *op = WM_operator_last_redo(C);
ARegion *ar;
ARegion *ar1;
if (op == NULL) {
return;
}
/* keep in sync with logic in ED_undo_operator_repeat() */
ar = CTX_wm_region(C);
ar1 = BKE_area_find_region_active_win(CTX_wm_area(C));
if (ar1)
CTX_wm_region_set((bContext *)C, ar1);
if (WM_operator_poll((bContext *)C, op->type)) {
uiBlock *block = uiLayoutGetBlock(pa->layout);
if (!WM_operator_check_ui_enabled(C, op->type->name))
uiLayoutSetEnabled(pa->layout, false);
/* note, blockfunc is a default but->func, use Handle func to allow button callbacks too */
UI_block_func_handle_set(block, ED_undo_operator_repeat_cb_evt, op);
view3d_panel_operator_redo_operator(C, pa, op);
}
/* set region back */
CTX_wm_region_set((bContext *)C, ar);
}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:32,代码来源:view3d_toolbar.c
示例7: datadropper_id_sample_pt
/**
* \brief get the ID from the screen.
*/
static void datadropper_id_sample_pt(bContext *C, DataDropper *ddr, int mx, int my, ID **r_id)
{
/* we could use some clever */
bScreen *screen = CTX_wm_screen(C);
ScrArea *sa = BKE_screen_find_area_xy(screen, -1, mx, my);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_prev = CTX_wm_region(C);
ddr->name[0] = '\0';
if (sa) {
if (sa->spacetype == SPACE_VIEW3D) {
ARegion *ar = BKE_area_find_region_xy(sa, RGN_TYPE_WINDOW, mx, my);
if (ar) {
const int mval[2] = {mx - ar->winrct.xmin, my - ar->winrct.ymin};
Base *base;
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* grr, always draw else we leave stale text */
ED_region_tag_redraw(ar);
base = ED_view3d_give_base_under_cursor(C, mval);
if (base) {
Object *ob = base->object;
ID *id = NULL;
if (ddr->idcode == ID_OB) {
id = (ID *)ob;
}
else if (ob->data) {
if (GS(((ID *)ob->data)->name) == ddr->idcode) {
id = (ID *)ob->data;
}
else {
BLI_snprintf(
ddr->name, sizeof(ddr->name), "Incompatible, expected a %s", ddr->idcode_name);
}
}
PointerRNA idptr;
RNA_id_pointer_create(id, &idptr);
if (id && RNA_property_pointer_poll(&ddr->ptr, ddr->prop, &idptr)) {
BLI_snprintf(ddr->name, sizeof(ddr->name), "%s: %s", ddr->idcode_name, id->name + 2);
*r_id = id;
}
}
}
}
}
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}
开发者ID:dfelinto,项目名称:blender,代码行数:59,代码来源:interface_eyedropper_datablock.c
示例8: screen_opengl_render_end
static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
{
Main *bmain = CTX_data_main(C);
Scene *scene = oglrender->scene;
if (oglrender->mh) {
if (BKE_imtype_is_movie(scene->r.im_format.imtype))
oglrender->mh->end_movie();
}
if (oglrender->timer) { /* exec will not have a timer */
scene->r.cfra = oglrender->cfrao;
BKE_scene_update_for_newframe(bmain, scene, screen_opengl_layers(oglrender));
WM_event_remove_timer(oglrender->wm, oglrender->win, oglrender->timer);
}
WM_cursor_modal_restore(oglrender->win);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
U.obcenter_dia = oglrender->obcenter_dia_back;
GPU_offscreen_free(oglrender->ofs);
oglrender->scene->customdata_mask_modal = 0;
CTX_wm_area_set(C, oglrender->prevsa);
CTX_wm_region_set(C, oglrender->prevar);
MEM_freeN(oglrender);
}
开发者ID:diosney,项目名称:blender,代码行数:32,代码来源:render_opengl.c
示例9: ED_view3d_context_activate
bool ED_view3d_context_activate(bContext *C)
{
bScreen *sc = CTX_wm_screen(C);
ScrArea *sa = CTX_wm_area(C);
ARegion *ar;
/* sa can be NULL when called from python */
if (sa == NULL || sa->spacetype != SPACE_VIEW3D)
for (sa = sc->areabase.first; sa; sa = sa->next)
if (sa->spacetype == SPACE_VIEW3D)
break;
if (!sa)
return false;
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->regiontype == RGN_TYPE_WINDOW)
break;
if (!ar)
return false;
/* bad context switch .. */
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
return true;
}
开发者ID:greg100795,项目名称:blender-git,代码行数:28,代码来源:view3d_view.c
示例10: ED_view3d_context_activate
bool ED_view3d_context_activate(bContext *C)
{
bScreen *sc = CTX_wm_screen(C);
ScrArea *sa = CTX_wm_area(C);
ARegion *ar;
/* sa can be NULL when called from python */
if (sa == NULL || sa->spacetype != SPACE_VIEW3D) {
sa = BKE_screen_find_big_area(sc, SPACE_VIEW3D, 0);
}
if (sa == NULL) {
return false;
}
ar = BKE_area_find_region_active_win(sa);
if (ar == NULL) {
return false;
}
/* bad context switch .. */
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
return true;
}
开发者ID:pawkoz,项目名称:dyplom,代码行数:26,代码来源:view3d_view.c
示例11: WM_redraw_windows
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_prev = CTX_wm_region(C);
wm_draw_update(C);
CTX_wm_window_set(C, win_prev);
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}
开发者ID:linkedinyou,项目名称:blender-git,代码行数:12,代码来源:wm_draw.c
示例12: wm_method_draw_full
static void wm_method_draw_full(bContext *C, wmWindow *win)
{
bScreen *screen = win->screen;
ScrArea *sa;
ARegion *ar;
/* draw area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
ED_screen_draw(win);
win->screen->do_draw = false;
/* draw overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:40,代码来源:wm_draw.c
示例13: ui_block_region_refresh
static void ui_block_region_refresh(const bContext *C, ARegion *ar)
{
ScrArea *ctx_area = CTX_wm_area(C);
ARegion *ctx_region = CTX_wm_region(C);
uiBlock *block;
if (ar->do_draw & RGN_DRAW_REFRESH_UI) {
ScrArea *handle_ctx_area;
ARegion *handle_ctx_region;
uiBlock *block_next;
ar->do_draw &= ~RGN_DRAW_REFRESH_UI;
for (block = ar->uiblocks.first; block; block = block_next) {
block_next = block->next;
uiPopupBlockHandle *handle = block->handle;
if (handle->can_refresh) {
handle_ctx_area = handle->ctx_area;
handle_ctx_region = handle->ctx_region;
if (handle_ctx_area) {
CTX_wm_area_set((bContext *)C, handle_ctx_area);
}
if (handle_ctx_region) {
CTX_wm_region_set((bContext *)C, handle_ctx_region);
}
uiBut *but = handle->popup_create_vars.but;
ARegion *butregion = handle->popup_create_vars.butregion;
ui_popup_block_refresh((bContext *)C, handle, butregion, but);
}
}
}
CTX_wm_area_set((bContext *)C, ctx_area);
CTX_wm_region_set((bContext *)C, ctx_region);
}
开发者ID:dfelinto,项目名称:blender,代码行数:37,代码来源:interface_region_popup.c
示例14: screen_opengl_render_end
static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
{
Main *bmain = CTX_data_main(C);
Scene *scene = oglrender->scene;
size_t i;
if (oglrender->mh) {
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
for (i = 0; i < oglrender->totvideos; i++) {
oglrender->mh->end_movie(oglrender->movie_ctx_arr[i]);
oglrender->mh->context_free(oglrender->movie_ctx_arr[i]);
}
}
if (oglrender->movie_ctx_arr) {
MEM_freeN(oglrender->movie_ctx_arr);
}
}
if (oglrender->timer) { /* exec will not have a timer */
scene->r.cfra = oglrender->cfrao;
BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, screen_opengl_layers(oglrender));
WM_event_remove_timer(oglrender->wm, oglrender->win, oglrender->timer);
}
WM_cursor_modal_restore(oglrender->win);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
if (oglrender->fx)
GPU_fx_compositor_destroy(oglrender->fx);
GPU_offscreen_free(oglrender->ofs);
oglrender->scene->customdata_mask_modal = 0;
CTX_wm_area_set(C, oglrender->prevsa);
CTX_wm_region_set(C, oglrender->prevar);
MEM_freeN(oglrender);
}
开发者ID:mcgrathd,项目名称:blender,代码行数:42,代码来源:render_opengl.c
示例15: wm_method_draw_triple_multiview
static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, StereoViews sview)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *drawdata;
wmDrawTriple *triple_data, *triple_all;
bScreen *screen = win->screen;
ScrArea *sa;
ARegion *ar;
int copytex = false;
int id;
/* we store the triple_data in sequence to triple_all */
for (id = 0; id < 2; id++) {
drawdata = BLI_findlink(&win->drawdata, (sview * 2) + id);
if (drawdata && drawdata->triple) {
if (id == 0) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addtail(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
}
triple_data = ((wmDrawData *) BLI_findlink(&win->drawdata, sview * 2))->triple;
triple_all = ((wmDrawData *) BLI_findlink(&win->drawdata, (sview * 2) + 1))->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
switch (sa->spacetype) {
case SPACE_IMAGE:
{
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
break;
}
case SPACE_VIEW3D:
{
View3D *v3d = sa->spacedata.first;
BGpic *bgpic = v3d->bgpicbase.first;
v3d->multiview_eye = sview;
if (bgpic) bgpic->iuser.multiview_eye = sview;
break;
}
case SPACE_NODE:
{
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_verify_viewer(IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
}
break;
}
case SPACE_SEQ:
{
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
break;
}
}
/* draw marked area regions */
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
//.........这里部分代码省略.........
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:101,代码来源:wm_draw.c
示例16: setup_app_data
//.........这里部分代码省略.........
sound_init_main(G.main);
if (bfd->user) {
/* only here free userdef themes... */
BKE_userdef_free();
U = *bfd->user;
/* Security issue: any blend file could include a USER block.
*
* Currently we load prefs from BLENDER_STARTUP_FILE and later on load BLENDER_USERPREF_FILE,
* to load the preferences defined in the users home dir.
*
* This means we will never accidentally (or maliciously)
* enable scripts auto-execution by loading a '.blend' file.
*/
U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE;
MEM_freeN(bfd->user);
}
/* case G_FILE_NO_UI or no screens in file */
if (mode != LOAD_UI) {
/* leave entire context further unaltered? */
CTX_data_scene_set(C, curscene);
}
else {
G.fileflags = bfd->fileflags;
CTX_wm_manager_set(C, G.main->wm.first);
CTX_wm_screen_set(C, bfd->curscreen);
CTX_data_scene_set(C, bfd->curscene);
CTX_wm_area_set(C, NULL);
CTX_wm_region_set(C, NULL);
CTX_wm_menu_set(C, NULL);
curscene = bfd->curscene;
}
/* this can happen when active scene was lib-linked, and doesn't exist anymore */
if (CTX_data_scene(C) == NULL) {
/* in case we don't even have a local scene, add one */
if (!G.main->scene.first)
BKE_scene_add(G.main, "Scene");
CTX_data_scene_set(C, G.main->scene.first);
CTX_wm_screen(C)->scene = CTX_data_scene(C);
curscene = CTX_data_scene(C);
}
BLI_assert(curscene == CTX_data_scene(C));
/* special cases, override loaded flags: */
if (G.f != bfd->globalf) {
const int flags_keep = (G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF);
bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep);
}
G.f = bfd->globalf;
#ifdef WITH_PYTHON
/* let python know about new main */
BPY_context_update(C);
#endif
开发者ID:akonneker,项目名称:blensor,代码行数:66,代码来源:blender.c
示例17: file_smoothscroll_invoke
/* only meant for timer usage */
static int file_smoothscroll_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
ScrArea *sa = CTX_wm_area(C);
SpaceFile *sfile = CTX_wm_space_file(C);
ARegion *ar, *oldar = CTX_wm_region(C);
int offset;
int numfiles, numfiles_layout;
int edit_idx = 0;
int i;
/* escape if not our timer */
if (sfile->smoothscroll_timer == NULL || sfile->smoothscroll_timer != event->customdata)
return OPERATOR_PASS_THROUGH;
numfiles = filelist_numfiles(sfile->files);
/* check if we are editing a name */
for (i = 0; i < numfiles; ++i) {
if (filelist_is_selected(sfile->files, i, CHECK_ALL) ) {
edit_idx = i;
break;
}
}
/* if we are not editing, we are done */
if (0 == edit_idx) {
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), sfile->smoothscroll_timer);
sfile->smoothscroll_timer = NULL;
return OPERATOR_PASS_THROUGH;
}
/* we need the correct area for scrolling */
ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
if (!ar || ar->regiontype != RGN_TYPE_WINDOW) {
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), sfile->smoothscroll_timer);
sfile->smoothscroll_timer = NULL;
return OPERATOR_PASS_THROUGH;
}
offset = ED_fileselect_layout_offset(sfile->layout, (int)ar->v2d.cur.xmin, (int)-ar->v2d.cur.ymax);
if (offset < 0) offset = 0;
/* scroll offset is the first file in the row/column we are editing in */
if (sfile->scroll_offset == 0) {
if (sfile->layout->flag & FILE_LAYOUT_HOR) {
sfile->scroll_offset = (edit_idx / sfile->layout->rows) * sfile->layout->rows;
if (sfile->scroll_offset <= offset) sfile->scroll_offset -= sfile->layout->rows;
}
else {
sfile->scroll_offset = (edit_idx / sfile->layout->columns) * sfile->layout->columns;
if (sfile->scroll_offset <= offset) sfile->scroll_offset -= sfile->layout->columns;
}
}
numfiles_layout = ED_fileselect_layout_numfiles(sfile->layout, ar);
/* check if we have reached our final scroll position */
if ( (sfile->scroll_offset >= offset) && (sfile->scroll_offset < offset + numfiles_layout) ) {
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), sfile->smoothscroll_timer);
sfile->smoothscroll_timer = NULL;
return OPERATOR_FINISHED;
}
/* temporarily set context to the main window region,
* so the scroll operators work */
CTX_wm_region_set(C, ar);
/* scroll one step in the desired direction */
if (sfile->scroll_offset < offset) {
if (sfile->layout->flag & FILE_LAYOUT_HOR) {
WM_operator_name_call(C, "VIEW2D_OT_scroll_left", 0, NULL);
}
else {
WM_operator_name_call(C, "VIEW2D_OT_scroll_up", 0, NULL);
}
}
else {
if (sfile->layout->flag & FILE_LAYOUT_HOR) {
WM_operator_name_call(C, "VIEW2D_OT_scroll_right", 0, NULL);
}
else {
WM_operator_name_call(C, "VIEW2D_OT_scroll_down", 0, NULL);
}
}
ED_region_tag_redraw(ar);
/* and restore context */
CTX_wm_region_set(C, oldar);
return OPERATOR_FINISHED;
}
开发者ID:manwapastorelli,项目名称:blender-git,代码行数:94,代码来源:file_ops.c
示例18: game_engine_exec
static int game_engine_exec(bContext *C, wmOperator *op)
{
#ifdef WITH_GAMEENGINE
Scene *startscene = CTX_data_scene(C);
Main *bmain = CTX_data_main(C);
ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C);
ARegion *ar, *prevar = CTX_wm_region(C);
wmWindow *prevwin = CTX_wm_window(C);
RegionView3D *rv3d;
rcti cam_frame;
(void)op; /* unused */
/* bad context switch .. */
if (!ED_view3d_context_activate(C))
return OPERATOR_CANCELLED;
/* redraw to hide any menus/popups, we don't go back to
* the window manager until after this operator exits */
WM_redraw_windows(C);
BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE);
rv3d = CTX_wm_region_view3d(C);
/* sa = CTX_wm_area(C); */ /* UNUSED */
ar = CTX_wm_region(C);
view3d_operator_needs_opengl(C);
game_set_commmandline_options(&startscene->gm);
if ((rv3d->persp == RV3D_CAMOB) &&
(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) &&
(startscene->gm.stereoflag != STEREO_DOME))
{
/* Letterbox */
rctf cam_framef;
ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, false);
cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin;
cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin;
cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin;
cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin;
BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame);
}
else {
cam_frame.xmin = ar->winrct.xmin;
cam_frame.xmax = ar->winrct.xmax;
cam_frame.ymin = ar->winrct.ymin;
cam_frame.ymax = ar->winrct.ymax;
}
SaveState(C, prevwin);
StartKetsjiShell(C, ar, &cam_frame, 1);
/* window wasnt closed while the BGE was running */
if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) {
prevwin = NULL;
CTX_wm_window_set(C, NULL);
}
ED_area_tag_redraw(CTX_wm_area(C));
if (prevwin) {
/* restore context, in case it changed in the meantime, for
* example by working in another window or closing it */
CTX_wm_region_set(C, prevar);
CTX_wm_window_set(C, prevwin);
CTX_wm_area_set(C, prevsa);
}
RestoreState(C, prevwin);
//XXX restore_all_scene_cfra(scene_cfra_store);
BKE_scene_set_background(CTX_data_main(C), startscene);
//XXX BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, scene->lay);
BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST);
return OPERATOR_FINISHED;
#else
(void)C; /* unused */
BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build");
return OPERATOR_CANCELLED;
#endif
}
开发者ID:greg100795,项目名称:blender-git,代码行数:87,代码来源:view3d_view.c
示例19: screen_opengl_render_end
static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
{
Main *bmain = CTX_data_main(C);
Scene *scene = oglrender->scene;
int i;
if (oglrender->is_animation) {
BLI_task_pool_work_and_wait(oglrender->task_pool);
BLI_task_pool_free(oglrender->task_pool);
/* Depending on various things we might or might not use global scheduler. */
if (oglrender->task_scheduler != NULL) {
BLI_task_scheduler_free(oglrender->task_scheduler);
}
BLI_spin_end(&oglrender->reports_lock);
}
BLI_mutex_end(&oglrender->task_mutex);
BLI_condition_end(&oglrender->task_condition);
#ifdef DEBUG_TIME
printf("Total render time: %f\n", PIL_check_seconds_timer() - oglrender->time_start);
#endif
if (oglrender->mh) {
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
for (i = 0; i < oglrender->totvideos; i++) {
oglrender->mh->end_movie(oglrender->movie_ctx_arr[i]);
oglrender->mh->context_free(oglrender->movie_ctx_arr[i]);
}
}
if (oglrender->movie_ctx_arr) {
MEM_freeN(oglrender->movie_ctx_arr);
}
}
if (oglrender->timer) { /* exec will not have a timer */
scene->r.cfra = oglrender->cfrao;
BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, screen_opengl_layers(oglrender));
WM_event_remove_timer(oglrender->wm, oglrender->win, oglrender->timer);
}
WM_cursor_modal_restore(oglrender->win);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
if (oglrender->fx)
GPU_fx_compositor_destroy(oglrender->fx);
GPU_offscreen_free(oglrender->ofs);
if (oglrender->is_sequencer) {
MEM_freeN(oglrender->seq_data.ibufs_arr);
}
oglrender->scene->customdata_mask_modal = 0;
CTX_wm_area_set(C, oglrender->prevsa);
CTX_wm_region_set(C, oglrender->prevar);
MEM_freeN(oglrender);
}
开发者ID:UPBGE,项目名称:blender,代码行数:62,代码来源:render_opengl.c
示例20: wm_method_draw_overlap_all
static void wm_method_draw_overlap_all(bContext *C, wmWindow *win, int exchange)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = win->screen;
ScrArea *sa;
ARegion *ar;
static rcti rect = {0, 0, 0, 0};
/* after backbuffer selection draw, we need to redraw */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->swinid && !wm_area_test_invalid_backbuf(sa))
ED_region_tag_redraw(ar);
/* flush overlapping regions */
if (screen->regionbase.first) {
/* flush redraws of area regions up to overlapping regions */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->swinid && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush between overlapping regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->swinid && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush redraws of overlapping regions down to area regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->swinid && ar->do_draw)
wm_flush_regions_down(screen, &ar->winrct);
}
/* flush drag item */
if (rect.xmin != rect.xmax) {
wm_flush_regions_down(screen, &rect);
rect.xmin = rect.xmax = 0;
}
if (wm->drags.first) {
/* doesnt draw, fills rect with boundbox */
wm_drags_draw(C, win, &rect);
}
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->swinid) {
if (ar->do_draw) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
if (exchange)
ar->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (ar->swap == WIN_FRONT_OK) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
ar->swap = WIN_BOTH_OK;
}
else if (ar->swap == WIN_BACK_OK)
ar->swap = WIN_FRONT_OK;
else if (ar->swap == WIN_BOTH_OK)
ar->swap = WIN_BOTH_OK;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
if (screen->do_draw) {
ED_screen_draw(win);
if (exchange)
screen->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (screen->swap == WIN_FRONT_OK) {
ED_screen_draw(win);
screen->swap = WIN_BOTH_OK;
}
else if (screen->swap == WIN_BACK_OK)
screen->swap = WIN_FRONT_OK;
else if (screen->swap == WIN_BOTH_OK)
screen->swap = WIN_BOTH_OK;
}
/* draw marked overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->swinid && ar->do_draw) {
//.........这里部分代码省略.........
开发者ID:linkedinyou,项目名称:blender-git,代码行数:101,代码来源:wm_draw.c
注:本文中的CTX_wm_region_set函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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