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blender-archive/source/blender/editors/space_graph/space_graph.c

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/**
* $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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <stdio.h>
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_fcurve.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "ED_anim_api.h"
#include "ED_markers.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "graph_intern.h" // own include
/* ******************** manage regions ********************* */
ARegion *graph_has_buttons_region(ScrArea *sa)
{
ARegion *ar, *arnew;
for (ar= sa->regionbase.first; ar; ar= ar->next) {
if (ar->regiontype==RGN_TYPE_UI)
return ar;
}
/* add subdiv level; after main */
for (ar= sa->regionbase.first; ar; ar= ar->next) {
if (ar->regiontype==RGN_TYPE_WINDOW)
break;
}
/* is error! */
if (ar==NULL) return NULL;
arnew= MEM_callocN(sizeof(ARegion), "buttons for graph");
BLI_insertlinkafter(&sa->regionbase, ar, arnew);
arnew->regiontype= RGN_TYPE_UI;
arnew->alignment= RGN_ALIGN_RIGHT;
arnew->flag = RGN_FLAG_HIDDEN;
return arnew;
}
/* ******************** default callbacks for ipo space ***************** */
static SpaceLink *graph_new(const bContext *C)
{
Scene *scene= CTX_data_scene(C);
ARegion *ar;
SpaceIpo *sipo;
/* Graph Editor - general stuff */
sipo= MEM_callocN(sizeof(SpaceIpo), "init graphedit");
sipo->spacetype= SPACE_IPO;
sipo->autosnap= SACTSNAP_FRAME;
/* allocate DopeSheet data for Graph Editor */
sipo->ads= MEM_callocN(sizeof(bDopeSheet), "GraphEdit DopeSheet");
sipo->ads->source= (ID *)scene;
/* header */
ar= MEM_callocN(sizeof(ARegion), "header for graphedit");
BLI_addtail(&sipo->regionbase, ar);
ar->regiontype= RGN_TYPE_HEADER;
ar->alignment= RGN_ALIGN_BOTTOM;
/* channels */
ar= MEM_callocN(sizeof(ARegion), "channels area for graphedit");
BLI_addtail(&sipo->regionbase, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_LEFT;
ar->v2d.scroll = (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
/* ui buttons */
ar= MEM_callocN(sizeof(ARegion), "buttons area for graphedit");
BLI_addtail(&sipo->regionbase, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_RIGHT;
ar->flag = RGN_FLAG_HIDDEN;
/* main area */
ar= MEM_callocN(sizeof(ARegion), "main area for graphedit");
BLI_addtail(&sipo->regionbase, ar);
ar->regiontype= RGN_TYPE_WINDOW;
ar->v2d.tot.xmin= 0.0f;
ar->v2d.tot.ymin= (float)scene->r.sfra - 10.0f;
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ar->v2d.tot.xmax= (float)scene->r.efra;
ar->v2d.tot.ymax= 10.0f;
ar->v2d.cur= ar->v2d.tot;
ar->v2d.min[0]= FLT_MIN;
ar->v2d.min[1]= FLT_MIN;
ar->v2d.max[0]= MAXFRAMEF;
ar->v2d.max[1]= FLT_MAX;
ar->v2d.scroll= (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_LEFT|V2D_SCROLL_SCALE_VERTICAL);
ar->v2d.keeptot= 0;
return (SpaceLink *)sipo;
}
/* not spacelink itself */
static void graph_free(SpaceLink *sl)
{
SpaceIpo *si= (SpaceIpo *)sl;
if (si->ads) {
BLI_freelistN(&si->ads->chanbase);
MEM_freeN(si->ads);
}
if (si->ghostCurves.first)
free_fcurves(&si->ghostCurves);
}
/* spacetype; init callback */
static void graph_init(struct wmWindowManager *wm, ScrArea *sa)
{
SpaceIpo *sipo= (SpaceIpo *)sa->spacedata.first;
/* init dopesheet data if non-existant (i.e. for old files) */
if (sipo->ads == NULL) {
sipo->ads= MEM_callocN(sizeof(bDopeSheet), "GraphEdit DopeSheet");
sipo->ads->source= (ID *)(G.main->scene.first); // FIXME: this is a really nasty hack here for now...
}
ED_area_tag_refresh(sa);
}
static SpaceLink *graph_duplicate(SpaceLink *sl)
{
SpaceIpo *sipon= MEM_dupallocN(sl);
/* clear or remove stuff from old */
BLI_duplicatelist(&sipon->ghostCurves, &((SpaceIpo *)sl)->ghostCurves);
sipon->ads= MEM_dupallocN(sipon->ads);
return (SpaceLink *)sipon;
}
/* add handlers, stuff you only do once or on area/region changes */
static void graph_main_area_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
/* own keymap */
keymap= WM_keymap_find(wm->defaultconf, "Graph Editor", SPACE_IPO, 0);
WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
keymap= WM_keymap_find(wm->defaultconf, "Graph Editor Generic", SPACE_IPO, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void graph_main_area_draw(const bContext *C, ARegion *ar)
{
/* draw entirely, view changes should be handled here */
SpaceIpo *sipo= CTX_wm_space_graph(C);
bAnimContext ac;
View2D *v2d= &ar->v2d;
View2DGrid *grid;
View2DScrollers *scrollers;
float col[3];
short unitx=0, unity=V2D_UNIT_VALUES, flag=0;
/* clear and setup matrix */
UI_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(C, v2d);
/* grid */
unitx= (sipo->flag & SIPO_DRAWTIME)? V2D_UNIT_SECONDS : V2D_UNIT_FRAMESCALE;
grid= UI_view2d_grid_calc(C, v2d, unitx, V2D_GRID_NOCLAMP, unity, V2D_GRID_NOCLAMP, ar->winx, ar->winy);
UI_view2d_grid_draw(C, v2d, grid, V2D_GRIDLINES_ALL);
/* draw data */
if (ANIM_animdata_get_context(C, &ac)) {
/* draw ghost curves */
graph_draw_ghost_curves(&ac, sipo, ar, grid);
/* draw curves twice - unselected, then selected, so that the are fewer occlusion problems */
graph_draw_curves(&ac, sipo, ar, grid, 0);
graph_draw_curves(&ac, sipo, ar, grid, 1);
/* XXX the slow way to set tot rect... but for nice sliders needed (ton) */
get_graph_keyframe_extents(&ac, &v2d->tot.xmin, &v2d->tot.xmax, &v2d->tot.ymin, &v2d->tot.ymax);
/* extra offset so that these items are visible */
v2d->tot.xmin -= 10.0f;
v2d->tot.xmax += 10.0f;
}
/* only free grid after drawing data, as we need to use it to determine sampling rate */
UI_view2d_grid_free(grid);
/* horizontal component of value-cursor (value line before the current frame line) */
if ((sipo->flag & SIPO_NODRAWCURSOR)==0) {
float vec[2];
/* Draw a green line to indicate the cursor value */
vec[1]= sipo->cursorVal;
UI_ThemeColorShadeAlpha(TH_CFRAME, -10, -50);
glLineWidth(2.0);
glEnable(GL_BLEND);
glBegin(GL_LINE_STRIP);
vec[0]= v2d->cur.xmin;
glVertex2fv(vec);
vec[0]= v2d->cur.xmax;
glVertex2fv(vec);
glEnd(); // GL_LINE_STRIP
glDisable(GL_BLEND);
}
/* current frame */
if (sipo->flag & SIPO_DRAWTIME) flag |= DRAWCFRA_UNIT_SECONDS;
if ((sipo->flag & SIPO_NODRAWCFRANUM)==0) flag |= DRAWCFRA_SHOW_NUMBOX;
ANIM_draw_cfra(C, v2d, flag);
/* markers */
UI_view2d_view_orthoSpecial(C, v2d, 1);
draw_markers_time(C, 0);
/* preview range */
UI_view2d_view_ortho(C, v2d);
ANIM_draw_previewrange(C, v2d);
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
// FIXME: args for scrollers depend on the type of data being shown...
scrollers= UI_view2d_scrollers_calc(C, v2d, unitx, V2D_GRID_NOCLAMP, unity, V2D_GRID_NOCLAMP);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}
static void graph_channel_area_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_LIST, ar->winx, ar->winy);
/* own keymap */
keymap= WM_keymap_find(wm->defaultconf, "Animation Channels", 0, 0);
WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
keymap= WM_keymap_find(wm->defaultconf, "Graph Editor Generic", SPACE_IPO, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void graph_channel_area_draw(const bContext *C, ARegion *ar)
{
SpaceIpo *sipo= CTX_wm_space_graph(C);
bAnimContext ac;
View2D *v2d= &ar->v2d;
View2DScrollers *scrollers;
float col[3];
/* clear and setup matrix */
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UI_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
UI_view2d_view_ortho(C, v2d);
/* draw channels */
if (ANIM_animdata_get_context(C, &ac)) {
graph_draw_channel_names((bContext*)C, &ac, sipo, ar);
}
/* reset view matrix */
UI_view2d_view_restore(C);
/* scrollers */
scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
UI_view2d_scrollers_draw(C, v2d, scrollers);
UI_view2d_scrollers_free(scrollers);
}
/* add handlers, stuff you only do once or on area/region changes */
static void graph_header_area_init(wmWindowManager *wm, ARegion *ar)
{
ED_region_header_init(ar);
}
static void graph_header_area_draw(const bContext *C, ARegion *ar)
{
ED_region_header(C, ar);
}
/* add handlers, stuff you only do once or on area/region changes */
static void graph_buttons_area_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ED_region_panels_init(wm, ar);
keymap= WM_keymap_find(wm->defaultconf, "Graph Editor Generic", SPACE_IPO, 0);
WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
}
static void graph_buttons_area_draw(const bContext *C, ARegion *ar)
{
ED_region_panels(C, ar, 1, NULL, -1);
}
static void graph_region_listener(ARegion *ar, wmNotifier *wmn)
{
/* context changes */
switch(wmn->category) {
case NC_ANIMATION:
ED_region_tag_redraw(ar);
break;
case NC_SCENE:
switch(wmn->data) {
case ND_RENDER_OPTIONS:
case ND_OB_ACTIVE:
case ND_FRAME:
case ND_MARKERS:
case ND_SEQUENCER_SELECT:
ED_region_tag_redraw(ar);
break;
}
break;
case NC_OBJECT:
switch(wmn->data) {
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
case ND_KEYS:
ED_region_tag_redraw(ar);
break;
case ND_MODIFIER:
if(wmn->action == NA_RENAME)
ED_region_tag_redraw(ar);
break;
}
break;
case NC_NODE:
switch(wmn->data) {
case ND_NODE_SELECT:
ED_region_tag_redraw(ar);
break;
}
switch(wmn->action) {
case NA_EDITED:
ED_region_tag_redraw(ar);
break;
}
break;
case NC_ID:
if(wmn->action == NA_RENAME)
ED_region_tag_redraw(ar);
break;
default:
if(wmn->data==ND_KEYS)
ED_region_tag_redraw(ar);
}
}
/* editor level listener */
static void graph_listener(ScrArea *sa, wmNotifier *wmn)
{
SpaceIpo *sipo= (SpaceIpo *)sa->spacedata.first;
/* context changes */
switch (wmn->category) {
case NC_ANIMATION:
/* for selection changes of animation data, we can just redraw... otherwise autocolor might need to be done again */
if (ELEM(wmn->data, ND_KEYFRAME_SELECT, ND_ANIMCHAN_SELECT))
ED_area_tag_redraw(sa);
else
ED_area_tag_refresh(sa);
break;
case NC_SCENE:
switch (wmn->data) {
case ND_OB_ACTIVE: /* selection changed, so force refresh to flush (needs flag set to do syncing) */
case ND_OB_SELECT:
sipo->flag |= SIPO_TEMP_NEEDCHANSYNC;
ED_area_tag_refresh(sa);
break;
default: /* just redrawing the view will do */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_OBJECT:
switch (wmn->data) {
case ND_BONE_SELECT: /* selection changed, so force refresh to flush (needs flag set to do syncing) */
case ND_BONE_ACTIVE:
sipo->flag |= SIPO_TEMP_NEEDCHANSYNC;
ED_area_tag_refresh(sa);
break;
case ND_TRANSFORM:
break; /*do nothing*/
default: /* just redrawing the view will do */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_SPACE:
if(wmn->data == ND_SPACE_GRAPH)
ED_area_tag_redraw(sa);
break;
// XXX: restore the case below if not enough updates occur...
//default:
// if(wmn->data==ND_KEYS)
// ED_area_tag_redraw(sa);
}
}
static void graph_refresh(const bContext *C, ScrArea *sa)
{
SpaceIpo *sipo = (SpaceIpo *)sa->spacedata.first;
bAnimContext ac;
/* updates to data needed depends on Graph Editor mode... */
switch (sipo->mode) {
case SIPO_MODE_ANIMATION: /* all animation */
{
}
break;
case SIPO_MODE_DRIVERS: /* drivers only */
{
}
break;
}
/* region updates? */
// XXX resizing y-extents of tot should go here?
/* update the state of the animchannels in response to changes from the data they represent
* NOTE: the temp flag is used to indicate when this needs to be done, and will be cleared once handled
*/
if (sipo->flag & SIPO_TEMP_NEEDCHANSYNC) {
ANIM_sync_animchannels_to_data(C);
sipo->flag &= ~SIPO_TEMP_NEEDCHANSYNC;
}
/* init/adjust F-Curve colors */
if (ANIM_animdata_get_context(C, &ac)) {
ListBase anim_data = {NULL, NULL};
bAnimListElem *ale;
int filter;
int items, i;
/* build list of F-Curves which will be visible as channels in channel-region
* - we don't include ANIMFILTER_CURVEVISIBLE filter, as that will result in a
* mismatch between channel-colors and the drawn curves
*/
filter= (ANIMFILTER_VISIBLE|ANIMFILTER_CURVESONLY);
items= ANIM_animdata_filter(&ac, &anim_data, filter, ac.data, ac.datatype);
/* loop over F-Curves, assigning colors */
for (ale=anim_data.first, i=0; ale; ale= ale->next, i++) {
FCurve *fcu= (FCurve *)ale->data;
/* set color of curve here */
switch (fcu->color_mode) {
case FCURVE_COLOR_CUSTOM:
/* User has defined a custom color for this curve already (we assume it's not going to cause clashes with text colors),
* which should be left alone... Nothing needs to be done here.
*/
break;
case FCURVE_COLOR_AUTO_RGB:
{
/* F-Curve's array index is automatically mapped to RGB values. This works best of 3-value vectors.
* TODO: find a way to module the hue so that not all curves have same color...
*/
/* standard table of colors to use */
const float _colorsets[4][3]=
{
{1.0f, 0.0f, 0.0f}, /* red */
{0.0f, 1.0f, 0.0f}, /* green */
{0.0f, 0.0f, 1.0f}, /* blue */
{0.3f, 0.8f, 1.0f}, /* 'unknown' color - bluish so as to not conflict with handles */
};
/* simply copy the relevant color over to the F-Curve */
if ((fcu->array_index >= 0) && (fcu->array_index < 3)) {
/* if the index is within safe bounds, use index to access table */
VECCOPY(fcu->color, _colorsets[fcu->array_index]);
}
else {
/* use the 'unknown' color... */
VECCOPY(fcu->color, _colorsets[3]);
}
}
break;
case FCURVE_COLOR_AUTO_RAINBOW:
default:
{
/* determine color 'automatically' using 'magic function' which uses the given args
* of current item index + total items to determine some RGB color
*/
getcolor_fcurve_rainbow(i, items, fcu->color);
}
break;
}
}
/* free temp list */
BLI_freelistN(&anim_data);
}
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_ipo(void)
{
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SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype ipo");
ARegionType *art;
st->spaceid= SPACE_IPO;
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strncpy(st->name, "Graph", BKE_ST_MAXNAME);
st->new= graph_new;
st->free= graph_free;
st->init= graph_init;
st->duplicate= graph_duplicate;
st->operatortypes= graphedit_operatortypes;
st->keymap= graphedit_keymap;
st->listener= graph_listener;
st->refresh= graph_refresh;
/* regions: main window */
art= MEM_callocN(sizeof(ARegionType), "spacetype graphedit region");
art->regionid = RGN_TYPE_WINDOW;
art->init= graph_main_area_init;
art->draw= graph_main_area_draw;
art->listener= graph_region_listener;
art->keymapflag= ED_KEYMAP_VIEW2D/*|ED_KEYMAP_MARKERS*/|ED_KEYMAP_ANIMATION|ED_KEYMAP_FRAMES;
BLI_addhead(&st->regiontypes, art);
/* regions: header */
art= MEM_callocN(sizeof(ARegionType), "spacetype graphedit region");
art->regionid = RGN_TYPE_HEADER;
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.
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art->prefsizey= HEADERY;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES|ED_KEYMAP_HEADER;
art->listener= graph_region_listener;
art->init= graph_header_area_init;
art->draw= graph_header_area_draw;
BLI_addhead(&st->regiontypes, art);
/* regions: channels */
art= MEM_callocN(sizeof(ARegionType), "spacetype graphedit region");
art->regionid = RGN_TYPE_CHANNELS;
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
art->prefsizex= 200+V2D_SCROLL_WIDTH; /* 200 is the 'standard', but due to scrollers, we want a bit more to fit the lock icons in */
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
art->listener= graph_region_listener;
art->init= graph_channel_area_init;
art->draw= graph_channel_area_draw;
BLI_addhead(&st->regiontypes, art);
/* regions: UI buttons */
art= MEM_callocN(sizeof(ARegionType), "spacetype graphedit region");
art->regionid = RGN_TYPE_UI;
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
art->prefsizex= 200;
art->keymapflag= ED_KEYMAP_UI;
art->listener= graph_region_listener;
art->init= graph_buttons_area_init;
art->draw= graph_buttons_area_draw;
BLI_addhead(&st->regiontypes, art);
graph_buttons_register(art);
BKE_spacetype_register(st);
}